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
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
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
The Iceberg Analogy of Usability
Developers sometimes ask which aspects of look and feel contribute most to the overall usability of an application or Web site. They are typically surprised when I answer that the 'look and feel' aspects aren't the major contributors at all. Look and feel have been popular discussion topics for many years, and some developers have proposed various schemes purporting to allow an easy swap of one look and feel for another. They were perhaps compelled to this thinking to compensate for an inadequate understanding of their users. Around 1990, I became alarmed by the popularity of design architectures advocating paradigms like the User Interface Management Systems (UIMS) that enable a pluggable look and feel. Many of my colleagues and I felt that look and feel represented only the tip of the iceberg. We felt that the set of concepts users must learn and understand to use a product or Web site effectively is actually the most important factor.
Berry, Dick. IBM (2001). Articles>Usability>User Experience>Web Design
Million Dollar Web Usability Tips
What has long been a struggle for UEX professionals can actually be a great tool to demonstrate the importance of your role. We have found a way, using tools that you may already have, to support the users' needs that can positively impact your company’s bottom line.
Remus, Jacqueline and Jessyca Frederick. Usability Interface (2006). Articles>Web Design>Usability>User Experience
Quickness and Usability Keys to Successful Web Sites
Three clicks and that's it. Most Web site users allow only three clicks to be impressed with your product. Most people don't surf the Web; they have an agenda. In specialized fields such as banking, users will stay with sites that give them information quickly and pleasantly. The challenge is to produce a positive Web site experience the first time around. It boils down to one word: usability. Is your Web site user friendly? With 80% of current Web sites falling by the wayside, your home page must be easily accessible as well as eye-catching and informative. The imperatives are point, click and find the right department.
Schaffer, Eric M. TechWeb (2001). Design>Web Design>User Experience>Usability
Starting a Career in User Experience
This article is based upon my own experience transitioning from a career in corporate-world project management into the field of user experience design. With dedication, some talent, a few classes, and a healthy dose of self-promotion, the transition was fairly easy, very enjoyable, and took about two years. I have outlined a few key points to consider if you are planning to start a career in user experience design.
Haid, Marcus. Adaptive Path (2003). Careers>Usability>User Centered Design>User Experience
User Experience Inside and Out: The Strategy of Persuasive Design
Presents a strategic roadmap for user experience design. Combining usability with the science of persuasion, learn how you can: impact online decision-making and user motivation; create a dashboard-based framework to measure and track user experience; integrate your customer channels and internal-facing systems; and help executives appreciate and understand the value of user-centered thinking and design.
Nadel, Jerome and Jay More. Human Factors International (2007). Design>User Centered Design>User Experience>Usability
Puzzled why your site is not living up to your expectations? The problem may not lie with your content or products, but rather in your site's user experience. Find out what common pitfalls to avoid by following a few simple guidelines to improve the user experience and transform surfers into customers.
Paul, Chris. IBM (2000). Design>Web Design>User Experience>Usability
Why Consumer Products Have Inferior User Experience
Physical products, from consumer electronics to cars, are needlessly complex because they're developed by insular companies that continue to ignore the growing usability trend.
Nielsen, Jakob. Alertbox (2004). Articles>Usability>User Experience>User Centered Design
User Experience Design: The Evolution of a Multi-Disciplinary Approach 
Easy task completion (traditional usability) is not enough in the Web world. Appealing visual site design is not enough. A site visitor needs to not only be attracted to a site and able to figure out how to buy (or register, sign up, etc.)-they need in addition to be able to tell quickly that a site will meet their needs, and they need to want to buy from this site, as opposed to a competitor's site. This is a key aspect of overall Web site success.
Mayhew, Deborah J. Journal of Usability Studies (2008). Articles>Web Design>User Experience>Usability
User Experience Designer or ...? What You Call Yourself Matters
Using a self-designation with a certain amount of specificity sacrifices practicality to accuracy. Individuals who have been hired as a single-function specialist may have the luxury of presenting as a “usability engineer” or “information architect”. For the independent consultant, this strategy can have definite negative consequences.
Bailie, Rahel Anne. Intentional Design Inc. (2009). Careers>Usability>User Experience>Information Design
Bringing Holistic Awareness to Your Design
All of the members of the best teams could tell us, with relative ease, the top five business goals of their application, the top five user types the application was to serve, and the top five platform capabilities and limitations they had to work within. And, when questioned more deeply, each team member revealed an appreciation and understanding of the challenges and goals of their teammates almost as well as their own.
Selbie, Joseph. Boxes and Arrows (2009). Design>User Experience>Usability>User Centered Design
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
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
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
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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