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User experience design is a subset of the field of experience design which pertains to the creation of the architecture and interaction models which impact a user's perception of a device or system. The scope of the field is directed at affecting 'all aspects of the user’s interaction with the product: how it is perceived, learned, and used.'
1. #27180 随着数字产品产量的激增,包括了电脑、桌面应用程序、基于网络的应用程序,另外还有移动及嵌入式装置等等,用户对这些产品的用户体验(UX – User Experience)的质量决定了它们的成功与否。想要对非技术性的用户打造一个具有生命力,娱乐性及商业性的应用程序,一个简单易用的界面更是必不可少的。 Ashley, Jeremy and Kristin Desmond. uiGarden (2005). (Chinese) Design>User Centered Design>Project Management>User Experience 2. #27445 Ad Conversion Rate Influenced by Time (Not Click Rate) Time is an important design variable to understand. Your user experience is effected by it no matter what user experience you are serving up and the rules are different for every context. For example, the "three click rule" (users must get to their destination within three clicks) applies to e-commerce primarily but not to mortgage education, financial services usability or reading the New York Times online. Spillers, Frank. Demystifying Usability (2004). Design>Web Design>User Experience>E Commerce 3. #29358 Analysing Everyday Interaction Inspired by Don Norman's classic book, 'The Design of Everyday Things', I started to collect my own examples of bad designs to analyse according to interaction design principles. Here are just a few. Poole, Alex. Alex Poole (2004). Articles>Usability>Interaction Design>User Experience 4. #26202 Archiving Experience Design: A Virtual Roundtable Discussion The following discussion was conducted over a six-week period late in 2002. We invited members of Loop’s advisory board and several distinguished guests to address the question of how we, as an emerging community of interest, might begin to address the critical question of preserving the history of our field. AIGA (2003). Design>User Experience>History 5. #26519 Are Your Prospects Walking Out on You? Learn how to write compelling copy that will keep your site visitors interested in what you're offering. Gandia, Ed. Webcredible (2005). Design>Web Design>User Experience 6. #24838 Until recently, emotion was an ill-explored part of human psychology. Some people thought it an evolutionary left-over from our animal origins. Most thought of emotions as a problem to be overcome by rational, logical thinking. And most of the research focused upon negative emotions such as fear, anxiety, and anger. Modern work has completely reversed this view. Norman, Donald A. JND.org (2003). Design>User Interface>User Experience>Emotions 7. #28897 Audio signals also help us interact with our environment. Some of these signals are designed: We wake to the buzz of the alarm clock, answer the ringing telephone, and race to the kitchen when the shrill beep of the smoke alarm warns us that dinner is burning on the stove. Other audio signals are not deliberately designed, but help us nonetheless. For instance, we may know the proper sound of the central air conditioning starting, the gentle hum of the PC fan, or the noise of the refrigerator. So, when these systems go awry, we notice it immediately--something doesn't sound right. Likewise, an excellent mechanic might be able to tell what is wrong with a car engine just by listening to it run. Follett, Jonathan. UXmatters (2007). Design>User Centered Design>User Experience>Audio 8. #18395 Banner Blindness, Human Cognition and Web Design Benway and Lane have studied 'Banner Blindness' – the fact that people tend to ignore those big, flashy, colorful banners at the top of web pages. This is pretty interesting stuff, for the entire reason they are so big and obnoxious is to attract attention, yet they fail. Evidently nobody ever studied real users before -- they simply assumed that big, colorful items were visible. This paper, shows once again the importance of observations over logic when it comes to predicting human behavior. People behave the way they behave, not the way our logical analyses and wishes would have them behave. People follow their interests, their needs, their customs. They are driven by curiosity, boredom, emotion. And the 'they' refers to 'we': us. Norman, Donald A. JND.org (1999). Design>Web Design>Usability>User Experience 9. #30009 Beyond User-Centered Design and User Experience: Designing for User Performance The shortcomings and limitations of user-centered and user experience design are considered and contrasted with usage-centered design. The iterative, trial-and-error approach of traditional user-centered approaches is argued to lead to excessive dependence on user testing and user approval, leading to overly conservative designs. By contrast, model-driven approaches based on fine-grained task models have a proven record of leading to dramatic improvements in user performance through innovative designs. Constantine, Larry L. Constantine and Lockwood (2006). Articles>User Centered Design>User Experience>EPSS 10. #19482 The Big Cocktail: Cognitive and Humanistic Traits of an Information Designer This paper describes how our experience in striving to hire Information Designers led us to identify the very basic cognitive and humanistic traits that make up a successful technical communicator. It also shows how, once identified, such traits can be used to unveil hidden potentialities which can help turn a non expert candidate into a successful and gratified Information Designer and communicator. This paper focuses mainly on psychological traits, not on technical skills, that have been extensively discussed in a series of other papers. Zace, Sokol. STC Proceedings (2001). Articles>Information Design>User Experience>Cognitive Psychology 11. #28688 Brand Experience in User Experience Design As user experience professionals, we have the opportunity to work more closely with brand and marketing specialists to clearly articulate the brand perception we want to elicit from our customers. Brand perception is, in part, an expectation on the part of a customer regarding future interactions with a company and its products and services. To achieve our desired brand perception, we must consistently represent and deliver the brand values we have led customers to expect. Baty, Steve. UXmatters (2006). Design>Web Design>User Experience>Marketing 12. #28535 Budgeting for Advertising and Customer Experience The most effective companies realize that they can't succeed on advertising alone; the customer matters. Hurst, Mark. uiGarden (2007). Articles>Web Design>Usability>User Experience 13. #30633 Finding the right person to complement your User Experience team is part art and part luck. Though good interviewing can limit the risk of a bad hire, you need to carefully analyze your current organizational context, before you can know what you need. Herein lies the art. Since you can't truly know a candidate from an interview, you gamble that their personality and skills are what they seem. Aimed at managers and those involved in the hiring decision process, this article looks at the facets of UX staff and offers ways to identify the skills and influence that will tune your team to deliver winning results. Colfelt, Anthony. Boxes and Arrows (2007). Design>User Experience 14. #31127 Change Blindness: "You See, But You Do Not Observe" We can't force people to look at the work we do, but if we want to make them happy, we need to provide them with the information they need in a manner that makes it easy for the top-down mechanisms to work efficiently. It's our job to help them observe, rather than just see. Rockley Group, The (2008). Articles>Information Design>User Experience>Cognitive Psychology 15. #30721 Charlie Kreitzberg on Web 2.0 and You This is the recording of the presentation from the Catalyze Community monthly webcast featuring Charlie Kreitzberg on December 13, 2007. Charlie spoke on "Web 2 and You - How Web 2.0 Will Catapult Business Analysts and Usability Professionals into Center Stage" which examined his models for understanding Web 2.0 and explored the vast opportunities for professionals who define and design new software and websites. Catalyze (2007). Design>Collaboration>User Experience>Web Design 16. #29292 Once we begin looking at the strengths, weaknesses, opportunities, and threats of various organizational models, we can almost immediately start brainstorming ways of mitigating the challenges and put policies into place that help improve the strategic impact of UX. Nieters, Jim and Garett Dworman. UXmatters (2007). Design>User Experience>Management 17. #25608 Crafting a User Experience Curriculum It isn’t often that one has the opportunity to create a course about user experience, let alone an entire sequence of user experience courses. Jason Withrow's opportunity forced him to examine his perceptions of the user experience industry. Withrow, Jason. Boxes and Arrows (2005). Articles>Education>User Experience>User Centered Design 18. #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 19. #29762 Creating a User Experience Specification Creating any system of sufficient complexity requires a diverse team and a dizzying amount of documentation. While these documents do a great job of conveying components of the system, they do not provide an integrated view. This is because each covers different aspects of the system, written by a different author for a different audience. This paper proposes that project teams should create a user experience specification, a document that shows what the system looks like, how it behaves, and how it works. This specification needs to describe the system for all team members, at a useful level of detail, in a form that encourages team members to read it and inviting enough to get them to participate in the design, as well as allow developers to build from. Oye, Phil and John Payne. STC Proceedings (2004). Design>User Experience>Specifications 20. #27683 Cross-Cultural User-Experience Design: What? So What? Now What... Applying culture to user-experience design theory and practice. Marcus, Aaron. University of California Berkeley (2005). Presentations>User Centered Design>User Experience>International 21. #27677 A weblog about web, user interface and user experience design. Deshpande, Amit. Blogspot. Resources>Web Design>User Experience>Blogs 22. #31998 We create software and websites to display and represent information to people. That information could be anything; a company’s product list, pictures of your vacation, or an instant message from a friend. At this moment, there’s more information available to you than at any other time in history. van Gorp, Trevor. Boxes and Arrows (2008). Design>Web Design>User Experience>Emotions 23. #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 24. #29556 After the eras of the Commodity Economy, the Manufacturing Economy, the Service Economy and the Information Economy, we have now entered the era of the Dream Economy. The key to success in the Dream Economy is an in-depth and holistic understanding of people. It's not only about meeting people's practical needs, but also about meeting their aspirations and providing a positive emotional experience. Jordan, Pat. uiGarden (2007). Design>User Centered Design>User Experience 25. #19145 Designers' Roles in Communicating with Users Defining 'the user experience' is difficult since it can extend to nearly everything in someone's interaction with a product, from the text on a search button, to the color scheme, to the associations it evokes, to the tone of the language used to describe it, to the customer support. Understanding the relationship between these elements requires a different kind of research than merely timing how quickly a task is accomplished or testing to see how memorable the logo is. Light, Ann. Usability News (2003). Design>User Centered Design>Communication>User Experience
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