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	<title>Design&gt;User Experience&gt;User Centered Design</title>	<link>http://tc.eserver.org/dir/Design/User-Experience/User-Centered-Design</link>
	<description>A listing of the most recently indexed works about Design and User Experience and User Centered Design in the field of technical communication.</description>
	<language>en-us</language>
	<copyright>Copyright (c) 2005-08 by the EServer. All rights reserved.</copyright>
	<managingEditor>tclib-editorial@eserver.org (TC Library Editorial Board)</managingEditor>
	<webMaster>webmaster@eserver.org (Geoffrey Sauer)</webMaster>
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		<url>http://tc.eserver.org/images/newlogo.gif</url>
		<title>Design&gt;User Experience&gt;User Centered Design</title>
		<link>http://tc.eserver.org/dir/Design/User-Experience/User-Centered-Design</link>
	</image>
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		<title>The Foundation of a Great User Experience</title>
		<link>http://tc.eserver.org/35598.html</link>
		<guid>http://tc.eserver.org/35598.html</guid>
		<description>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.</description>
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		<title>Scenario Girl</title>
		<link>http://tc.eserver.org/35590.html</link>
		<guid>http://tc.eserver.org/35590.html</guid>
		<description>The site focuses on web usability, user research, usability testing, accessibility and standards focused design.</description>
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		<title>Designing for B2B and Enterprise Applications</title>
		<link>http://tc.eserver.org/35487.html</link>
		<guid>http://tc.eserver.org/35487.html</guid>
		<description>It&apos;s not uncommon to hear people complaining about the poor user experience of some B2B and enterprise applications. Read through these top tips to help you design enterprise applications that offer a better user experience and increase productivity.</description>
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		<title>Cr@p Error Messages</title>
		<link>http://tc.eserver.org/35493.html</link>
		<guid>http://tc.eserver.org/35493.html</guid>
		<description>When writing software, *please* don&apos;t give error messages that are only meaningful to developers of the software. Microsoft used to be awful for this: &quot;System fault at DEAD:BEEF, please contact your system administrator&quot;. Which would&apos;ve been cool, except that I *was* the system administrator.</description>
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		<title>Overload, Shmoverload</title>
		<link>http://tc.eserver.org/35381.html</link>
		<guid>http://tc.eserver.org/35381.html</guid>
		<description>We don&apos;t really know what attention is, despite all the mumbo-jumbo spouted by Nobel laureates. My guess: most of what people say about attention is hogwash: mere anecdotes, or flimsy cultural norms offered up in a &apos;be productive, be happy&apos; wrapper. Whenever business thinkers seek to apply an economic metaphor to human cognition, it is a mess: remember &quot;knowledge management&quot;?</description>
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		<title>User Stories: A Strategic Design Tool</title>
		<link>http://tc.eserver.org/35240.html</link>
		<guid>http://tc.eserver.org/35240.html</guid>
		<description>A collaborative approach enables clients to actively participate in the process, increasing the likelihood of achieving a collective vision for the project. This article focuses on the first step in the journey towards collaboratively developing a User Experience Strategy and is concerned specifically with how user stories are generated, themed and prioritized.</description>
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		<title>The Prism of User Experience</title>
		<link>http://tc.eserver.org/34945.html</link>
		<guid>http://tc.eserver.org/34945.html</guid>
		<description>Practitioners of User Centred Design method tend to focus only on immediate user goals and short focused usability. What is meant by long term usability and long term user experience? It needs due attention because only then the impact of products on our environment and health gains prominence! If we take a long term perspective then what we consider usable based on our immediate experience might turn out to be a disastrous product.</description>
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		<title>Growing Happy Users -- One Customer at a Time</title>
		<link>http://tc.eserver.org/34517.html</link>
		<guid>http://tc.eserver.org/34517.html</guid>
		<description>Technical writing is a profession in transition. The way companies think of, use, and manage the people who help users make sense of and use products is absolutely changing. A lot of companies have started to use the term “information developer” to describe their technical writing positions. I don’t really care what label the profession chooses for itself, but I do know this: if technical writers don’t transition more than their job title then they will be missing out on a huge opportunity to move from the “gotta do it” category into the “can’t live without it” one.</description>
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		<title>Out of Box Experience: Getting it Right First Time</title>
		<link>http://tc.eserver.org/34459.html</link>
		<guid>http://tc.eserver.org/34459.html</guid>
		<description>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.</description>
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		<title>Bringing Holistic Awareness to Your Design</title>
		<link>http://tc.eserver.org/34170.html</link>
		<guid>http://tc.eserver.org/34170.html</guid>
		<description>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.</description>
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		<title>Accessibility to the Face</title>
		<link>http://tc.eserver.org/34049.html</link>
		<guid>http://tc.eserver.org/34049.html</guid>
		<description>Empathy is what separates us from the rest of the animal kingdom. We have an ability to imagine things the way that others see them and how it makes them feel. We don’t even have to have a disability ourselves. Accessibility is NOT a checklist. Accessibility is about usability. Accessibility is a paradigm shift. Accessibility is a personal issue.</description>
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		<title>Top Seven UX Design Definitions</title>
		<link>http://tc.eserver.org/33934.html</link>
		<guid>http://tc.eserver.org/33934.html</guid>
		<description>Having determined to collect and share with you the top ten definitions of User Experience Design from the most credible sources, and so you to form your own, say, meta impression, I found the network falling just short. So, here are the top seven, with an invitation to you to contribute those definitions of user experience design (full three terms) that you find or know of. Inclusion is conditional, however, on a credibility standard that can only be defined as “secret sauce.”</description>
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		<title>What Is User Experience Design</title>
		<link>http://tc.eserver.org/33935.html</link>
		<guid>http://tc.eserver.org/33935.html</guid>
		<description>User experience design can sometimes be a slippery term. With all the other often used terms that float around in its realm in the technology and web space: interaction design, information architecture, human computer interaction, human factors engineering, usability, and user interface design. People often end up asking “what is the difference between all these fields and which one do I need?” This article examines the term and field of user experience to plainly extrapolate its meaning and connect the dots with these other fields.</description>
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		<title>User Experience Design</title>
		<link>http://tc.eserver.org/33936.html</link>
		<guid>http://tc.eserver.org/33936.html</guid>
		<description>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&apos;s perception of a device or system. The scope of the field is directed at affecting &quot;all aspects of the user’s interaction with the product: how it is perceived, learned, and used.&quot; User experience design, most often abbreviated UX, but sometimes UE, is a term used to describe the overarching experience a person has as a result of their interactions with a particular product or service, its delivery, and related artifacts, according to their design.</description>
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		<title>Ten Most Common Misconceptions About User Experience Design</title>
		<link>http://tc.eserver.org/33938.html</link>
		<guid>http://tc.eserver.org/33938.html</guid>
		<description>The term “user experience” or UX has been getting a lot of play, but many businesses are confused about what it actually is and how crucial it is to their success. I asked some of the most influential and widely respected practitioners in UX what they consider to be the biggest misperceptions of what we do. The result is a top 10 list to debunk the myths.</description>
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		<title>Results of a Study about Online Experience</title>
		<link>http://tc.eserver.org/33158.html</link>
		<guid>http://tc.eserver.org/33158.html</guid>
		<description>Users’ “enjoyment” of a site is tied closely to how easily they can find the information they want and stay oriented at the same time. I think this is a given for technical communicators; we know that users want to get answers as fast as possible, and documentation must be navigable.</description>
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		<title>An Ethnographic Approach to User Experience: A Bibliography</title>
		<link>http://tc.eserver.org/32976.html</link>
		<guid>http://tc.eserver.org/32976.html</guid>
		<description>A 2002 bibliography of writings in the area of ethnography and user experience.</description>
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		<title>Making the Customer CEO</title>
		<link>http://tc.eserver.org/33013.html</link>
		<guid>http://tc.eserver.org/33013.html</guid>
		<description>The key revolution of the Web is customer empowerment and engagement. The Web empowers the customer more than it empowers the organization. The implications are enormous.</description>
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		<title>Immersion in Videogames</title>
		<link>http://tc.eserver.org/32031.html</link>
		<guid>http://tc.eserver.org/32031.html</guid>
		<description>User experience is a term that is widely used these days to refer to all sorts of interactions between people and technologies. But when it comes to videogames, experience is the only sensible word to use. Games are pure experience. And the range of experiences they offer is huge from what it is like to land a 747 at Heathrow Airport to slaying space dragons with a team of like-minded warriors. Thus, when it comes to really understanding user experience in games, it can be hard to say anything that would apply in general. However, one expression that does seem to crop up regularly, and that gamers relate to, is that games are immersive: when people are having a good experience, they get lost or immersed in the game and the world outside the game fades into the background. So what is this notion of immersion? What causes it? And is it the heart of what makes a good game? These are the questions that I have been trying to answer, together with my colleagues and students, over the last few years.</description>
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		<title>Good Products Don’t Make Up for Bad Service … But They Help</title>
		<link>http://tc.eserver.org/31949.html</link>
		<guid>http://tc.eserver.org/31949.html</guid>
		<description>Jeffrey Kalmikoff is partner at skinnyCorp and chief creative officer at Threadless. In this article he relates what a trip to a sandwich shop can teach you about customer service.&#xD;</description>
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		<title>The Use of Stories in Design: The Get2Grip Design Project for Work Experience</title>
		<link>http://tc.eserver.org/31681.html</link>
		<guid>http://tc.eserver.org/31681.html</guid>
		<description>The complexity of new technology demands more than one participant in the design process to imagine future products and systems, and this is practitioners in design might learn from other professions in the development phase. But that indicate that design industries might have to challenge themselves in changing work practice in the development phase of a design.</description>
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		<title>Engagement: Should We Care?</title>
		<link>http://tc.eserver.org/30682.html</link>
		<guid>http://tc.eserver.org/30682.html</guid>
		<description>These days, the idea of customer engagement is almost as hot as Web 2.0--and almost as controversial. As busy UX professionals, should we invest our time and energy in caring about engagement, or is it just another buzzword? I think we do need to understand customer engagement, so that, at a minimum, we can respond intelligently to questions about it from marketers or executives. We might even glean some useful insights from thinking about engagement. This column aims to cut through the hype and reveal the potential value of engagement.</description>
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		<title>Engaging User Creativity: The Playful Experience</title>
		<link>http://tc.eserver.org/30635.html</link>
		<guid>http://tc.eserver.org/30635.html</guid>
		<description>With so many choices as to how we can spend our time in the digital age, attention is becoming the most important currency. In today&apos;s splintered media environment, new digital products and services must compete with everything under the sun, making differentiation key to developing an audience that cares, invests, and ultimately drives value.</description>
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		<title>User Experience Inside and Out: The Strategy of Persuasive Design</title>
		<link>http://tc.eserver.org/30626.html</link>
		<guid>http://tc.eserver.org/30626.html</guid>
		<description>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.</description>
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		<title>Who&apos;s Keeping Score? The Value of Usability Scorecards and Metrics</title>
		<link>http://tc.eserver.org/30625.html</link>
		<guid>http://tc.eserver.org/30625.html</guid>
		<description>Explains how HFI&apos;s evolving set of user experience metrics can help you: quantify best practices in design at a site, sub-site or page level; prioritize your usability resources across a range of projects; get valuable feedback quickly, in &apos;design time&apos;; track and benchmark user experience over time; learn how you score against your competitors; and synthesize your various user data streams into an integrated UX dashboard.</description>
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		<title>User Experience Design and Usability</title>
		<link>http://tc.eserver.org/30461.html</link>
		<guid>http://tc.eserver.org/30461.html</guid>
		<description>Blog on interface design, interaction design and usability. </description>
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		<title>The High Price of Not Listening</title>
		<link>http://tc.eserver.org/30030.html</link>
		<guid>http://tc.eserver.org/30030.html</guid>
		<description>Ever visited the website of a company with a glaring error either on the site or in their product, only to discover that they have successfully sealed themselves off from the world, so you can&apos;t report it? Sure you have, and it&apos;s not only causing you frustration, it&apos;s costing that company real money.</description>
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		<title>Slashing Subjective Time</title>
		<link>http://tc.eserver.org/30028.html</link>
		<guid>http://tc.eserver.org/30028.html</guid>
		<description>Slashing subjective time on your site by 50% is a perfectly reasonable goal. Indolent worker George Costanza once reflected on the time in the shower you wait for the hair conditioner to work as, &apos;a really tough minute.&apos; A minute waiting for hair conditioner to work while getting ready for a date can feel longer than the three subsequent hours you spend with that very special person. Reducing/eliminating boredom points can make the time spent on your website appear to really fly by.</description>
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		<title>Design for Emotion: Ready for the Next Decade?</title>
		<link>http://tc.eserver.org/30027.html</link>
		<guid>http://tc.eserver.org/30027.html</guid>
		<description>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.</description>
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		<title>Beyond User-Centered Design and User Experience: Designing for User Performance</title>
		<link>http://tc.eserver.org/30009.html</link>
		<guid>http://tc.eserver.org/30009.html</guid>
		<description>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.</description>
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		<title>How Do Users Really Feel About Your Design?</title>
		<link>http://tc.eserver.org/29925.html</link>
		<guid>http://tc.eserver.org/29925.html</guid>
		<description>The user experience field has been trying to move beyond mere usability and utility for years. So far, no one seems to have developed easy-to-implement, non-retrospective, valid, and reliable measures for gauging users&apos; emotional reactions to a system, application, or Web site. In this column, I&apos;ll introduce you to a promising method that just might solve this problem.</description>
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		<title>Design for the Dream Economy</title>
		<link>http://tc.eserver.org/29556.html</link>
		<guid>http://tc.eserver.org/29556.html</guid>
		<description>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&apos;s not only about meeting people&apos;s practical needs, but also about meeting their aspirations and providing a positive emotional experience.</description>
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		<title>Global Market, Global Emotion, Global Design?</title>
		<link>http://tc.eserver.org/29557.html</link>
		<guid>http://tc.eserver.org/29557.html</guid>
		<description>In the current discussion of where design is going and what matters, there is an emphasis on the user and his or her (emotional) experience. It is a hot topic in books, blogs and the minds of industrial designers and interaction designers, worldwide. The importance of a focus on (emotional) experiences in addition to a merely technological or functional focus is being stressed by professionals with many different cultural backgrounds.</description>
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		<title>User Experience Design</title>
		<link>http://tc.eserver.org/29558.html</link>
		<guid>http://tc.eserver.org/29558.html</guid>
		<description>Is it more important for your web site to be desirable or accessible? How about usable or credible? The truth is, it depends on your unique balance of context, content and users, and the required tradeoffs are better made explicitly than unconsciously.</description>
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		<title>User Interface Design Newsletter</title>
		<link>http://tc.eserver.org/29496.html</link>
		<guid>http://tc.eserver.org/29496.html</guid>
		<description>Monthly articles on the latest usability research and its practical implications for user interface design.</description>
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		<title>Audio and the User Experience</title>
		<link>http://tc.eserver.org/28897.html</link>
		<guid>http://tc.eserver.org/28897.html</guid>
		<description>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&apos;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.</description>
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		<title>User Experience in a Software Development Team</title>
		<link>http://tc.eserver.org/28532.html</link>
		<guid>http://tc.eserver.org/28532.html</guid>
		<description>User Experience (UX) design is traditionally seen as the domain of user interface (UI) design, but within a software development team it should mean so much more! UX should permeate through the whole development team. It should influence the way middle tier developers&apos; craft their components and the way database administrators create their tables, stored procedures and views.</description>
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		<title>Metrics for Heuristics: Quantifying User Experience (Part 2 of 2)</title>
		<link>http://tc.eserver.org/28357.html</link>
		<guid>http://tc.eserver.org/28357.html</guid>
		<description>In part one of &apos;Metrics for Heuristics,&apos; Andrea Wiggins discussed how designers can use Rubinoff’s user experience audit to determine metrics for measuring brand. In part two, Wiggins examines how web analytics can quantify usability, content, and navigation.</description>
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		<title>Cross-Cultural User-Experience Design: What? So What? Now What...</title>
		<link>http://tc.eserver.org/27683.html</link>
		<guid>http://tc.eserver.org/27683.html</guid>
		<description>Applying culture to user-experience design theory and practice.</description>
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		<title>&amp;#25104;&amp;#21151;&amp;#30340;&amp;#29992;&amp;#25143;&amp;#20013;&amp;#24515;&amp;#35774;&amp;#35745;&amp;#31649;&amp;#29702;</title>
		<link>http://tc.eserver.org/27180.html</link>
		<guid>http://tc.eserver.org/27180.html</guid>
		<description>&amp;#38543;&amp;#30528;&amp;#25968;&amp;#23383;&amp;#20135;&amp;#21697;&amp;#20135;&amp;#37327;&amp;#30340;&amp;#28608;&amp;#22686;&amp;#65292;&amp;#21253;&amp;#25324;&amp;#20102;&amp;#30005;&amp;#33041;&amp;#12289;&amp;#26700;&amp;#38754;&amp;#24212;&amp;#29992;&amp;#31243;&amp;#24207;&amp;#12289;&amp;#22522;&amp;#20110;&amp;#32593;&amp;#32476;&amp;#30340;&amp;#24212;&amp;#29992;&amp;#31243;&amp;#24207;&amp;#65292;&amp;#21478;&amp;#22806;&amp;#36824;&amp;#26377;&amp;#31227;&amp;#21160;&amp;#21450;&amp;#23884;&amp;#20837;&amp;#24335;&amp;#35013;&amp;#32622;&amp;#31561;&amp;#31561;&amp;#65292;&amp;#29992;&amp;#25143;&amp;#23545;&amp;#36825;&amp;#20123;&amp;#20135;&amp;#21697;&amp;#30340;&amp;#29992;&amp;#25143;&amp;#20307;&amp;#39564;(UX – User Experience)&amp;#30340;&amp;#36136;&amp;#37327;&amp;#20915;&amp;#23450;&amp;#20102;&amp;#23427;&amp;#20204;&amp;#30340;&amp;#25104;&amp;#21151;&amp;#19982;&amp;#21542;&amp;#12290;&amp;#24819;&amp;#35201;&amp;#23545;&amp;#38750;&amp;#25216;&amp;#26415;&amp;#24615;&amp;#30340;&amp;#29992;&amp;#25143;&amp;#25171;&amp;#36896;&amp;#19968;&amp;#20010;&amp;#20855;&amp;#26377;&amp;#29983;&amp;#21629;&amp;#21147;&amp;#65292;&amp;#23089;&amp;#20048;&amp;#24615;&amp;#21450;&amp;#21830;&amp;#19994;&amp;#24615;&amp;#30340;&amp;#24212;&amp;#29992;&amp;#31243;&amp;#24207;&amp;#65292;&amp;#19968;&amp;#20010;&amp;#31616;&amp;#21333;&amp;#26131;&amp;#29992;&amp;#30340;&amp;#30028;&amp;#38754;&amp;#26356;&amp;#26159;&amp;#24517;&amp;#19981;&amp;#21487;&amp;#23569;&amp;#30340;&amp;#12290;</description>
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		<title>Success with User-Centered Design Management</title>
		<link>http://tc.eserver.org/27179.html</link>
		<guid>http://tc.eserver.org/27179.html</guid>
		<description>With the proliferation of digital products, including computers, desktop and Web-based applications, and mobile and embedded devices, the quality of the user experience (UX) has become one of the key determinants in the success of competing products. Productivity, entertainment, and business-application programs for non-technical users in particular must have &apos;intuitive&apos; interfaces.</description>
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		<title>Why People Matter</title>
		<link>http://tc.eserver.org/27023.html</link>
		<guid>http://tc.eserver.org/27023.html</guid>
		<description>I view a user experience as a conversation between people separated over the distance of time. At one end of that conversation are those who create the product; at the other, the people who use it. In between is the product itself--with a design that either helps or hinders; creates a barrier-free interaction or shouts in an unfamiliar language. Because this conversation does not happen in real time, we are not there to smooth over the rough spots and make sure that we have spoken clearly. Instead, we have to build our understanding of those users into every aspect of the design, by putting people--users--at the center of the design process.</description>
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		<title>An Introduction to User Journeys</title>
		<link>http://tc.eserver.org/26564.html</link>
		<guid>http://tc.eserver.org/26564.html</guid>
		<description>User journeys are a method for conceptualising and structuring a website&apos;s content and functionality. These journeys allow us to shift away from thinking about structure in terms of hierarchies or a technical build; instead you create a narrative around your user&apos;s needs.</description>
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		<title>Crafting a User Experience Curriculum</title>
		<link>http://tc.eserver.org/25608.html</link>
		<guid>http://tc.eserver.org/25608.html</guid>
		<description>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&apos;s opportunity forced him to examine his perceptions of the user experience industry.</description>
	</item>
	<item>
		<title>Why Game Documentation is Essential to a Satisfying User Experience</title>
		<link>http://tc.eserver.org/25076.html</link>
		<guid>http://tc.eserver.org/25076.html</guid>
		<description>Documentation and information organization are an integral part of video game construction. The video game industry may be one of the directions technical communicators will move toward in the near future.</description>
	</item>
	<item>
		<title>Why Consumer Products Have Inferior User Experience</title>
		<link>http://tc.eserver.org/22309.html</link>
		<guid>http://tc.eserver.org/22309.html</guid>
		<description>Physical products, from consumer electronics to cars, are needlessly complex because they&apos;re developed by insular companies that continue to ignore the growing usability trend.</description>
	</item>
	<item>
		<title>Expanding the Approaches to User Experience</title>
		<link>http://tc.eserver.org/21288.html</link>
		<guid>http://tc.eserver.org/21288.html</guid>
		<description>Jesse James Garrett’s &apos;The Elements of User Experience&apos; diagram has become rightly famous as a clear and simple model for the sorts of things that user experience professionals do. But as a model of user experience it presents an incomplete picture with some serious omissions—omissions I’ll try address with a more holistic model.</description>
	</item>
	<item>
		<title>From Satisfaction to Delight</title>
		<link>http://tc.eserver.org/21307.html</link>
		<guid>http://tc.eserver.org/21307.html</guid>
		<description>At this point in experience design&apos;s evolution, satisfaction ought to be the norm, and delight ought to be the goal. As design professionals, how do we create opportunities for customer delight?</description>
	</item>
	<item>
		<title>Making Emotional Connections Through Participatory Design</title>
		<link>http://tc.eserver.org/21272.html</link>
		<guid>http://tc.eserver.org/21272.html</guid>
		<description>Most of the people we talk to believe that the desired end result of experience design is an emotional connection between a person and her experience with a product or service. When a company is able to make them, such connections can have a positive impact on the company’s brand.</description>
	</item>
	<item>
		<title>Designing the Out-of-the-Box Experience: A Case Study</title>
		<link>http://tc.eserver.org/19477.html</link>
		<guid>http://tc.eserver.org/19477.html</guid>
		<description>To improve your product’s out-of-the-box experience, you must first define the experience that you want your users to have. The next challenge is to design the specific&#xD;elements that will achieve that experience. These elements&#xD;must be designed harmoniously with each other and with&#xD;the functional improvements planned for the product. By&#xD;enhancing those improvements, the overall experience&#xD;will draw the customer into the product. If designed&#xD;appropriately, these elements can improve not only the&#xD;out-of-the-box experience but also the marketability of&#xD;the product.</description>
	</item>
	<item>
		<title>Designers&apos; Roles in Communicating with Users</title>
		<link>http://tc.eserver.org/19145.html</link>
		<guid>http://tc.eserver.org/19145.html</guid>
		<description>Defining &apos;the user experience&apos; is difficult since it can extend to nearly everything in someone&apos;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.</description>
	</item>
	<item>
		<title>Starting a Career in User Experience</title>
		<link>http://tc.eserver.org/18937.html</link>
		<guid>http://tc.eserver.org/18937.html</guid>
		<description>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.</description>
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