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Design>User Interface>Methods

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1.
#30015

The Emperor Has No Clothes: Naked Objects Meet the Interface   (PDF)

Naked Objects, the latest incarnation of the persistent notion of object-oriented user interfaces, proposes to eliminate the need for visual and interaction design of user interfaces by always presenting users with unadorned domain objects in a standard form and by constraining all interaction to the same few interaction idioms. Such simplistic user interfaces can be generated automatically through a software framework. This article examines the likely impact of the Naked Objects approach in light of its strengths and shortcomings as well as its undeniable appeal to developers and decision makers seeking shortcuts to user interface design. The ultimate significance of Naked Objects may be in the lessons it offers for practicing professionals, lessons that highlight the need for empowering users as problem-solvers by giving them better tools that enable them to achieve diverse ends by diverse means.

Constantine, Larry L. Constantine and Lockwood (2002). Design>User Interface>Methods

2.
#29813

Five Survival Techniques for Creating Usable Products

When we ask designers what stage they spend the bulk of their time in when launching a product, the majority of designers answer, the Implementation Stage. However, our research shows that the teams launching the most usable products on schedule and on budget spend the bulk of their time in the Measure and Learn stage.

Perfetti, Christine. User Interface Engineering (2007). Design>Usability>User Interface>Methods

3.
#28500

Prototyping Beyond the Sunshine Scenario

Prototypes often model one flow of interaction--the path that users are most likely to take. But when we create interaction designs with dynamic and complex flows, we often need to include deviations from the sunshine scenarios to see whether they work. In this article, we'll look at how to do this Visio and Axure.

Olsen, Henrik. GUUUI (2006). Articles>User Interface>Interaction Design>Methods

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