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1.
#28675

The Atmosphere at Interaction Frontiers 2006

Interaction Frontiers 2006 was a great experience, with some margin for improvement. I'm sure next year's Interaction Frontiers will be even bigger and better.

Bellocchio, Giovanni. UXmatters (2006). Articles>User Interface>User Experience

2.
#30025

The Composite Intelligence of Virtual Assistants

Five levels of software intelligence can, in my opinion, make the dream of virtual assistants a reality. Collectively, they make up the concept of composite intelligence, which comprises various software components--each gifted with some moderate degree of intelligence.

Ostinelli, Roberto. UXmatters (2007). Articles>User Interface>User Experience>EPSS

3.
#32029

Creating a Digital World: Data As Design Material

The common wisdom is that we now live in the age of information; the freedom and access we have to data is unprecedented in history; and the efficiency and convenience of online commerce, research, and communication has already transformed our lives for the better. While this is true, of course, our excitement should be tempered by a few realizations.

Follett, Jonathan. UXmatters (2008). Articles>Information Design>User Interface>User Experience

4.
#29822

Framework of Product Experience

In this paper, we introduce a general framework for product experience that applies to all affective responses that can be experienced in human-product interaction. Three distinct components or levels of product experiences are discussed: aesthetic experience, experience of meaning, and emotional experience. All three components are distinguished in having their own lawful underlying process.

Desmet, Pieter and Paul Hekkert. International Journal of Design (2007). Articles>User Interface>Human Computer Interaction>User Experience

5.
#30225

The Gap Between 25 Seconds and 5 Seconds

If designers took the perspective of users in the design of air conditioners, perhaps the wait for the cold air would not have been 25 seconds, unless you really think that 25 seconds of waiting time is fun for users.

Jiong, Zhou. uiGarden (2007). Articles>User Interface>User Experience

6.
#31997

IDEA 2008: An Interview with Bill DeRouchey

Bill DeRouchey is fascinated with buttons and the history of interface design. He talks to us as he prepares for IDEA 2008, October 7-8. In Chicago, Bill hopes to help attendees expand their sources of inspiration to include just about anything in their everyday lives.

Unger, Russ. Boxes and Arrows (2008). Articles>Interviews>User Interface>User Experience

7.
#30824

The Perpetual Super-Novice

The problem of the perpetual super-novice is the tendency of people to stop learning about a digital product--whether it's an operating system, desktop application, Web site, or hardware device.

Sherman, Paul J. UXmatters (2007). Articles>Usability>User Experience>User Interface

8.
#31999

Your New Excuse to Get an Xbox: How UX Professionals Can Learn from Video Game Design

Games are fun, addictive, beautiful, and immersive. Websites, for the most part, are not. Take a moment and think about what video games look like, what they sound like, the way you can move on the screen, what “you” can be. Think of how you feel when you play and who you play with. Consider the launch of Halo 3 on Xbox 360, with unprecedented graphics, sound, and interactivity that Time.com called “refined to the point where it delivers only pure unadulterated gaming bliss.”

Northrop, Mia. Boxes and Arrows (2008). Articles>User Experience>User Interface

9.
#33485

Create the World, The Interface Will Follow

In user experience design, there is a growing emphasis on starting projects by creating robust descriptions of the prospective users. Through contextual inquiry and persona development we gain insight into people’s needs; ascertain their desires; and illuminate their behavior, wishes, hopes and dreams. But in an attempt to create archetypal descriptions of people, the specificity of the environments people inhabit are often times diminished—research is conducted across broad cross-sections of markets to ensure that common experiences are identified and explored.

Wellings, Paula. Adaptive Path (2008). Articles>User Interface>User Experience>Contextual Inquiry

10.
#33590

Usability in Practice: The Human Face Of Software

Welcome to Usability In Practice. This is the first in a series of columns that will focus on the design of the user experience (UX). In the past, user experience was not a high priority for most development projects, but that's changed. Today, end users have a lot of experience with the Web and with software. They want design that's easy to learn and use and that fits their workflow. This column will show you how to deliver such designs.

Kreitzberg, Charles B. and Ambrose Little. Microsoft (2008). Articles>Usability>User Interface>User Experience

11.
#34097

Including Recommendations in User Interfaces to Enhance Motivation

Motivation is an important factor in any kind of online interaction or transaction. People need a little encouragement when they’re not really convinced they should take any action or are uncertain about what action to take next. As users perform tasks online, they need to understand what’s happening and expect you to help them move forward. This article discusses the responsibility of a user interface to provide recommendations along a user’s path of interaction.

Kirmani, Afshan. UXmatters (2009). Articles>User Interface>Help>User Experience

12.
#34408

Using Verbs As Nouns in User Interfaces

To better manage interactions with such large datasets, we’ve incorporated the concept of views, in the same way that Microsoft Outlook and SQL Builder use them. However, my initial usability testing has found that the concept of views is escaping most people, and I think it often boils down to the term itself. Even if I show users what the software does—and they pretty much always like it when they see it—they still often cannot get over the initial hurdle of the naming convention.

Six, Janet M. UXmatters (2009). Articles>User Experience>Diction>User Interface

13.
#34563

Great Designs Should Be Experienced and Not Seen

When things are going well in a design, we don't pay attention to them. We only pay attention to things that bother us. The same is true with online designs. We attend to things that aren't working far more than we attend to things that are. When the online experience frustrates us, we pay attention to its details, often because we're trying to figure out some way to outsmart it.

Spool, Jared M. User Interface Engineering (2009). Articles>Web Design>User Experience>User Interface

14.
#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

15.
#35101

Inside Out: Interaction Design for Augmented Reality

While ubiquitous computing remains an unpleasant mouthful of techno-babble to most people who know the term, and everyware is still an essentially unknown idea, the visibility of augmented reality has surged in the last twelve months.

Lamantia, Joe. UXmatters (2009). Articles>User Interface>User Experience>Information Design

16.
#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

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