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Design>User Centered Design>User Interface

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1.
#23969

Branding and the User Interface, Part 2: Tips on New Media Branding: Behavior and Color

A look at how branding differs between traditional applications, like printed corporate collateral, and emerging new media applications, such as software user interfaces, with a focus on behavior and color.

Fortin, Nate. Cooper Interaction Design (2003). Articles>User Interface>User Centered Design

2.
#19496

Building a Better Launchpad: A Case Study in Helping Users to Complete a Complex Task   (PDF)

A launchpad is a graphical user interface used for tasks that have too many steps or are too complex to fit into a single wizard. The launchpad acts as a central access point for launching a series of related wizards or dialogs, each of which completes one step of the overall task. Our launchpad design further aids novice users by providing a graphical and interactive preview of the steps required to complete the overall task, such as installing or configuring a component. This paper focuses on the process used to create the IBM Launchpad. The paper briefly describes the final design of the launchpad and concludes with process recommendations based on our experiences.

Pupons Wickham, Daina. STC Proceedings (2001). Design>User Centered Design>User Interface

3.
#19137

Building a User-Defined Interface

A measurably easy-to-use interface has been built using a novel technique. Novices attempted an electronic mail task using a command-line interface containing no help, no menus, no documentation, and no instruction. A hidden operator intercepted commands when necessary, creating the illusion of a true interactive session. The software was repeatedly revised to recognize users' new commands; in essence, the users defined the interface. This procedure was used on 67 subjects. The first version of the software could recognize only 7% of all the subjects' spontaneously generated commands; the final version could recognize 76% of those commands. This experience contradicts the idea that people are not good at designing their own command languages. Through careful observation and analysis of user behavior, a mail interface unusable by novices evolved into one that let novices do useful work within minutes.

Wixon, Dennis, John Whiteside, Michael Good and Sandra Jones. ACM SIGCHI (1983). Design>User Centered Design>User Interface

4.
#23114

The Confidence Game

How does a user interface designer know that a given design will work? How does anybody develop enough confidence in a design to move it toward the real world? The methods designers use to evaluate user interfaces require training and experience. But the people who need to hire designers are unlikely to have those skills. How do the people who are paying the bills know they are getting good answers?

Krause, Brian R. Boxes and Arrows (2004). Design>User Interface>User Centered Design

5.
#30027

Design for Emotion: Ready for the Next Decade?

The experience profile of a product can be described in terms of these experiential components. Once such an experience profile has been properly defined, it must be translated in all product properties the designer can affect. It has an effect on the sensorial aspects of the product, but also on the way it functions, it affects the way people operate the product and even the way the product is marketed. In sum, the profile has an impact on all aspects that together shape the human-product interaction.

Hekkert, Paul and Pieter Desmet. uiGarden (2007). Design>User Interface>User Centered Design>User Experience

6.
#21648

Designing a Telephone-Based User Interface   (PDF)

Explains how technical communicators, drawing on their experience designing Web sites and software interfaces, can help design effective interfaces for telephone-answering and call-routing systems.

Hart, Geoffrey J.S. Intercom (2004). Design>User Interface>EPSS>User Centered Design

7.
#13830

Designing for the Other Half

Whenever we design something, we confront the problem of how to account for differences in our audience's needs, skills, and background. We accept that audiences are diverse and include people with widely varying skill levels, physical abilities, background knowledge, and cultural differences. They range from power users--who could teach us something about the product--to the greenest of neophytes. Some have significant visual or other limitations. Some can understand the most abstract concepts, whereas others wouldn't recognize a metaphor if it bit them. And some come from very different cultures, such as the gap that divides Macintosh and Windows users. Unfortunately, our knowledge of the more obvious differences sometimes leads us to make ridiculous assumptions, such as considering women and men to be different audiences, or believing that it's impossible to produce something that works equally well for experienced and new users.

Hart, Geoffrey J.S. TECHWR-L (2000). Design>User Interface>User Centered Design

8.
#26447

Designing Intersection Flows

When forms give users the option to continue in two or more alternative directions, such as registering as a new customer or signing in as a returning one, unfortunate users will take the wrong turn if it isn't unmistakably obvious which way they should go. In this article, we'll take a look at a few intersection flows that have caused users problems.

Olsen, Henrik. GUUUI (2005). Articles>User Interface>User Centered Design>Workflow

9.
#28496

Designs We Love To Hate!

Selections of 'least favorite' designs from graduate students of the George Mason University Department of Psychology.

Mintz, Farilee. Usability Interface (2006). Design>User Interface>Human Computer Interaction>User Centered Design

10.
#28018

Empirical Evaluation of a Popular Cellular Phone's Menu System: Theory Meets Practice   (PDF)   (peer-reviewed)

A usability assessment entailing a paper prototype was conducted to examine menu selection theories on a small screen device by determining the effectiveness, efficiency, and user satisfaction of a popular cellular phone's menu system. Outcomes of this study suggest that users prefer a less extensive menu structure on a small screen device. The investigation also covered factors of category classification and item labeling influencing user performance in menu selection. Research findings suggest that proper modifications in these areas could significantly enhance the system's usability and demonstrate the validity of paper-prototyping which is capable of detecting significant differences in usability measures among various model designs.

Huang, Sheng-Cheng, I-Fan Chou and Randolph G. Bias. Journal of Usability Studies (2006). Articles>User Interface>Usability>User Centered Design

11.
#21054

Engineers Make Obvious Design Mistakes

The engineers who build the products people use every day are not experts in user behaviour, and they frequently make mistakes that cause lost time and immeasurable frustration. Interaction designers could improve thousands upon thousands of products, leaving engineers to deal with the areas of their interest and experience.

Baker, Adam. Merges.net (2001). Design>User Interface>Engineering>User Centered Design

12.
#13804

Fast-Track User-Centered Design Techniques

The problem: we are being asked to do more UCD work, faster, and with smaller staffs. Sound familiar? Thirteen practitioners met in Asheville, N.C. at UPA 2000 to examine the questions of how we can reduce time and costs and still achieve good results. They developed many practical tips and considerations.

Bugental, J.O. 'Joe' and Kristin Travis. Usability Professionals Association (2001). Design>User Interface>User Centered Design

13.
#28683

From GUI to E(motional) UI

How ironic that we think we can get more exact results from our computers by emulating human interaction, but when we want exact results from human interaction, we unintentionally emulate computers. Engineering, air traffic control, legal contracts--in all endeavors where precise communication is critical--our success has depended on washing out human emotion and natural language in favor of formal procedures and protocols, complete with a detailed domain-specific language.

Agro, Leandro. UXmatters (2006). Articles>User Centered Design>User Interface>Emotions

14.
#30018

From Usage Scenarios to User Interface Elements in a Few Steps   (PDF)

In practice, designers often select user interface elements like widgets intuitively. So, important design decisions may never become conscious or explicit, and therefore also not traceable. In order to improve this situation, we propose a systematic process for selecting user interface elements (in the form of widgets) in a few explicitly defined steps, starting from usage scenarios. This process provides a seamless way of going from scenarios through (attached) subtask definitions and various task classifications and (de)compositions to widget classes. In this way, it makes an important part of user interface design more systematic and conscious. For an initial evaluation of the usefulness of this approach, we conducted a small experiment that compares the widgets of an industrial GUI that was developed as usual by experienced practitioners, with the outcome of an independent execution of the proposed process. Since the results of this experiment are encouraging, we suggest to investigate this approach further in real-world practice.

Kaindl, Hermann and Rudolf Jezek. Constantine and Lockwood (2002). Design>User Interface>User Centered Design

15.
#23283

GUUUI

When people buy things, they engage in a decision-making process. Research shows that one of the major problems with commerce sites is that they fail in supporting the customers in this process. By understanding their needs and concerns as they progress through the decision-making cycle, we can build better and more successful commerce sites.

GUUUI (2003). Journals>User Interface>User Centered Design

16.
#25087

How Many Items Should Go in a Menu?

A lot of people think 7 ± 2 (i.e., between 5 and 9, with a preference for 7). NO! It isn’t! And here I will explain why.

Salmoni, Alan James. Milui (2005). Articles>User Interface>User Centered Design

17.
#18686

How To Avoid Foolish Consistency

People don't like to learn things. If they take the time to learn something, they expect to be able to apply that knowledge in many places. It follows that good designers conserve the number of things users need to learn to get stuff done. The streets in American cities are good examples of conservation of knowledge. Anywhere in America, yield and stop signs look exactly the same. Traffic lights use red, yellow, and green to mean precisely the same things regardless of the street or city. Mailboxes on street corners use the same colors and icons, so they are clearly identifiable anywhere. It becomes difficult for people when their knowledge of things breaks down. A driver from a country with different street signs who visits America will make mistakes until they learn the new signs. Even subtle variances like the difference in speed of two different yellow traffic lights can cause American drivers to make mistakes.

Berkun, Scott. UIWeb (1999). Design>User Interface>User Centered Design

18.
#15145

Inductive User Interfaces: A New Opportunity for Writers   (PDF)

Discusses inductive user interfaces, which use single screens to guide users through each task in a software program.

Carlson, Janice L. Intercom (2002). Design>User Centered Design>User Interface

19.
#23999

Innovating For Humans

Before starting to innovate, it is important to reflect on how different flavors of innovation are perceived by the people who will eventually use a product and what risks and opportunities are associated with each. Then comes the hard part: figuring out what the right innovations are and how to implement them.

Kinsolving, Ernest. Cooper Interaction Design (2001). Design>User Interface>User Centered Design

20.
#18513

Interface Design: 인터페이스 디자인

GUI(그래픽 유저 인터페이스)는 퍼스널 컴퓨터와 사용자간의 인터페이스를 제공하기 위하여 디자인되었다. 사용자는 현재 웹 페이지를 포함한 모든 그래픽 인터페이스에서 세련된 디자인 수준을 원한다. 이 단계의 목표는 잠재적인 사용자의 기대에 부응하는 웹 기술을 적용하여 사용자가 이용하기에 편리한 인터페이스를 구현함으로써 사용자의 요구를 만족시키는 것이다. 그리고 사용자가 무엇을 원하고 있는지에 대한 조사와 통계를 내는 것은 매우 중요하다. 요구사항이 무엇인지를 알 수 없는 사용자를 위해서 사이트를 디자인한다는 것은 불가능하다. 당신의 사이트에서 정보를 찾는 여러 유형의 사용자들을 대상으로 예제 시나리오를 만들어야 한다. 특정 정보를 찾는 경험 많은 사용자들은 여러분의 홈페이지 디자인에 도움을 받을까 아니면 방해를 받을까? 당신의 사이트 디자인을 테스트하고 다양한 사용자로부터 의견을 피드백하는 것이 당신의 디자인 의도가 충실히 구현되었는가를 판단할 수 있는 가장 좋은 방법이다.

GoodMorning.pe.kr. (Korean) Design>User Interface>User Centered Design

21.
#28679

Interfaces for People, Not Products

Without cooperation among designers of digital products, the proliferation of complex information systems can lead to unintended consequences--chiefly user fatigue, frustration, and the confusion that results from dealing with a host of variant user interfaces.

Follett, Jonathan. UXmatters (2006). Design>User Interface>User Centered Design

22.
#21165

Más Allá de la Usabilidad: Interfaces 'Afectivas'

La creciente popularización de las nuevas tecnologías de la información obliga a que cualquier producto interactivo sea diseñado para una audiencia cada vez más heterogénea y menos tolerante con experiencias de uso frustrantes. Las técnicas, metodologías y prácticas propias de la Usabilidad y Accesibilidad, intentan hacer frente a este hecho, estudiando las necesidades, objetivos y comportamiento del usuario, y enfocando cualquier decisión sobre el diseño, así como la evaluación, en base a estos factores.

Hassan Montero, Yusef and Francisco Jesus Martin Fernandez. Nosolousabilidad.com (2003). (Spanish) Design>User Interface>Usability>User Centered Design

23.
#28686

New Life for Product Documentation

Here are some 'truths' we've all heard: 'Documentation is just a band-aid for poor design.' 'Real users don't read manuals.' 'Super users never read anything.' 'Help doesn't.' But are they really true? I've seen some signs of life in the use of documentation for digital products recently.

Quesenbery, Whitney. UXmatters (2006). Articles>Documentation>User Interface>User Centered Design

24.
#30031

Panic! How it Works and What To Do About It

When we create technologies that are extremely complex and do not provide comprehensive feedback for each and every possible error, such as a seat belt left unbuckled, people have a tendency to drive their aircraft into garden parties. When we create technologies where similar actions produce dissimilar results, such as placing a brake and accelerator pedal side-by-side, to be actuated in the identical manner by the identical limb, people will periodically die.

Tognazzini, Bruce. Nielsen Norman Group (2004). Design>User Interface>User Centered Design>Emotions

25.
#26551

The Politics and Practices of Interface Design

This studio/seminar course will contribute to students' practical and theoretical knowledge of user-centered interface design. In the move from Engineering English to Technical Communication, technical communicators increasingly work with and within computer interfaces, as content developers, as human-factors and usability experts, and as information designers. This course examines both the work of interface design, focused on web and multimedia interfaces, and the theory of such work, particularly where it intersects with critical and cultural theory. We'll be looking at the development of user-centered and participatory design (Johnson, Ehn, Winograd), critical theories of technology (Foucault, Feinberg), and design strategies for critiquing or politicizing design (Laurel, Kolko).

Carter, Kellie Rae. Wayne State University (2004). Academic>Courses>User Interface>User Centered Design

 
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