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	<title>Presentations&gt;User Centered Design</title>	<link>http://tc.eserver.org/dir/Presentations/User-Centered-Design</link>
	<description>A listing of the most recently indexed works about Presentations 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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		<title>Presentations&gt;User Centered Design</title>
		<link>http://tc.eserver.org/dir/Presentations/User-Centered-Design</link>
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	<item>
		<title>User-Centered Design for Technical Communicators</title>
		<link>http://tc.eserver.org/35450.html</link>
		<guid>http://tc.eserver.org/35450.html</guid>
		<description>How can user-centered design principles be applied to technical communication?</description>
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		<title>Designing a Presentation</title>
		<link>http://tc.eserver.org/34283.html</link>
		<guid>http://tc.eserver.org/34283.html</guid>
		<description>You will not draw any slides—in fact do not even launch PowerPoint—until step eight, 80% of the way through the process.  Typically, when you want to create a presentation, you open PowerPoint and start creating slides.  Slide one, slide two, … slide seventeen… what I am trying to say again?  Am I making my point?</description>
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		<title>Children Are Users Too</title>
		<link>http://tc.eserver.org/32893.html</link>
		<guid>http://tc.eserver.org/32893.html</guid>
		<description>The following is what has been collectively pulled-through as the main points from Ella Tallyn&apos;s and Jon Pettigrew&apos;s respective presentations. These points should serve as introductory guidelines for UCD with &#xD;children.</description>
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		<title>Writing as an Asynchronous Conversation</title>
		<link>http://tc.eserver.org/32686.html</link>
		<guid>http://tc.eserver.org/32686.html</guid>
		<description>Conversation is a theme that flows through all the work we do as technical communicators. Every use of your web site is a conversation &#xD;started by a busy site visitor.</description>
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		<title>User Centred Design: Is It Working?</title>
		<link>http://tc.eserver.org/29537.html</link>
		<guid>http://tc.eserver.org/29537.html</guid>
		<description>Includes three parts--the current state of practitioner user-centred design, an overview of some of the things practitioners are interested in, and an examination of what we need to do to move forward.</description>
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		<title>Conducting a (User-Centered) Expert Review</title>
		<link>http://tc.eserver.org/28824.html</link>
		<guid>http://tc.eserver.org/28824.html</guid>
		<description>How do you review a product for usability, but make that review user-centered?</description>
	</item>
	<item>
		<title>Behavioral Concepts: Effectiveness and User Response</title>
		<link>http://tc.eserver.org/28809.html</link>
		<guid>http://tc.eserver.org/28809.html</guid>
		<description>What are hazards and why do we need them? Best practices for key elements of hazards.</description>
	</item>
	<item>
		<title>Understanding Principles of Usability, Part 1</title>
		<link>http://tc.eserver.org/28797.html</link>
		<guid>http://tc.eserver.org/28797.html</guid>
		<description>In this podcast, Karen Bachmann, manager of the Usability and User Experience SIG, provides an overview of the user-centered design process. This is part one of a two part series.</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>How Can You &apos;Insure&apos; Usability? – Achieving Routine User-Centered Design for Anthem&apos;s 12 Million Members Worldwide</title>
		<link>http://tc.eserver.org/27387.html</link>
		<guid>http://tc.eserver.org/27387.html</guid>
		<description>Discusses how Anthem attained the training, standards, and resources they needed to create a sustained usability effort.</description>
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		<title>Managing the Knowledge Behind Business Decisions Through User-Centered Design: A Case Study</title>
		<link>http://tc.eserver.org/27383.html</link>
		<guid>http://tc.eserver.org/27383.html</guid>
		<description>Jerome and Giovanni explain why efficient access to knowledge is essential for global business operations. Giovanni discusses how his company realized its systems needed improvement – and why user-centered design proved to be the appropriate solution. This empirical approach to interface design/architecture enables effective business decisions.</description>
	</item>
	<item>
		<title>Interaction Designers: What We Are, What We Do, &amp; What We Need to Know</title>
		<link>http://tc.eserver.org/26539.html</link>
		<guid>http://tc.eserver.org/26539.html</guid>
		<description>A 2001 presentation by Robert Reimann and Jodi Forlizzi titled Interaction Designers: What We Are, What We Do, &amp; What We Need to Know (ppt) provides a good overview of interaction design.</description>
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		<title>The Use of Narrative in Interaction Design</title>
		<link>http://tc.eserver.org/23354.html</link>
		<guid>http://tc.eserver.org/23354.html</guid>
		<description>What roles can narrative play in creating enriching experiences on the Web—not just for users, but also for design teams? Moving beyond the conceptual, we’ll discuss the practical application of narrative in web design, and describe how many of us within the industry already use narrative theory in our practice. Finally, we’ll show how even corporate projects can be approached within a holistic narrative framework and how this can benefit both usability and the design process.</description>
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		<title>The Case for User-Centered Design</title>
		<link>http://tc.eserver.org/18226.html</link>
		<guid>http://tc.eserver.org/18226.html</guid>
		<description>The need for user-centered design in this era of rapid&#xD;technological change is reviewed, and key ingredients of a&#xD;user-centered design process are described: (1) involvement&#xD;of users, structured by rigorous user input and feedback&#xD;methodologies, (2) multidisciplinary teamwork, from&#xD;developing the initial concepts and approach to evaluating&#xD;and refining the product after its introduction in the marketplace,&#xD;and (3) focus on competitiveness, on state-of-theart&#xD;user interfaces and technology. Data supporting the&#xD;economic value of user-centered design processes is also&#xD;reviewed.</description>
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		<title>Defining a User-Centered Design Process</title>
		<link>http://tc.eserver.org/18227.html</link>
		<guid>http://tc.eserver.org/18227.html</guid>
		<description>User-centered design includes a focus on user characteristics&#xD;and their environment, on user tasks, on measurable&#xD;user goals, on prototyping alternative designs, and on&#xD;testing, improving, and retesting the winning design. Insights&#xD;are shared from UCD projects associated with the&#xD;BookManager and VisualAge products.</description>
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		<title>What Users Want from Electronic Performance Support: Results from Three Waves of Qualitative Data</title>
		<link>http://tc.eserver.org/18193.html</link>
		<guid>http://tc.eserver.org/18193.html</guid>
		<description>Quantitative data from user testing of three successive releases of a visual programming language demonstrated the limited value of several existing performance support systems. Qualitative data collected concurrently pointed to&#xD;specific usability problems. Organization of help&#xD;information was not clear to users, thereby hindering&#xD;search. In addition, users could not act on help pages&#xD;contained developer rather than user vocabulary and&#xD;concepts.</description>
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		<title>Involving Users Throughout The Information Development Process</title>
		<link>http://tc.eserver.org/14519.html</link>
		<guid>http://tc.eserver.org/14519.html</guid>
		<description>Testing documents for usability is critical, but we&#xD;don’t always get to do it. Even when we do, too&#xD;often, it’s too little, too late. What we really&#xD;want are documents that we are fine-tuning in&#xD;usability testing because they already meet users’&#xD;needs, match our users’ mental models, and fit&#xD;with the way that our users work.</description>
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		<title>Better Products Through Collaboration: Technical Communicators and Usability Professionals Working Together</title>
		<link>http://tc.eserver.org/14350.html</link>
		<guid>http://tc.eserver.org/14350.html</guid>
		<description>Currently, “user-centered design” is the touted methodoloay&#xD;for software development for many companies. To many of us, it’s merely a more global articulation of what we have always believed to be the preferred methodology. Technical communicators and HF professionals have critical roles to play as part of a multi-disciplinary user-centered design team. (1) This paper presents some viewpoints on how technical communicators and HF professionals can increase each other&apos;s effectiveness.</description>
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		<title>Delivering Customer Satisfaction: Our Experiences with Responding to Customer Feedback</title>
		<link>http://tc.eserver.org/14343.html</link>
		<guid>http://tc.eserver.org/14343.html</guid>
		<description>The success of an organization that publishes product information depends on customer satisfaction. IBM Product Announcement Support representatives share their experiences in achieving very high levels of&#xD;customer satisfaction.&#xD;* How we conducted our surveys and feedback&#xD;sessions:&#xD;– Actual approaches&#xD;– Sample surveys and feedback&#xD;* How we used this feedback to:&#xD;– Change the content and format of our deliverable&#xD;dramatically&#xD;– Offer our customers additional ways to access&#xD;product information&#xD;As writers in IBM Product Announcement Support, our&#xD;mission is to produce high-quality, effective offering&#xD;information worldwide. Simply put, we publish IBM&#xD;product announcements on the full range of IBM&#xD;hardware, software, and services.</description>
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		<title>Gathering Input for the Best Possible Prototype</title>
		<link>http://tc.eserver.org/14346.html</link>
		<guid>http://tc.eserver.org/14346.html</guid>
		<description>Prototyping has long been a part of the sofiware development process, but is still an underutilized aspect of documentation design, particularly for online design.&#xD;Developing a detailed approach to prototyping lets writers&#xD;design and confirm document usability early in the&#xD;development cycle. Implementing detailed prototyping in&#xD;an iterative design cycle ultimately leads to the best&#xD;possible document for the audience.</description>
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	<item>
		<title>Mental Processing of Online Documentation: From Concepts to Applications</title>
		<link>http://tc.eserver.org/14347.html</link>
		<guid>http://tc.eserver.org/14347.html</guid>
		<description>This panel will review the existing literature on how we mentally process online documentation and describe some implications for effective online document design. We invite the audience&#xD;to define with us some critical areas for further&#xD;research.</description>
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		<title>Using Usability “Use Cases” in Documentation Planning</title>
		<link>http://tc.eserver.org/14354.html</link>
		<guid>http://tc.eserver.org/14354.html</guid>
		<description>This workshop presents an introduction to use cases - a planning tool which can be used for capturing a future documentation system&apos;s functional requirements as well as the overall information requirements of end users. You learn what a use case is and what recommended guidelines there are for creating use cases. You also learn how use cases are applied in the documentation development process as a whole.</description>
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		<title>Cognitive Strain as a Factor in Effective Document Design</title>
		<link>http://tc.eserver.org/13940.html</link>
		<guid>http://tc.eserver.org/13940.html</guid>
		<description>People have a limited amount of cognitive resources.&#xD;Coping with the increasing amount of information&#xD;presented via a software interface strains a user’s&#xD;cognitive resources. If a person has to use documentation, whether on-line or paper, additional cognitive resources are consumed, often overloading the user.&#xD;Using several windows or multi-media&#xD;elements can compound the problem. Unfortunately,&#xD;as Wickens (1992) states, humans are unable to&#xD;manage excessive cognitive strain and they respond&#xD;by getting frustrated, committing errors, shedding&#xD;tasks, or reverting to known methods.</description>
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		<title>Communicating Effectively With Interaction</title>
		<link>http://tc.eserver.org/13943.html</link>
		<guid>http://tc.eserver.org/13943.html</guid>
		<description>The ability to build interactions that support, enable, and improve communication is a valuable skill for help developers, Web-site designers, multimedia content developers, information-rich user interface designers-anyone who designs and develops information to be used online. This paper presents the basics of interaction design for information products and describes some basic underlying human factors and user-interface design principles.</description>
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		<title>Information Design Considerations for Improving Situation Awareness in Complex Problem-Solving</title>
		<link>http://tc.eserver.org/13939.html</link>
		<guid>http://tc.eserver.org/13939.html</guid>
		<description>The conventional techniques for task analysis derive the basic tasks that make up user actions. However, in the complex-problem solving environment, attempts to describe step-by-step actions break down because no single route to a solution exists. Although individual tasks can be defined, task-analysis normally results in the tasks being divorced from context. However, to support complex problem-solving, the design must place the information within the situation context and allow users to develop and maintain situation awareness.</description>
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		<title>Learnability in Information Design</title>
		<link>http://tc.eserver.org/13945.html</link>
		<guid>http://tc.eserver.org/13945.html</guid>
		<description>Design of information used for technical communication of complex products should consider how learnable that information is, and strive to deliver materials that are inherently learnable.The speed of information interchange and the demands of the workplace and school curricula require increasingly minimalist approaches to the material that is made available. People are frustrated by long learning times, and new users of software tools demand rapid absorption of tool capabilities. In addition, many readers of technical information are people for whom English is not their native language.Methods and practices that worked in the period when people were willing to commit to hours of study to understand a topic, or days of practice to master a tool, no longer work in a world based on ?internet time.? To assist our understanding of these trends in learning, this paper addresses three key areas related to learnability: proposing a definition of learnability, showing where learnability and usability intersect, and providing a basis for learnability based on some attributes of human beings.</description>
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		<title>Application of Theory: Minimalism and User Centered Design</title>
		<link>http://tc.eserver.org/13101.html</link>
		<guid>http://tc.eserver.org/13101.html</guid>
		<description>In the discipline of software and information development, minimalist design is not just doing with less (less features, words, widgets). It is selectively choosing&#xD;what to include or eliminate with the purpose of making&#xD;it easier for the user to quickly learn about a product in&#xD;a natural and painless way and to start using it to do&#xD;real work. User centered design fits well with minimalist&#xD;theory because it incorporates user feedback throughout&#xD;the development cycle. It is the best way to find out what&#xD;customers actually do with your product and learn first-hand&#xD;how you can help them with their goals. My team&#xD;applied both these theories to our task of designing and&#xD;building a set of samples for a Web development product.&#xD;This paper shares our struggles and successes.</description>
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