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1. #27180 随着数字产品产量的激增,包括了电脑、桌面应用程序、基于网络的应用程序,另外还有移动及嵌入式装置等等,用户对这些产品的用户体验(UX – User Experience)的质量决定了它们的成功与否。想要对非技术性的用户打造一个具有生命力,娱乐性及商业性的应用程序,一个简单易用的界面更是必不可少的。 Ashley, Jeremy and Kristin Desmond. uiGarden (2005). (Chinese) Design>User Centered Design>Project Management>User Experience 2. #28377 もしユーザが、いつもウェブサイトの間違えたセクションを開いているなら、ラベリングの改良から、構造の明確化まで、幅広い改善策がある。 Nielsen, Jakob. U-Site (2006). (Japanese) Design>Web Design>Information Design>User Centered Design 3. #26960 在我们着手开始内部网(译者注:本文中提到的内部网一词,指的是企事业单位中内部网中的在线应用,不是指硬件构架)或网站设计项目时,最重要的一点是了解用户需求。只有如此才有可能确定出产品功能和特色,最后保证项目的成功;也只有如此,才有可能保证设计出来的东西可以服务于不同级别和具有不同目标的用户。 Calabria, Tina. uiGarden (2005). (Chinese) Articles>Usability>User Centered Design>Personas 4. #26964 短信服务(SMS)是一个典型的迷人应用。不仅流行而且有利可图,给网络运行商带来了丰厚的收入。甚至还有强大的铃声下载,信息提醒以及交互式游戏的销售后市场。有意思的是,这样一个成功的产品在技术上是如此的被轻视。就所有的关于SMS市场的狂热的讨论来说,产品在最近几年中基本就没有变化。根据它的成功表现,业界应该投入更多的努力来理解SMS带给消费者的价值,并且推出能够延伸这种价值的新服务。 Jenson, Scott. uiGarden (2005). (Chinese) Design>Usability>User Centered Design 5. #18509 ﻑﺪﻫ ﻪﻠﺌﺴﻣ ﻥﺎﻴﺑ ﻪﻣﺪﻘﻣ ﺕﺎﺟﺭﺪﻨﻣ ﺖﺳﺮﻬﻓ**ﻪﻣﺎﻧﺮﺑ ﻲﻤﻠﻋ ﺭﺎﺛﺁﺭﻭﺮﻣ ﺡﺮﻃ* ﻱﺩﺎﻬﻨﺸﻴﭘ Iranian Information and Documentation Center. (Farsi) Design>User Centered Design 6. #29621 A Participatory Approach to Developing User-Centered Communications Participatory communication is most often applied to development communications--a field of practice rooted in the modernization efforts of the U.S. post World War II. Similar to participatory design, popular definitions and models of participatory communication provide a lens through which the efficacy of user-centered communications may be viewed. At Indiana University, we have had success in increasing the usability and usefulness of communication products by including end users, their advocates, and related stakeholders in cross-functional teams. The adoption of new systems used at Indiana University was fueled by communications strategies, plans, and products that resulted from a participatory approach. Fitzpatrick, Christine Y. and Gregory A. Moore. STC Proceedings (2005). Articles>User Centered Design>Methods>Participatory Design 7. #28431 Personas are an extremely powerful design tool, which help you to visualise an end-product that you can be confident will suit your users' needs by helping them achieve their goals, and help you test your success. Hunt, Ben. Web Design From Scratch (2005). Design>Usability>User Centered Design>Personas 8. #24752 Accessibility Humanized: A User-Centred Approach to Web Accessibility Most web developers act in blindness when they design accessible websites, since they know next to nothing about disabled people and the technology they use. Accessibility guidelines and validation tools doesn't provide this insight. Accessibility should rather be approached from a user centred perspective. Olsen, Henrik. GUUUI (2004). Design>Web Design>Accessibility>User Centered Design 9. #19263 This paper identifies challenges for a user–centered design process with respect to infusing accessible design practices into electronic and information technology product development. Initially, it emphasizes that when user–centered design is paramount and concurrent with accessible design, electronic and information technology can be accessible for all. Next, it provides an overview of the Americans with Disabilities Act (ADA) Section 508. Last, it provides basic accessible design heuristics that can be integrated into the design process. It concludes with recommendations for a paramount and concurrent user–centered design approach to product development. Reece, Gloria A. STC Proceedings (2002). Articles>User Centered Design>Accessibility>Usability 10. #23594 Accessibility has come a long way. Not only most public places but even many private areas now claim to be 'accessible'. However, this term usually implies that a person in a wheelchair is able to get to the inside of a venue. This is not enough. If I am using a wheelchair, I would like to be completely autonomous and move around freely. I don’t want to have to go along a long dark corridor to use a service lift in order to get to another floor. Although I always appreciate it, I don’t want to have to count on the generosity of passersby to help me open a door or push my wheelchair up a slope. My only wish is to blend in with other people, and enjoy life as much as anyone else. Vais, Fabien. STC Proceedings (2003). Design>Accessibility>User Centered Design>Universal Usability 11. #30006 Activity Modeling: Toward a Pragmatic Integration of Activity Theory with Usage-Centered Design Activity modeling is a systematic approach to organizing and representing the contextual aspects of tool use that is both well-grounded in an accepted theoretical framework and embedded within a proven design method. Activity theory provides the vocabulary and conceptual framework for understanding the human use of tools and other artifacts. Usage-centered design provides the methodological scaffolding for applying activity theory in practice. In this Technical Paper, activity theory and usage-centered design are outlined and the connections between the two are highlighted. Simple extensions to the models of usage-centered design are introduced that together succinctly model the salient and most essential features of the activities within which tool use is embedded. Although not intended as a tutorial, examples of Activity Maps, Activity Profiles, and Participation Maps are provided. Constantine, Larry L. Constantine and Lockwood (2006). Articles>User Centered Design>Methods 12. #19956 Technical writers have known for years that a good explanation for a bad software interface may be better than nothing, but that it’s not as good as a usable software interface. With ‘usability' gaining greater visibility, this is a good time to implement a usercentered design process. This article looks at ways that the approach and techniques of such a process can be applied to the task of introducing a new process. Quesenbery, Whitney. STC Proceedings (2001). Design>User Centered Design>Usability 13. #23406 This article deals, despite the title above, with aspects on handling and checking of technical documentation. I consider these aspects as part of the functionality of documentation besides more conventional functionality such as factual correctness, layout, combination of figures and text. Rullgård, Åke. TC-FORUM (2000). Articles>Documentation>User Centered Design 14. #23358 The Aesthetic Imperative: Four Perspectives on Aesthetics to Impact the User Experience Aesthetic value can and should be part of the total design effort, including the information architect's perspective to achieve a 'total integrative experience.' Here are four ways to think about aesthetics and beauty to structure and focus the dialogue with UX peers: visual designers, programmers, content producers, strategists, etc. Gajendar, Uday. IAsummit (2004). Design>Web Design>User Centered Design 15. #24578 Afraid So: Horrible Web Monstrosities Here they come. Nightmare web sites that, from a usability perspective, are horrid monsters. When you're tired and in a hurry, you want a web site to quickly and easily provide relevant content to you, so you can solve a problem or perform some task. Discover common hideous impediments to web usability. WARNING: Not for the faint hearted! Streight, Steven. Blogger.com (2004). Articles>Web Design>Usability>User Centered Design 16. #21339 AIGA Experience Design - Past, Present and Future At the end of April 2002, the AIGA Experience Design SIG will hold its first joint Forum as part of CHI 2002. Intended to be the first of several collaborative ventures to bring the Experience Design communities of practice together, the success of the forum marks a milestone in the life of the AIGA ED group. Malone, Erin. Boxes and Arrows (2002). Design>Web Design>User Centered Design 17. #25145 A blog from Bangalore based on everything related to the user experience and interaction. Monteiro, Percy. Blogspot. Resources>Usability>User Centered Design>Blogs 18. #28319 The Alternative Guide to Technical Communication This guide summarizes alternative resources relevant to people in Technical Communication. 'Alternative' refers to the unconventional types of resources on this list as well the diversity of topics that are covered -- none of these resources talk about 'technical communication.' Wei, Carolyn. University of Washington-Seattle. Resources>TC>User Centered Design 19. #19283 Alternatives To User Requirement Gathering Of all the disciplines that go together to create a 'usability strategy', user requirement gathering is undoubtedly the most frequently misunderstood. Many product managers or webmasters will believe that they already know their users, perhaps because they have conducted some form of market research, or have a formal complaints and customer feedback programme in place. However, these techniques, discussed below, although similar in aspiration, should not be relied upon as a replacement for a full user-requirement gathering programme. That isn't to say that they do not have their uses of course, but rather that in terms of assisting in application or site design they can be unhelpful or even misleading. Farrell, Tom. Frontend Infocentre (2001). Articles>Usability>User Centered Design 20. #24524 Altruistic vs. Narcissistic Web Sites Users are repulsed by web sites that are narcissistic, egotistic, corporate-speak, hard to understand, and difficult to use. Users are attracted to and enjoy web sites that are altruistic, user-prioritized, user-focused, easy to understand, easy to use, and full of fresh, relevant content. Streight, Steven. Blogger.com (2004). Articles>Web Design>User Centered Design>Usability 21. #26362 Ambient Findability: Findability Hacks Findability is one of the most thorny problems in web design. This is due in part to the inherent ambiguity of semantics and structure. We label and categorize things in so many ways that retrieval is difficult at best. But that’s only the half of it. The most formidable challenges stem from its cross-functional, interdisciplinary nature. Findability defies classification. It flows across the borders between design, engineering, and marketing. Everybody is responsible, and so we run the risk that nobody is accountable. Morville, Peter. List Apart, A (2005). Design>Web Design>User Centered Design>Search 22. #31893 Analyzing Your Users and Needs Before Creating the Help Deliverables; Interview with Nicky Bleiel In this podcast, Nicky Bleiel says we should talk to as many users as we can — conducting on-site visits, sending surveys, gathering information from Marketing, Support, and other departments — so we can have a better understanding of our users’ needs and the formats and mediums that will work best for them. After completing this audience and needs analysis, we can then go out and create the deliverables that will best serve our users. Bleiel, Nicky and Tom H. Johnson. Tech Writer Voices (2008). Articles>Interviews>Documentation>User Centered Design 23. #13101 Application of Theory: Minimalism and User Centered Design In the discipline of software and information development, minimalist design is not just doing with less (less features, words, widgets). It is selectively choosing what to include or eliminate with the purpose of making it easier for the user to quickly learn about a product in a natural and painless way and to start using it to do real work. User centered design fits well with minimalist theory because it incorporates user feedback throughout the development cycle. It is the best way to find out what customers actually do with your product and learn first-hand how you can help them with their goals. My team applied both these theories to our task of designing and building a set of samples for a Web development product. This paper shares our struggles and successes. Lou, Mary Mazzara. STC Proceedings (2001). Presentations>Usability>User Centered Design>Theory 24. #28682 Applied Empathy: A Design Framework for Meeting Human Needs and Desires The design community keeps making a lot of noise about designing for people/users/customers. However, while this notion is well-intentioned and even conceptually correct, I find much of it boils down to empty rhetoric. What exactly are we doing? More user research? More usability testing? Certainly these are valid approaches to finding out about people's needs, but they're only a small part of an optimal solution. Are we using hollow tasks and tools like personas and scenarios? Those approaches typically take design farther away from the people for whom we are designing products rather than closer. How about focusing on usability and the user experience? That gets at only part of the issue and tends to come from the perspective of the product--as opposed to the more universal needs and desires of actual people. Knemeyer, Dirk. UXmatters (2006). Articles>User Centered Design>Methods 25. #24606 Applying the Sensation-Perception Continuum to User Documentation The sensation-perception continuum represents the interplay of sensation and perception in everything we think and do. Technical communicators must exploit this continuum by understanding and applying sensory filters and perceptual tendencies in the design and development of information. This paper discuss three sensory filters: thresholds, cocktail-party effect, and sensory adaptation; it discusses four perceptual tendencies: perceptual set, figure-ground relationships, laws of grouping, and goodness of figures. Coe, Marlana A. STC Proceedings (1996). Articles>Documentation>User Centered Design
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