A directory of resources inthe field of technical communication.

User Experience

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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's perception of a device or system. The scope of the field is directed at affecting 'all aspects of the user’s interaction with the product: how it is perceived, learned, and used.'

 

1.
#27180

成功的用户中心设计管理

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.
#28323

Accessible Presentation of Measurements from a Web Accessibility Observatory   (PDF)

How shall we design accessible GUIs? Which are the main problems, which are the right paths and techniques for doing this? The article is a story about an experience, about the development of an accessible GUI and an analyses of the procedures.

Bertini, Patrizia and T. Gjosater. DFA International Conference (2006). Articles>Human Computer Interaction>Accessibility>User Experience

3.
#27445

Ad Conversion Rate Influenced by Time (Not Click Rate)

Time is an important design variable to understand. Your user experience is effected by it no matter what user experience you are serving up and the rules are different for every context. For example, the "three click rule" (users must get to their destination within three clicks) applies to e-commerce primarily but not to mortgage education, financial services usability or reading the New York Times online.

Spillers, Frank. Demystifying Usability (2004). Design>Web Design>User Experience>E Commerce

4.
#29358

Analysing Everyday Interaction

Inspired by Don Norman's classic book, 'The Design of Everyday Things', I started to collect my own examples of bad designs to analyse according to interaction design principles. Here are just a few.

Poole, Alex. Alex Poole (2004). Articles>Usability>Interaction Design>User Experience

5.
#26202

Archiving Experience Design: A Virtual Roundtable Discussion

The following discussion was conducted over a six-week period late in 2002. We invited members of Loop’s advisory board and several distinguished guests to address the question of how we, as an emerging community of interest, might begin to address the critical question of preserving the history of our field.

AIGA (2003). Design>User Experience>History

6.
#26519

Are Your Prospects Walking Out on You?

Learn how to write compelling copy that will keep your site visitors interested in what you're offering.

Gandia, Ed. Webcredible (2005). Design>Web Design>User Experience

7.
#28675

The Atmosphere at Interaction Frontiers 2006

Interaction Frontiers 2006 was a great experience, with some margin for improvement. I'm sure next year's Interaction Frontiers will be even bigger and better.

Bellocchio, Giovanni. UXmatters (2006). Articles>User Interface>User Experience

8.
#24838

Attractive Things Work Better   (PDF)

Until recently, emotion was an ill-explored part of human psychology. Some people thought it an evolutionary left-over from our animal origins. Most thought of emotions as a problem to be overcome by rational, logical thinking. And most of the research focused upon negative emotions such as fear, anxiety, and anger. Modern work has completely reversed this view.

Norman, Donald A. JND.org (2003). Design>User Interface>User Experience>Emotions

9.
#28897

Audio and the User Experience

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'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.

Follett, Jonathan. UXmatters (2007). Design>User Centered Design>User Experience>Audio

10.
#18395

Banner Blindness, Human Cognition and Web Design  (link broken)

Benway and Lane have studied 'Banner Blindness' – the fact that people tend to ignore those big, flashy, colorful banners at the top of web pages. This is pretty interesting stuff, for the entire reason they are so big and obnoxious is to attract attention, yet they fail. Evidently nobody ever studied real users before -- they simply assumed that big, colorful items were visible. This paper, shows once again the importance of observations over logic when it comes to predicting human behavior. People behave the way they behave, not the way our logical analyses and wishes would have them behave. People follow their interests, their needs, their customs. They are driven by curiosity, boredom, emotion. And the 'they' refers to 'we': us.

Norman, Donald A. JND.org (1999). Design>Web Design>Usability>User Experience

11.
#29506

Ben Shneiderman

Dr. Shneiderman muses on mulidisciplinarianism and reminds us that no computer is smarter than a wooden pencil.

Adlin, Tamara and Ben Shneiderman. UX Pioneers (2007). Articles>Interviews>User Experience

12.
#30009

Beyond User-Centered Design and User Experience: Designing for User Performance   (PDF)

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.

Constantine, Larry L. Constantine and Lockwood (2006). Articles>User Centered Design>User Experience>EPSS

13.
#19482

The Big Cocktail: Cognitive and Humanistic Traits of an Information Designer   (PDF)

This paper describes how our experience in striving to hire Information Designers led us to identify the very basic cognitive and humanistic traits that make up a successful technical communicator. It also shows how, once identified, such traits can be used to unveil hidden potentialities which can help turn a non expert candidate into a successful and gratified Information Designer and communicator. This paper focuses mainly on psychological traits, not on technical skills, that have been extensively discussed in a series of other papers.

Zace, Sokol. STC Proceedings (2001). Articles>Information Design>User Experience>Cognitive Psychology

14.
#31600

Bite-Sized UX Research

Regardless of the cause for your company’s resource crunch, focus on getting small wins as often as possible throughout your involvement in a project. This is a fairly common piece of advice that crops up time and time again, but it’s very much worth repeating. And it applies just as readily to both situations where time is short and those when there’s just not enough of you to go around.

Baty, Steve. UXmatters (2008). Articles>User Experience>Research>Methods

15.
#28943

Boxes and Arrows: Jobs List

Listings about open positions for user experience designers, web designers, information architects, user-centered design and similar positions.

Boxes and Arrows. Careers>Job Listings>User Experience>User Experience

16.
#28688

Brand Experience in User Experience Design

As user experience professionals, we have the opportunity to work more closely with brand and marketing specialists to clearly articulate the brand perception we want to elicit from our customers. Brand perception is, in part, an expectation on the part of a customer regarding future interactions with a company and its products and services. To achieve our desired brand perception, we must consistently represent and deliver the brand values we have led customers to expect.

Baty, Steve. UXmatters (2006). Design>Web Design>User Experience>Marketing

17.
#29499

Brenda Laurel

Want to see what passionate thinking looks like? Peek inside a brain filled with theatre, invention, games for girls, and design-as-activism.

Adlin, Tamara and Brenda Laurel. UX Pioneers (2007). Articles>Interviews>User Experience

18.
#28535

Budgeting for Advertising and Customer Experience

The most effective companies realize that they can't succeed on advertising alone; the customer matters.

Hurst, Mark. uiGarden (2007). Articles>Web Design>Usability>User Experience

19.
#30633

Building the UX Dreamteam

Finding the right person to complement your User Experience team is part art and part luck. Though good interviewing can limit the risk of a bad hire, you need to carefully analyze your current organizational context, before you can know what you need. Herein lies the art. Since you can't truly know a candidate from an interview, you gamble that their personality and skills are what they seem. Aimed at managers and those involved in the hiring decision process, this article looks at the facets of UX staff and offers ways to identify the skills and influence that will tune your team to deliver winning results.

Colfelt, Anthony. Boxes and Arrows (2007). Design>User Experience

20.
#31828

Building the UX Dreamteam - Part 2

Skills in research, information architecture, interaction design, graphic design and writing define the recognized areas of User Experience design. However, there still remains much to discuss about what makes a UX team dreamy. Each UX Dreamteam has a finely tuned mix of skills and qualities, as varied as the environments in which they operate. Part two will address whether a person has the right ‘hard’ skills and ‘soft’ qualities like communication style, creativity and leadership ability to fit your particular organizational context. We’ll also touch on the quality of an individual’s personality that may or may not complement the others on your team.

Colfelt, Anthony. Boxes and Arrows (2008). Careers>Management>User Experience>Collaboration

21.
#31127

Change Blindness: "You See, But You Do Not Observe"

We can't force people to look at the work we do, but if we want to make them happy, we need to provide them with the information they need in a manner that makes it easy for the top-down mechanisms to work efficiently. It's our job to help them observe, rather than just see.

Rockley Group, The (2008). Articles>Information Design>User Experience>Cognitive Psychology

22.
#30721

Charlie Kreitzberg on Web 2.0 and You

This is the recording of the presentation from the Catalyze Community monthly webcast featuring Charlie Kreitzberg on December 13, 2007. Charlie spoke on "Web 2 and You - How Web 2.0 Will Catapult Business Analysts and Usability Professionals into Center Stage" which examined his models for understanding Web 2.0 and explored the vast opportunities for professionals who define and design new software and websites.

Catalyze (2007). Design>Collaboration>User Experience>Web Design

23.
#25744

City of Bits

Usability, user experience, technology, ethnography, design, the workplace, e-government and public policy, from a UK perspective.

Ferguson, Louise. City of Bits. Resources>Usability>User Experience>Blogs

24.
#29501

Cliff Nass

Cliff Nass revels in being weird, thinking 'wildly,' and taking 'big fliers.' But he's also fascinated by what makes everything the same. If we were all as open to oddness as he is, the world would be a much more interesting place.

Adlin, Tamara and Cliff Nass. UX Pioneers (2007). Articles>Interviews>User Experience

25.
#29292

Comparing UXD Business Models

Once we begin looking at the strengths, weaknesses, opportunities, and threats of various organizational models, we can almost immediately start brainstorming ways of mitigating the challenges and put policies into place that help improve the strategic impact of UX.

Nieters, Jim and Garett Dworman. UXmatters (2007). Design>User Experience>Management

 
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