A directory of resources inthe field of technical communication.

Design>User Interface

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126.
#23285

InfoRomanticism on the Internet

The internet is becoming more data-intensive. This is both an inevitable and perpetual reality.

Olsen, Henrik. GUUUI (2003). Design>Web Design>User Interface

127.
#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

128.
#28205

Innovative User Interface Design

Increasing numbers of websites are developing new types of user interface design, taking advantage of users' increasing levels of Internet-sophistication and faster connections. This article will have a look at some of them.

Fidgeon, Tim. uiGarden (2006). Design>Web Design>User Interface

129.
#28256

Interaction Design

Interaction Design: Beyond Human-Computer Interaction is an explanation of the design of the current and next generation interactive technologies, such as the web, mobiles, wearables. These exciting new technologies bring additional challenges for designers and developers - challenges that require careful thought and a disciplined approach. Written for both students and practitioners from a broad range of backgrounds, this book addresses these challenges using a practical and refreshing approach. The text covers a wide range of issues, topics and paradigms that go beyond the traditional human-computer interaction (HCI).

Perlman, Gary. Interaction Design (2002). Resources>User Interface>Interaction Design>User Experience

130.
#26451

Interaction Design Association Resource Library

The IxDA Resource Library is an annotated collection of content on all aspects of interaction design.

Interaction Design Association. Resources>User Interface>Interaction Design

131.
#20601

Interface Design

Users of Web documents don't just look at information, they interact with it in novel ways that have no precedents in paper document design. The graphic user interface (GUI) of a computer system comprises the interaction metaphors, images, and concepts used to convey function and meaning on the computer screen. It also includes the detailed visual characteristics of every component of the graphic interface and the functional sequence of interactions over time that produce the characteristic look and feel of Web pages and hypertext linked relations. Graphic design and visual 'signature' graphics are not used simply to enliven Web pages--graphics are integral to the user's experience with your site. In interactive documents graphic design cannot be separated from issues of interface design.

Lynch, Patrick J. and Sarah Horton. Yale University (1999). Design>Web Design>User Interface

132.
#23976

Interface Design as a Life or Death Proposition

While the FDA has always required thorough documentation of product development, recent initiatives have instituted a more prescriptive, design-focused procedure encouraging extensive user research at the beginning of the development process.

LeMoine, Doug. Cooper Interaction Design (2002). Design>User Interface>Usability>Biomedical

133.
#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

134.
#26784

Interface in Form: Paper and Product Prototyping for Feedback and Fun

Sketching and modeling are integral features of the design process, critical for both the generation of ideas, and the communication of concepts to others for discussion and evaluation, particularly in the context of human-centered design. While these methods are a natural component of the designer’s education and professional tool kit, there is immense value in exposing other professions involved in the development of products and interfaces to at least a limited set of these same basic tools.

Hanington, Bruce. uiGarden (2006). Articles>Web Design>User Interface

135.
#19043

The Interface in the Environment: "One Size Fits Nobody"

At the outset of an interface design project we would normally conduct a detailed phase of user requirements gathering. We have discussed the various methods of conducting these in previous articles, but typically this includes stakeholder interviews and task analysis exercises. As many of you will be aware the results of this stage will lead to the development of user personas, task scenarios and ultimately lead to the development of wireframe screens of the interface. We tailor this approach to suit the job, so that specialised interfaces such as stock trading software will focus more on complex task analysis while mass-market interfaces such as Interactive TV will focus more on different user profiles. If the research and analysis is carried out well, then the resulting interaction design should be effective, allowing users to complete the required tasks easily. However, apart from the user and task there is one other key factor influencing the usability of the interface – the user environment.

Long, Frank. Frontend Infocentre (2001). Design>Web Design>User Interface>Contextual Inquiry

136.
#28211

The Interface of a Cheeseburger

All things have an interface. Shaping interfaces is shaping the character of things. The brand is what transports the character of things. When looking at McDonalds, iPod, Nintendo DS it becomes quite obvious that the interface is the brand.

Information Architects Japan (2006). Design>User Interface

137.
#21632

Interfaces de Usuario Atentas (AUIs)

Muchos de nosotros tratamos diariamente con diversos dispositivos que compiten por nuestra atención. Las redes inalámbricas, como WiFi, les permitirán hablar entre ellos, aumentando la complejidad de la interacción. Las AUIs (Attentive User Interfaces) vienen en nuestra ayuda.

Dursteler, Juan Carlos. InfoVis (2003). Design>User Interface>Ambient

138.
#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

139.
#28913

Interfaces That Flow: Transitions as Design Elements

Many UX designers--myself included--approach projects from a combination of information architecture, information design, interaction design, and visual design perspectives. These disciplines and their methods are fundamentally different from those people use to construct the continuous linear narratives we see and hear in film, video, and music. However, as the technologies for creating interactive user experiences become more robust--especially in the realm of Rich Internet Applications (RIAs)--we have an opportunity to draw upon a much wider visual vocabulary. This will also make narrative elements such as timing, pacing, and rhythm increasingly important. Using such design elements may enable us to move users from mere understanding to engagement and, ultimately, to immersion in our digital products and services.

Follett, Jonathan. UXmatters (2007). Design>Web Design>User Interface

140.
#27312

Introduction to Apple Human Interface Guidelines

These guidelines are designed to assist you in developing products that provide Mac OS X users with a consistent visual and behavioral experience across applications and the operating system.

Apple Inc. (2006). Design>User Interface>User Experience>Macintosh

141.
#21428

Is the Internet Really Collapsing?

The sky is falling. It has been falling for about a year now, and it feels like it won’t stop falling until every business associated with the Internet is dead, dead, dead.  What is happening now happens with every new explosion of technology. When the sky has finished falling, it will leave behind an industry with far fewer, but much healthier players. And then things will get better than they ever were.

Tognazzini, Bruce. Nielsen Norman Group (2001). Careers>Web Design>User Interface

142.
#24003

The Iteration Trap

Iteration without a good design foundation is a very risky method.

Cooper, Alan. Cooper Interaction Design (2001). Design>User Interface

143.
#29288

Keeping Tabs

The original tab signaled an information storage revolution and helped enable everything from management consulting to electronic data processing.

Tenner, Ed. Technology Review (2005). Articles>User Interface>Information Design>History

144.
#22365

Language Style Guide for Software Developers   (PDF)

This style guide is designed to help software developers with the language aspects of screen design. It is not comprehensive, but it does cover the most common problems. For comprehensive style guidelines for documentation see the Microsoft Manual of Style for Technical Publications. TechScribe is based in the UK, and although we produce documentation for both the US and the UK markets, we have used British English in this guide. The document can be printed on both US Letter and A4 size paper.

Unwalla, Mike. TechScribe (2003). Design>User Interface>Style Guides

145.
#27016

Living La Vida Virtual: Interfaces of the Near Future

Personal computing is in an awkward adolescence right now. On one hand, we are rapidly moving into ubiquitous computing environments that let people constantly interact with the omnipresent network; on the other, the devices and interfaces we are using to enter these new frontiers provide woefully inadequate user experiences. Let's take a look at one of the key technologies that will take mobile user experiences to the next level: holography.

Knemeyer, Dirk. UXmatters (2005). Design>User Interface>Ubiquitous Computing>User Experience

146.
#13584

Macintosh OS 8 Human Interface Guidelines

This document describes the additions and changes to Macintosh Human Interface Guidelines related to the release of Mac OS 8. Specifically, it presents guidelines for taking advantage of the Mac OS platinum appearance and the Appearance Manager. This document does not replace Macintosh Human Interface Guidelines.

Apple Inc. (1997). Design>Human Computer Interaction>User Interface

147.
#19003

Macintosh OS X: Aqua Human Interface Guidelines

This document, which covers features up to Mac OS X version 10.2, describes what you need to do to design your application for Aqua. Primarily intended for Carbon and Cocoa developers who want their applications to look right and behave correctly in Mac OS X, these guidelines provide examples of how to use Aqua interface elements. Java application developers will also find these guidelines useful.

Apple Inc. (2003). Design>Human Computer Interaction>User Interface

148.
#22832

Macromedia Director as a Prototyping and Usability Testing Tool

Efforts to understand user requirements commonly focus on the functionality and features of a product. However, it is important to analyze other product attributes, such as usability. A product may meet all of its functional requirements, but can fail if it has an interface that is difficult to navigate and learn. To address this problem, it is important to get feedback from users as early in the development life cycle as possible. A common technique is to develop a prototype or mockup of a product's interface to present to users.

Ludi, Stephanie. ACM Crossroads (2000). Design>User Interface>Usability

149.
#10346

Making Manuals Obsolete: Getting Information out of the Manual and into the Product   (peer-reviewed)   (members only)

Users loathe reading the operating manuals that accompany new equipment. Manuals often sit unused on a shelf, far from their targeted audience, while the costs of technical support soar. This article promotes integrating information traditionally found in printed manuals into the product itself and reports the experience of a design team in developing an easy-to-use product requiring minimal printed documentation. As part of design teams, technical communicators can advocate both reducing the amount of information required to operate a product and making the information immediately available when needed. These strategies can produce increased customer satisfaction and lower post-sales support costs.

Millar, Carol. Technical Communication Online (1998). Design>Documentation>User Interface

150.
#18689

Making Usable Products: An Informal Process for Good User Interfaces

At Microsoft we have full-time employees, called usability engineers, who are trained to help product teams understand what the user's needs are, and analyze how well our product user interfaces match those needs. They do a great deal of work, and understand the discipline of UI design and data collection really well. They are critical to the success of our products. As I've learned from the e-mail I've been getting at hfactor@microsoft.com, most developers don't have the luxury of this kind of support, and are on their own to make good interface design decisions. This issue will introduce a basic development process that helps good UI make it into products. Word of warning: There is no magic recipe for good UI, or for writing good code, and I can't guarantee improved interfaces without some extra effort.

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

 
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