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26.
#34407

Refactoring the User Experience

Though the relationship between software engineering and user experience is not always an easy one, software engineers and UX professionals share some common goals. Both have a vested interest in producing systems that are useful and usable. This column will explore how we can apply software engineering concepts and practices in the context of user experience design and, hopefully, build greater understanding between the two disciplines.

Hornsby, Peter. UXmatters (2009). Articles>User Experience>Usability

27.
#34459

Out of Box Experience: Getting it Right First Time

The out of box experience (OOBE) describes the users first interaction with a product or service. In the technology sector this first experience invariably involves plugging stuff in, installing some software and crossing your fingers in the hope that the product will work. The problem is that, in far too many cases, it doesn’t.

Frontend Infocentre (2009). Articles>User Experience>User Centered Design>Usability

28.
#34461

The Experience is Key

It is important to remember that the experience a person has using a product or service is every bit as important as that product or services usability.

Frontend Infocentre (2009). Articles>User Experience>Usability>Emotions

29.
#35052

Usability Matters: Software Development and the Balancing Act Between Design and Usability

Marketing departments – especially in IT – like to speak in the modern lingo about a product’s innovative “Look and Feel”. While “Look“ refers to the design of the solution, “Feel” means usability, the quality of use. Developers of Content Management Systems and other enterprise IT solutions have to walk a fine line to meet the exacting demands of users in both areas. But in recent years a clear trend has become apparent: There is a drive towards the modern, “cool” product design where at a minimum usability takes a back seat, often to its detriment.

Bodemann, Jörn. Content Wrangler, The (2009). Articles>Web Design>User Experience>Usability

30.
#35082

Adopting Documentation Usability Techniques to Alleviate Cognitive Friction

Usability is the combination of effectiveness, efficiency, and satisfaction with which the users accomplish defined goals in a given environment. User-centered documentation matches the users' mental model, thereby helping the users find information they want quickly and easily in their hour of need. The list of documentation usability criteria is fairly subjective at this time, and various opinionated discussion groups have contributed to this. Usable documentation is based on a deep understanding of the users' tasks, and this understanding can only be gained through interviewing representative users. Applying information architecture techniques, the content within documentation should be properly chunked so that the users can assimilate the information properly. Procedural guides should have a well-defined and searchable index that enables users to connect key application terms to their correct context. User-friendly documentation is always succinct, but never at the expense of omitting critical/useful information. It should be developed using a structured process so that it starts with the big picture and gradually adds lower level of details, addressing the needs of every unique group of users. Finally, the documentation must be tested among a representative group of users, and their feedback should be incorporated to make sure that it has met all of the major usability criteria.

Biswas, Debarshi Gupta and Suranjana Dasgupta. STC Usability SIG (2009). Articles>Usability>User Experience>Documentation

31.
#35092

Systems Thinking: A Product Is More Than the Product

A product is actually a service. Although the designer, manufacturer, distributer, and seller may think it is a product, to the buyer, it offers a valuable service. In reality a product is all about the experience.

Norman, Donald A. Interactions (2009). Articles>User Interface>User Experience>Usability

32.
#35230

iPhone Is Not Easy to Use: A New Direction for UX Design

I live and breathe user experience design, and yet it took me two years to get myself the device referenced by almost every single presentation about user experience since 2007… Apple’s iPhone. My reasons were very specific and perhaps boring, but what is interesting is the perspective this wait has afforded me. Since it was released, the iPhone has grabbed an astonishing share of mobile Web traffic, been regarded as a “game-changer” in both the design and business worlds, and has even been referred to as the “Jesus Phone.” Now that I’ve owned one for two weeks I’ve developed a different perspective. The iPhone is surprisingly difficult to use, but it sure is fun! And that is why it’s a game-changer.

Beecher, Frederick. Johnny Holland (2009). Articles>Usability>Interaction Design>User Experience

33.
#35307

Powers of 10: Time Scales in User Experience

From 0.1 seconds to 10 years or more, user interface design has many different timeframes, and each has its own particular usability issues.

Nielsen, Jakob. Alertbox (2009). Articles>Usability>User Experience>User Interface

34.
#35352

Usability Testing Demystified

There seems to be this idea going around that usability testing is bad, or that the cool kids don’t do it. That it’s old skool. That designers don’t need to do it. What if I told you that usability testing is the hottest thing in experience design research? Every time a person has a great experience with a website, a web app, a gadget, or a service, it’s because a design team made excellent decisions about both design and implementation—decisions based on data about how people use designs. And how can you get that data? Usability testing.

Chisnell, Dana E. List Apart, A (2009). Articles>Usability>Testing>User Experience

35.
#35573

Preferences Considered Harmful

Every programmer and user interface designer eventually comes to this point: You can’t decide how a specific part of your user interface should behave. It’s easy, of course. Just make it a preference, and everyone will be happy.

Mathis, Lukas. ignore the code (2008). Articles>User Interface>Usability>User Experience

36.
#35595

The Problem with Problems

User Experience and usability practitioners are on a continuous hunt for problems that plague our users. This seems straightforward – find problems from testing, user forums, observation, and other methods, prioritize the problems, and generate solutions that eliminate the complaint. However, some events that we call problems in one context may not be problems in another.

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

37.
#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

 
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