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451.
#35487

Designing for B2B and Enterprise Applications

It's not uncommon to hear people complaining about the poor user experience of some B2B and enterprise applications. Read through these top tips to help you design enterprise applications that offer a better user experience and increase productivity.

Baxevanis, Alexander. Webcredible (2009). Articles>Human Computer Interaction>User Centered Design>User Experience

452.
#35493

Cr@p Error Messages

When writing software, *please* don't give error messages that are only meaningful to developers of the software. Microsoft used to be awful for this: "System fault at DEAD:BEEF, please contact your system administrator". Which would've been cool, except that I *was* the system administrator.

Bailey, Jeff. LiveJournal (2009). Articles>Human Computer Interaction>User Centered Design>User Experience

453.
#35505

How to Understand Your Users with Personas

Personas are a powerful tool for helping you to better understand the needs of your users. In this comic, drawn exclusively for Think Vitamin, you’ll learn more about Personas and how they’ll revolutionize the way you design and build web sites.

Colbow, Brad. Carsonified (2009). Articles>User Centered Design>Methods>Personas

454.
#35506

The Origin of Personas

The Inmates Are Running the Asylum, published in 1998, introduced the use of personas as a practical interaction design tool. Based on the single-chapter discussion in that book, personas rapidly gained popularity in the software industry due to their unusual power and effectiveness. Had personas been developed in the laboratory, the full story of how they came to be would have been published long ago, but since their use developed over many years in both my practice as a software inventor and architectural consultant and the consulting work of Cooper designers, that is not the case. Since Inmates was published, many people have asked for the history of Cooper personas, and here it is.

Cooper, Alan. Cooper Journal (2003). Articles>User Centered Design>History>Personas

455.
#35507

Getting from Research to Personas: Harnessing the Power of Data

The usefulness of personas in defining and designing interactive products has become more widely accepted in the last few years, but a lack of published information has, unfortunately, left room for a lot of misconceptions about how personas are created, and about what information actually comprises a persona. Although space does not permit a full treatment of persona creation in this article, I hope to highlight a few essential points.

Goodwin, Kim. Cooper Journal (2002). Articles>User Centered Design>Methods>Personas

456.
#35508

Personas and Goal-Directed Design: An Interview with Kim Goodwin

We use personas because they are powerful design, measurement, and communication tools. We use them in design to help us avoid the elastic user problem--where "the user" is a total novice one minute and a technophile the next--as well as self-referential design, because designers are seldom representative of a product's target audience. Personas also help cut through assumptions that certain tasks are necessary; if a task doesn't directly help accomplish a goal, we can try to eliminate it.

Klee, Matthew. User Interface Engineering (2001). Articles>Interviews>User Centered Design>Personas

457.
#35509

What's Your Customer's Persona?

Using "personas" forces us to think carefully about who our customer is for each product — what they need and want and how they'll use it. We've come up with a few personas, and each one has a name and personality. Even for a book on business planning, for instance, "Sally Startup" has different needs than does "Vic Venture."

Abrams, Rhonda. USA Today (2005). Articles>User Centered Design>Methods>Personas

458.
#35572

Comic Relief

As part of a project I'm working on, we are going to develop a comic-style collection of user scenarios to help communicate best practices around a security service we are offering.

Hughes, Michael A. User Assistance (2009). Articles>User Centered Design>Technical Illustration>Personas

459.
#35578

Teaching Users to Read

This may sound a little harsh, but you'll see, when you do usability tests, that there are quite a few users who simply do not read words that you put on the screen. If you pop up an error box of any sort, they simply will not read it.

Atwood, Jeff. Coding Horror (2004). Articles>User Interface>User Centered Design>Usability

460.
#35598

The Foundation of a Great User Experience

I’m part of the AEC User Experience Team at Autodesk. Our goal is to design a great user experience for our customers, but just what does that mean? Our definition of user experience focuses on all the touchpoints that current or new users have with our product. For example, the downloading of software trials is often the beginning of one’s user experience with a product. If you have to fill out forms that ask for too much information, (should “cell phone number” be a required field on a trial download form?) or present you with too many obstacles, the likelihood of a positive user experience will be low. Your interactions with technical support, documentation, the product, and even other products that you use, are all aspects of the user experience.

Wilson, Chauncey E. Designing the User Experience at Autodesk (2009). Articles>User Experience>Usability>User Centered Design

461.
#35608

Getting Started with Contextual Inquiries

The Process and Power team hadn’t conducted contextual inquires before. Since the group was originally launched as a start-up within a larger organization, the Product Design team often found itself in an ad-hoc rapid process with Software Development (SWD) – working frantically to develop the right amount of specificity to keep the SWD machine cranking and the goal of first release clearly in sights.

Sherman, Melissa. Designing the User Experience at Autodesk (2009). Articles>User Centered Design>Ethnographies>Contextual Inquiry

462.
#35609

Going Viral

Our plan was to market Project Dragonfly virally. Going out now meant that we were a little early and many details were still on the to-do list. As a user centered design practitioner working with an Agile Development process, I was comfortable working in an iterative manner to engage users quickly so that we think through details and bring solutions forward. Yet something about this situation seemed different to me. We wanted the world to broadcast about the benefits of Project Dragonfly while our marketing efforts simply facilitated the conversation.

Arnold, Steve. Designing the User Experience at Autodesk (2009). Articles>User Centered Design>Project Management>Marketing

463.
#35627

How Apple’s Setup Guide Shows That It Thinks Different new!

Seth Godin believes that everything reflects what you stand for—right down to your technical documents. Ever looked at Apple’s tech docs?

Godin, Seth. I Heart Tech Docs (2009). Articles>Documentation>User Centered Design>Macintosh

464.
#35705

Strategies on How To Motivate Users to Sign Up Through Design new!

Be it web-based applications or online services, they are taking the Internet by storm. Many websites introducing these services are created and launched to get users to sign up and use the software (hopefully for a long-term). The question is: How do we get users from the unfamiliar zone into the interested zone and subsequently becoming a first time use?

Onextrapixel (2009). Articles>Web Design>User Centered Design>Forms

465.
#35728

Forget the Golden Rule new!

Treat others the way you would want to be treated. It seems ridiculous to think that one of the most common rules taught to children somehow hinders effective business communication when these children become adults. But it’s true. To be effective at communicating with customers (for example, internal audiences who buy into ideas or messages, or external audiences who buy products or services), one must turn away from this standard rule and focus instead on treating others the way they want to be treated.

Parkhurst, Morgan Leu. Communication World Bulletin (2009). Articles>Business Communication>User Centered Design>Marketing

466.
#35795

Privacy in the United States: Some Implications for Design   (peer-reviewed) new!

In the United States, "privacy" largely centers on the degree to which an individual feels in control over the accessibility of whatever she or he feels is "private." I explore this conceptualization of privacy, drawing primarily on the work of U.S. scholars as well as an ethnographic study including 74 mostly middle and upper-middle class individuals who were interviewed from June 2001-December 2002. I examine the ways in which participants try to achieve privacy as they pursue the principle of "selective disclosure and concealment." I conclude that 1) the affordance of such selectivity may be a key element when it comes to objects, environments, services, and technological systems designed for the U.S., 2) it is important to use familiar (local), easily understood and manipulated mechanisms and metaphors when designing for privacy, 3) notions of privacy may vary widely, and if privacy is an important design consideration, deeper, local understandings of what it means and how it is normally achieved are necessary, and 4) at times, designers might benefit from focusing on the ways in which design features give preference to some stakeholders' interests at the expense of others' via the provision or denial of traditional forms of privacy.

Nippert-Eng, Christena. International Journal of Design (2007). Articles>User Centered Design>Privacy>United States

467.
#35796

User Value: Competing Theories and Models   (peer-reviewed) new!

In design research, the issues of what exactly constitutes user value and how design can contribute to its creation are not commonly discussed. This paper provides a critical overview of the theories of value used in anthropology, sociology, philosophy, business, and economics. In doing so, it reviews a range of theoretical and empirical studies, with particular emphasis on their position on product, user, and designer in the process of value creation. The paper first looks at the similarities and differences among definitions of value as exchange, sign, and experience. It then reviews types and properties of user value such as its multidimensionality, its contextuality, its interactivity, and the stages of user experience dependency identified by empirical studies. Methodological approaches to user value research and their possible applications in design are also discussed. Finally, directions for future research on user value are discussed giving particular emphasis to the need of tools and methods to support design practice.

Boztepe, Suzan. International Journal of Design (2007). Articles>User Centered Design>Assessment

468.
#35822

Changing Terminology: "User" versus "Customer" new!

The term "user" has also been critiqued because it obscures the fact that people use software and web sites in different ways. Sometimes the "user" is a customer, sometimes a contributor, sometimes an employee, sometimes a learner. In many cases, one of these words would be more accurate than the catch-all "user."

Ruby, Jennie. I Came, I Saw, I Learned (2009). Articles>Web Design>Social Networking>User Centered Design

 
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