<?xml version="1.0" encoding="utf-8" ?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom">
<channel>
	<title>User Experience</title>	<link>http://tc.eserver.org/dir/User-Experience</link>
	<description>A listing of the most recently indexed works about User Experience 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>
	<image>
		<url>http://tc.eserver.org/images/newlogo.gif</url>
		<title>User Experience</title>
		<link>http://tc.eserver.org/dir/User-Experience</link>
	</image>
	<item>
		<title>Fluency as an Experiential Quality in Augmented Spaces</title>
		<link>http://tc.eserver.org/35797.html</link>
		<guid>http://tc.eserver.org/35797.html</guid>
		<description>The use of digital products and services has expanded from largely instrumental, work-oriented settings to include entertainment, leisure, personal communication, and other classes of hedonistic use. The development of foundational concepts in the interaction design community to succeed usability and utility has lagged behind considerably. I argue that interaction design would benefit from attempts to articulate experiential qualities of digital products and services, and illustrate the approach by presenting the concept of fluency. It refers to the degree of gracefulness with which the user deals with multiple demands for her attention and action, particularly in augmented spaces where the user moves through shifting ecologies of people, physical objects, and digital media. I develop the concept of fluency by analyzing a range of digital artifacts in use situations, addressing the main themes of (1) social norms and practices and (2) peripheral interaction and calm technology. In terms of research methodology, this paper illustrates how design and criticism can be merged to construct elements of transferable knowledge for communication with design-research communities.</description>
	</item>
	<item>
		<title>Effects of Visual-Auditory Incongruity on Product Expression and Surprise</title>
		<link>http://tc.eserver.org/35798.html</link>
		<guid>http://tc.eserver.org/35798.html</guid>
		<description>Product experience is influenced by information from all the senses. Our experiments provide insight into how sounds contribute to the overall experience of a product&apos;s expression. We manipulated the sounds of dust busters and juicers so that they either did or did not fit the expressions of the products&apos; appearances. In some, but not all cases, we found an inverse relationship between the degree-of-fit of a sound and the degree of surprise evoked. Furthermore, we found in some cases that the expression of a product&apos;s sound influenced the overall expression of that product.</description>
	</item>
	<item>
		<title>Four Key Principles of Mobile User Experience Design</title>
		<link>http://tc.eserver.org/35755.html</link>
		<guid>http://tc.eserver.org/35755.html</guid>
		<description>As I transitioned from academia to industry, I discovered that while mobile UX was discussed, it wasn’t discussed from the same broad frame of reference that I was used to within the confines of a research-based institution. Although more recent mobile UX conversations I have found myself in have undoubtedly benefited from the ongoing smart phone revolution, overall I still find these conversations to be needlessly driven by tactical adoration and lacking a conscious consensus regarding the fundamental principles of the mobile-user experience.</description>
	</item>
	<item>
		<title>What Design Researchers Can Learn from Hostage Negotiators</title>
		<link>http://tc.eserver.org/35756.html</link>
		<guid>http://tc.eserver.org/35756.html</guid>
		<description>We’ve come to realize that the techniques used by hostage negotiators to resolve crises are also extremely valuable to user experience researchers. In essence, both parties are attempting to establish a relationship, both are trying to keep the communication flowing, and most importantly, both are trying to extract valuable data.</description>
	</item>
	<item>
		<title>Dip Management</title>
		<link>http://tc.eserver.org/35758.html</link>
		<guid>http://tc.eserver.org/35758.html</guid>
		<description>We go from one moment being very proficient with our current tool or technology to being pretty stupid with a new one. So the basic question every user ends up answering is Was the improvement labeled &quot;B&quot; worth the pain and humiliation labeled &quot;A?&quot;</description>
	</item>
	<item>
		<title>Agile User Experience Projects</title>
		<link>http://tc.eserver.org/35715.html</link>
		<guid>http://tc.eserver.org/35715.html</guid>
		<description>Agile projects aren&apos;t yet fully user-driven, but new research shows that developers are actually more bullish on key user experience issues than UX people themselves.</description>
	</item>
	<item>
		<title>Customer Service Experience Gone Bad</title>
		<link>http://tc.eserver.org/35722.html</link>
		<guid>http://tc.eserver.org/35722.html</guid>
		<description>Excellent customer service isn’t something we’re all born with. It’s learned. Yes, you’ll meet people who really stand out and make you feel great for having done business with them, but you’ll meet a lot more that just do their job and get by.</description>
	</item>
	<item>
		<title>First, Do No Harm</title>
		<link>http://tc.eserver.org/35643.html</link>
		<guid>http://tc.eserver.org/35643.html</guid>
		<description>In my column, On Good Behavior, I’ll explore the essentials of good interaction design. This first column provides a brief introduction to interaction design—defining the scope this column will cover—then explores some key design principles. What is interaction design?</description>
	</item>
	<item>
		<title>I Have an Idea! Forums for Design Conversations and Negotiations</title>
		<link>http://tc.eserver.org/35644.html</link>
		<guid>http://tc.eserver.org/35644.html</guid>
		<description>Working together in a group to produce a creative outcome is difficult—don’t let anyone tell you it’s not. A time or two, I’ve had that same feeling of being dumbstricken when participating in various forms of UX design brainstorming sessions.</description>
	</item>
	<item>
		<title>Testing the User Experience: Consumer Emotions and Brand Success</title>
		<link>http://tc.eserver.org/35652.html</link>
		<guid>http://tc.eserver.org/35652.html</guid>
		<description>The key to creating brand loyalty is developing a consistent and salient brand perception through the association of specific emotional experiences with a product or service. A classic example of this is the emotion of wonder and happiness people associate with The Walt Disney Company’s films and theme parks. By crafting amazing experiences for the people who enjoy their products, Disney has created such a favorable association, leading consumers to feel they can trust the brand and know what kind of experience to expect from a visit to a park, hotel, or movie theater. People can appreciate their intense focus on the user experience, whether watching Mary Poppins, meeting characters like Goofy and Minnie Mouse for the first time as a child, shown in Figure 1, or watching Toy Story characters leap to life in the amazing and spellbinding zoetrope at the California Adventure theme park.</description>
	</item>
	<item>
		<title>Can UX Be Agile?</title>
		<link>http://tc.eserver.org/35658.html</link>
		<guid>http://tc.eserver.org/35658.html</guid>
		<description>Traditional, heavyweight development methodologies can be very effective at solving well‑defined problems, where the person solving the problem has a clear understanding of the initial and goal states, the available options, and the constraints on the problem. At the opposite end of the spectrum are ill‑defined, so-called wicked problems. When it’s necessary to balance numerous, often‑conflicting factors, traditional development methodologies are much less effective.</description>
	</item>
	<item>
		<title>The Foundation of a Great User Experience</title>
		<link>http://tc.eserver.org/35598.html</link>
		<guid>http://tc.eserver.org/35598.html</guid>
		<description>I’m part of the AEC User Experience Team at Autodesk.  Our goal is to design a great user experience for our customers, but just what does that mean?   Our definition of user experience focuses on all the touchpoints that current or new users have with our product.  For example, the downloading of software trials is often the beginning of one’s user experience with a product.  If you have to fill out forms that ask for too much information, (should “cell phone number” be a required field on a trial download form?) or present you with too many obstacles, the likelihood of a positive user experience will be low.  Your interactions with technical support, documentation, the product, and even other products that you use, are all aspects of the user experience.</description>
	</item>
	<item>
		<title>Design Essentials for Non-Designers</title>
		<link>http://tc.eserver.org/35600.html</link>
		<guid>http://tc.eserver.org/35600.html</guid>
		<description>This tutorial is intended for practitioners who have come to interaction design from a research, psychology, information architecture, or other non-design background.  It focuses on what happens after the requirements are done and before you build your first prototype.  Design fields such as graphic arts, architecture, and industrial design have long-standing practices for innovative design, and these apply well to interaction design.&#xD;</description>
	</item>
	<item>
		<title>Taking Aim: The Power of UX Goals</title>
		<link>http://tc.eserver.org/35603.html</link>
		<guid>http://tc.eserver.org/35603.html</guid>
		<description>A user experience goal is a choice made by your product team about what kind of experience you want your users to have with your product or service. You use these choices to measure and direct the design of your product. Goals let us know when our tasks are complete, so that we can move on to something else. They stop us from obsessing over the wrong details and help us direct our energies to what is important. Goals tell us what to measure, and what can be ignored.</description>
	</item>
	<item>
		<title>The Tangible View Cube</title>
		<link>http://tc.eserver.org/35604.html</link>
		<guid>http://tc.eserver.org/35604.html</guid>
		<description>As interaction designers at Autodesk, we sometimes engage in design and thought investigations that are not directly related to the task at hand. These investigations are ways to frame problems by venturing into related design disciplines. For example, in order to understand what might be an appropriate transition when changing views in a 3d model, we try to understand how a video artist would create a transition between two scenes in a video. To understand how to improve the graphic quality of elements drawn in a building information model, we look at lots of pencil sketches drawn by architects. We think, what would happen if an on-screen element was made from physical material?</description>
	</item>
	<item>
		<title>Preferences Considered Harmful</title>
		<link>http://tc.eserver.org/35573.html</link>
		<guid>http://tc.eserver.org/35573.html</guid>
		<description>Every programmer and user interface designer eventually comes to this point: You can’t decide how a specific part of your user interface should behave. It’s easy, of course. Just make it a preference, and everyone will be happy.</description>
	</item>
	<item>
		<title>Designing the User Experience at Autodesk</title>
		<link>http://tc.eserver.org/35576.html</link>
		<guid>http://tc.eserver.org/35576.html</guid>
		<description>Designing the User Experience at Autodesk provides a venue for the individuals across our global user experience teams-including user researchers, designers, and user assistance professionals-to share insights on methods &amp; practices, innovation, leadership, design’s connection to achieving business objectives, and reflections on topical interests in the design community.</description>
	</item>
	<item>
		<title>Scenario Girl</title>
		<link>http://tc.eserver.org/35590.html</link>
		<guid>http://tc.eserver.org/35590.html</guid>
		<description>The site focuses on web usability, user research, usability testing, accessibility and standards focused design.</description>
	</item>
	<item>
		<title>Design Partners: Passing on the Knowledge of UX</title>
		<link>http://tc.eserver.org/35592.html</link>
		<guid>http://tc.eserver.org/35592.html</guid>
		<description>The two main drivers for a successful relationship were to respect each other’s opinion and to use active listening to understand what the other was saying.</description>
	</item>
	<item>
		<title>The Problem with Problems</title>
		<link>http://tc.eserver.org/35595.html</link>
		<guid>http://tc.eserver.org/35595.html</guid>
		<description>User Experience and usability practitioners are on a continuous hunt for problems that plague our users.  This seems straightforward – find problems from testing, user forums, observation, and other methods, prioritize the problems, and generate solutions that eliminate the complaint.  However, some events that we call problems in one context may not be problems in another.</description>
	</item>
	<item>
		<title>Values in Software Design Practice</title>
		<link>http://tc.eserver.org/35596.html</link>
		<guid>http://tc.eserver.org/35596.html</guid>
		<description>Every user experience (UX) designer who practices in a corporate setting knows the breathless whirlwind that is modern business.  We designers manage relationships with developers, business managers, and customers, and still have a full-time production role researching, designing and validating features and interactions.  We rarely have enough time to do everything we should, and therefore have to carefully choose where to spend our time and resources.</description>
	</item>
	<item>
		<title>Connecting the Dots of User Experience</title>
		<link>http://tc.eserver.org/35552.html</link>
		<guid>http://tc.eserver.org/35552.html</guid>
		<description>The article presents a point of view about analyzing and designing the user experience within pervasive networks made of distributed services and applications, where the user is the primary actor who freely and opportunistically connects and activates the system components following an activity-driven process. A digital content case study is used to outline the main characteristics of this scenario and to introduce a tool for user experience modelling and designing. From the application of this model are proposed some considerations about how the design process could change to support this vision.</description>
	</item>
	<item>
		<title>Why Technical Communicators Should Help with Product Text</title>
		<link>http://tc.eserver.org/35529.html</link>
		<guid>http://tc.eserver.org/35529.html</guid>
		<description>A huge problem for projects is the lack of a common language between the developers and the users. When my colleague and I were preparing a presentation for an internal conference on this subject, he said something that has stuck with me. He said, “The goal of the project is to make the user successful.” I added to that: It’s not to write code or validate code. It’s not even to ship a product or make money (of course, this last one is especially true in a non-profit organization). At least, it shouldn’t be these things.</description>
	</item>
	<item>
		<title>UXBrighton</title>
		<link>http://tc.eserver.org/35504.html</link>
		<guid>http://tc.eserver.org/35504.html</guid>
		<description>There are a multitude of digital media companies in Brighton and many different networking groups. However there are very few opportunities to talk in detail about design both theory and practice. Let’s see how many people we can get together to form an informal group of user experience / interaction / web designers. The aim would be to meet on a semi regular basis maybe using the 20×20 Pecha Kucha presentation format maybe just bringing in problems / concepts or whatever to discuss in an atmosphere of open collaboration.</description>
	</item>
	<item>
		<title>Designing for B2B and Enterprise Applications</title>
		<link>http://tc.eserver.org/35487.html</link>
		<guid>http://tc.eserver.org/35487.html</guid>
		<description>It&apos;s not uncommon to hear people complaining about the poor user experience of some B2B and enterprise applications. Read through these top tips to help you design enterprise applications that offer a better user experience and increase productivity.</description>
	</item>
	<item>
		<title>Can You Say That in English? Explaining UX Research to Clients</title>
		<link>http://tc.eserver.org/35489.html</link>
		<guid>http://tc.eserver.org/35489.html</guid>
		<description>It&apos;s hard for clients to understand the true value of user experience research. As much as you&apos;d like to tell your clients to go read The Elements of User Experience and call you back when they’re done, that won’t cut it in a professional services environment. David Sherwin creates a cheat sheet to help you pitch UX research using plain, client-friendly language that focuses on the business value of each exercise.</description>
	</item>
	<item>
		<title>Cr@p Error Messages</title>
		<link>http://tc.eserver.org/35493.html</link>
		<guid>http://tc.eserver.org/35493.html</guid>
		<description>When writing software, *please* don&apos;t give error messages that are only meaningful to developers of the software. Microsoft used to be awful for this: &quot;System fault at DEAD:BEEF, please contact your system administrator&quot;. Which would&apos;ve been cool, except that I *was* the system administrator.</description>
	</item>
	<item>
		<title>The Future of Interface Design</title>
		<link>http://tc.eserver.org/35498.html</link>
		<guid>http://tc.eserver.org/35498.html</guid>
		<description>The future of how we interact with computers is exciting to say the least. What once seemed like nonsense outside of Hollywood and Science Fiction is now starting to find it’s way into reality, and some of the technology is a bit overwhelming. Have a taste of what the future of interface design has to offer:</description>
	</item>
	<item>
		<title>Leah Buley on How to Get a Good Design Faster</title>
		<link>http://tc.eserver.org/35501.html</link>
		<guid>http://tc.eserver.org/35501.html</guid>
		<description>Leah Buley is an experience designer for Adaptive Path, and she will be running a Bootcamp at Web 2.0 Expo New York to teach others how they can more productively and efficiently work together to create great designs and better user experiences. Leah recently spoke to us about her approach and how designers can apply it to their own situations.</description>
	</item>
	<item>
		<title>Overload, Shmoverload</title>
		<link>http://tc.eserver.org/35381.html</link>
		<guid>http://tc.eserver.org/35381.html</guid>
		<description>We don&apos;t really know what attention is, despite all the mumbo-jumbo spouted by Nobel laureates. My guess: most of what people say about attention is hogwash: mere anecdotes, or flimsy cultural norms offered up in a &apos;be productive, be happy&apos; wrapper. Whenever business thinkers seek to apply an economic metaphor to human cognition, it is a mess: remember &quot;knowledge management&quot;?</description>
	</item>
	<item>
		<title>Experience Themes</title>
		<link>http://tc.eserver.org/35367.html</link>
		<guid>http://tc.eserver.org/35367.html</guid>
		<description>When a screenwriter can summarize a story in one sentence, he has a compass that can guide him throughout the writing process. Cindy Chastain chronicles how we can translate this approach to help us remember the quality and value of the experience we intend to deliver.</description>
	</item>
	<item>
		<title>Integrating Prototyping Into Your Design Process</title>
		<link>http://tc.eserver.org/35368.html</link>
		<guid>http://tc.eserver.org/35368.html</guid>
		<description>Prototyping is a big deal right now. We get wrapped up in mailing list threads, new tools are released at an astonishing pace, books are being published, and articles show up on Boxes &amp; Arrows. Clients are even asking for prototypes. But here’s the thing… prototyping is not a silver bullet.&#xD;&#xD;There is no one right way to do it.&#xD;&#xD;However, prototyping is a high silver content bullet. When aimed well, a prototype can answer design questions and communicate design ideas. In this article, I talk about the dimensions of prototype fidelity and how you can use them to choose the most effective prototyping method for the questions you need answered.</description>
	</item>
	<item>
		<title>Non-UX Designers Can Pay Attention to User Experience Too!</title>
		<link>http://tc.eserver.org/35372.html</link>
		<guid>http://tc.eserver.org/35372.html</guid>
		<description>Concepts, principals, and parts of User Experience Design can often times be difficult to approach—and this tends to create barriers with new bloggers. This begs the question: Do ordinary bloggers have to worry about UX Design?</description>
	</item>
	<item>
		<title>Three Decades of Research and Professional Practice on Printed Software Tutorials for Novices</title>
		<link>http://tc.eserver.org/35356.html</link>
		<guid>http://tc.eserver.org/35356.html</guid>
		<description>Provides a historic overview of research on printed software tutorials. Describes developments in design approaches, refinements in design, and user experience.</description>
	</item>
	<item>
		<title>Usability Testing Demystified</title>
		<link>http://tc.eserver.org/35352.html</link>
		<guid>http://tc.eserver.org/35352.html</guid>
		<description>There seems to be this idea going around that usability testing is bad, or that the cool kids don’t do it. That it’s old skool. That designers don’t need to do it. What if I told you that usability testing is the hottest thing in experience design research? Every time a person has a great experience with a website, a web app, a gadget, or a service, it’s because a design team made excellent decisions about both design and implementation—decisions based on data about how people use designs. And how can you get that data? Usability testing.</description>
	</item>
	<item>
		<title>Designing the Total User Experience: Implications for Research and Program Development</title>
		<link>http://tc.eserver.org/35330.html</link>
		<guid>http://tc.eserver.org/35330.html</guid>
		<description>Information design has traditionally focused on usability as measured by functionality and efficiency in the execution of user tasks. Newer approaches to experience design and new communication technologies such as the so-called Web 2.0 platform and its Ajax engine emphasize total user engagement with the technology and richer collaborations among users. These developments complicate traditional notions of agency by highlighting the role of technology as mediator between and among users. A project in Tech-Mediated Communication at Rensselaer Polytechnic Institute, funded by the Society for Technical Communication, illustrates how these developments impact the development of novel and creative information resources, with several experiments in cross-cultural, community-oriented, and educational systems design. This work also emphasizes the need to develop research agendas and programmatic initiatives that support interdisciplinary collaborative design activities and thus help technical communicators to meet their collective responsibility to influence and shape the mediating technologies of the future by creating more engaging and more collaborative total user experiences.</description>
	</item>
	<item>
		<title>Powers of 10: Time Scales in User Experience</title>
		<link>http://tc.eserver.org/35307.html</link>
		<guid>http://tc.eserver.org/35307.html</guid>
		<description>From 0.1 seconds to 10 years or more, user interface design has many different timeframes, and each has its own particular usability issues.</description>
	</item>
	<item>
		<title>The Seven Deadly Sins of Blogging: Sin #3, Being Boring</title>
		<link>http://tc.eserver.org/35309.html</link>
		<guid>http://tc.eserver.org/35309.html</guid>
		<description>Being boring is sin #3 in my list of the seven deadly sins (which include being fake, irrelevant, boring, unreadable, irresponsible, inaccessible, and inattentive). Perhaps a more tactful way of saying something is boring is to say the writer neglects to “keep the audience’s attention.”</description>
	</item>
	<item>
		<title>Understanding the Experience of Social Network Sites</title>
		<link>http://tc.eserver.org/35235.html</link>
		<guid>http://tc.eserver.org/35235.html</guid>
		<description>Although social networking sites have become the commonplace over the past eight years since the introduction of Friendster in 2002, designers have not yet explored two important notions: 1) What kind of social experience do social networking sites foster?; and 2) Do social networking sites encourage community?</description>
	</item>
	<item>
		<title>Design for Interaction: Ideation and Design Principles</title>
		<link>http://tc.eserver.org/35236.html</link>
		<guid>http://tc.eserver.org/35236.html</guid>
		<description>Once you’ve come up with tons of ideas, how do you choose which ones are worth pursuing? You use a set of design principles that will not only help select the best ideas, but guide the design through refinement, prototyping, development, and beyond. But first, let’s diverge and come up with concepts.</description>
	</item>
	<item>
		<title>Engaging the User: What We Can Learn from Games</title>
		<link>http://tc.eserver.org/35238.html</link>
		<guid>http://tc.eserver.org/35238.html</guid>
		<description>As an Interaction Designer, I’m perpetually impressed with the continual design success inherent in most video games. We are taught to know our users by understanding their goals, leveraging mental models, and taking ourselves out of the equation in order to design useful and appropriate interfaces. And although a user-centered design approach is invaluable, I can’t help but wonder how game designers just seem to nail it time and again for what are large and diverse audiences.</description>
	</item>
	<item>
		<title>User Stories: A Strategic Design Tool</title>
		<link>http://tc.eserver.org/35240.html</link>
		<guid>http://tc.eserver.org/35240.html</guid>
		<description>A collaborative approach enables clients to actively participate in the process, increasing the likelihood of achieving a collective vision for the project. This article focuses on the first step in the journey towards collaboratively developing a User Experience Strategy and is concerned specifically with how user stories are generated, themed and prioritized.</description>
	</item>
	<item>
		<title>iPhone Is Not Easy to Use: A New Direction for UX Design</title>
		<link>http://tc.eserver.org/35230.html</link>
		<guid>http://tc.eserver.org/35230.html</guid>
		<description>I live and breathe user experience design, and yet it took me two years to get myself the device referenced by almost every single presentation about user experience since 2007… Apple’s iPhone. My reasons were very specific and perhaps boring, but what is interesting is the perspective this wait has afforded me. Since it was released, the iPhone has grabbed an astonishing share of mobile Web traffic, been regarded as a “game-changer” in both the design and business worlds, and has even been referred to as the “Jesus Phone.” Now that I’ve owned one for two weeks I’ve developed a different perspective. The iPhone is surprisingly difficult to use, but it sure is fun! And that is why it’s a game-changer.</description>
	</item>
	<item>
		<title>Are We The Puppet Masters?</title>
		<link>http://tc.eserver.org/35232.html</link>
		<guid>http://tc.eserver.org/35232.html</guid>
		<description>Through the designs we create, we have the ability to directly influence another person’s behavior. The ethical implications of this are important and not easily definable. I was interested in ethics before I ever considered becoming a designer, but the lessons I learned while studying philosophy impacts the way I view my designs. In nature, our goal is a good one. We strive to help others by improving the interactions that define their life. This drives us to create and innovate new ways of interacting with old concepts. The question remains, do we have the right to influence another person? Further, are there guiding principles we can follow that can keep us on the moral path? The answers to these questions rests on the shoulders of the whole community, not a single person or group.</description>
	</item>
	<item>
		<title>Who Watches the Watchman?</title>
		<link>http://tc.eserver.org/35233.html</link>
		<guid>http://tc.eserver.org/35233.html</guid>
		<description>The watchclock is another kind of interaction design, one whose function corrals the user into a single, linear, constrained sort of behavior. The night watchman has a fundamental social constraint — the desire to not get fired from their job. This constraint allows the watchclock patrol system to work so effectively (some would say insidiously) as an interaction design instrument of control.</description>
	</item>
	<item>
		<title>Using Wikis to Document UI Specifications</title>
		<link>http://tc.eserver.org/35178.html</link>
		<guid>http://tc.eserver.org/35178.html</guid>
		<description>The role of the interaction designer is to specify the interface’s behaviors and elements, so that engineers know what to build and how the product should operate. This documentation is commonly known as a UI specification or UI spec. There are several applications for authoring a UI spec, with wikis being a relatively new tool. However, designers should be aware of a wiki’s benefits and drawbacks for documentation, since UI specs uniquely reflect a project and its context. The documentation needs are often based on the size of the project, launch date, team dynamics, audience, technology, and the product development process. The development process usually plays a major role in how teams interact and how work is completed or delivered, thus, there is a direct relationship between the UI spec and the process the team is using.</description>
	</item>
	<item>
		<title>Effective UX in a Corporate Environment, Part II</title>
		<link>http://tc.eserver.org/35097.html</link>
		<guid>http://tc.eserver.org/35097.html</guid>
		<description>In this column, which is the second of two parts, we’ll continue discussing how companies can ensure the effectiveness of User Experience within their organizations and current product development processes.</description>
	</item>
	<item>
		<title>Defining Social Media Settings</title>
		<link>http://tc.eserver.org/35099.html</link>
		<guid>http://tc.eserver.org/35099.html</guid>
		<description>As we explore what social technologies can offer and the boundaries they can cross—boundaries that had confined the traditional Web—UX professionals must now take up a new design challenge. We must address the changing needs for social media and facilitate users’ taking better advantage of everything social media has to offer.</description>
	</item>
	<item>
		<title>Effective UX in a Corporate Environment, Part I</title>
		<link>http://tc.eserver.org/35100.html</link>
		<guid>http://tc.eserver.org/35100.html</guid>
		<description>To foster discussion about the issues companies face in trying to effectively integrate user experience into their current organizations and processes, we surveyed our panel of Ask UXmatters experts, asking them to give us their thoughts on these important issues.</description>
	</item>
	<item>
		<title>Inside Out: Interaction Design for Augmented Reality</title>
		<link>http://tc.eserver.org/35101.html</link>
		<guid>http://tc.eserver.org/35101.html</guid>
		<description>While ubiquitous computing remains an unpleasant mouthful of techno-babble to most people who know the term, and everyware is still an essentially unknown idea, the visibility of augmented reality has surged in the last twelve months.</description>
	</item>
	<item>
		<title>Online Advertising: Factors That Influence Customer Experience</title>
		<link>http://tc.eserver.org/35102.html</link>
		<guid>http://tc.eserver.org/35102.html</guid>
		<description>In this article, I’ll discuss the cognitive elements at the intersection of advertising and human behavior. By taking an approach to advertising that looks at the impact psychological factors have on customer behavior, I’ve learned that customers respond directly to online advertisements, as we can see from their emotions, behavior, and interactions on the Web.</description>
	</item>
	<item>
		<title>Systems Thinking: A Product Is More Than the Product</title>
		<link>http://tc.eserver.org/35092.html</link>
		<guid>http://tc.eserver.org/35092.html</guid>
		<description>A product is actually a service. Although the designer, manufacturer, distributer, and seller may think it is a product, to the buyer, it offers a valuable service. In reality a product is all about the experience.</description>
	</item>
	<item>
		<title>Adopting Documentation Usability Techniques to Alleviate Cognitive Friction</title>
		<link>http://tc.eserver.org/35082.html</link>
		<guid>http://tc.eserver.org/35082.html</guid>
		<description>Usability is the combination of effectiveness, efficiency, and satisfaction with which the users accomplish defined goals in a given environment. User-centered documentation matches the users&apos; mental model, thereby helping the users find information they want quickly and easily in their hour of need. &#xD;&#xD;The list of documentation usability criteria is fairly subjective at this time, and various opinionated discussion groups have contributed to this. Usable documentation is based on a deep understanding of the users&apos; tasks, and this understanding can only be gained through interviewing representative users. Applying information architecture techniques, the content within documentation should be properly chunked so that the users can assimilate the information properly. Procedural guides should have a well-defined and searchable index that enables users to connect key application terms to their correct context. &#xD;&#xD;User-friendly documentation is always succinct, but never at the expense of omitting critical/useful information. It should be developed using a structured process so that it starts with the big picture and gradually adds lower level of details, addressing the needs of every unique group of users. Finally, the documentation must be tested among a representative group of users, and their feedback should be incorporated to make sure that it has met all of the major usability criteria. </description>
	</item>
	<item>
		<title>Usability Matters: Software Development and the Balancing Act Between Design and Usability</title>
		<link>http://tc.eserver.org/35052.html</link>
		<guid>http://tc.eserver.org/35052.html</guid>
		<description>Marketing departments – especially in IT – like to speak in the modern lingo about a product’s innovative “Look and Feel”. While “Look“ refers to the design of the solution, “Feel” means usability, the quality of use. Developers of Content Management Systems and other enterprise IT solutions have to walk a fine line to meet the exacting demands of users in both areas. But in recent years a clear trend has become apparent: There is a drive towards the modern, “cool” product design where at a minimum usability takes a back seat, often to its detriment.</description>
	</item>
	<item>
		<title>Thin Slicing: Inside or Outside the World of User Experience?</title>
		<link>http://tc.eserver.org/34937.html</link>
		<guid>http://tc.eserver.org/34937.html</guid>
		<description>People make decisions based on extremely small amounts of information, and very quickly. They call this &quot;thin slicing&quot;. A significant amount of information is building in research journals such as the Journal of Consumer Psychology about what thin slicing is, how it takes place, and when it is active.</description>
	</item>
	<item>
		<title>Understanding the Persuasive Flow</title>
		<link>http://tc.eserver.org/34939.html</link>
		<guid>http://tc.eserver.org/34939.html</guid>
		<description>Wiggly, distracting, or poorly placed ads irritate users. Worse, they teach site visitors to ignore whole sections of layout. Yet some online ads work. They capture visitors visually, and present an engaging hook. They get visitors to click. Even, at times, from the home page. So what&apos;s the difference? </description>
	</item>
	<item>
		<title>Lessons from a Street-Side UX Designer!</title>
		<link>http://tc.eserver.org/34944.html</link>
		<guid>http://tc.eserver.org/34944.html</guid>
		<description>This example offers some insights into how ‘the arousal of the feeling of trust’ is dependent on the design of features and overall user experience, for the business transaction to kick off. The learning can be particularly applied in the context of online business portals and websites.</description>
	</item>
	<item>
		<title>The Prism of User Experience</title>
		<link>http://tc.eserver.org/34945.html</link>
		<guid>http://tc.eserver.org/34945.html</guid>
		<description>Practitioners of User Centred Design method tend to focus only on immediate user goals and short focused usability. What is meant by long term usability and long term user experience? It needs due attention because only then the impact of products on our environment and health gains prominence! If we take a long term perspective then what we consider usable based on our immediate experience might turn out to be a disastrous product.</description>
	</item>
	<item>
		<title>Opportunity India: Interaction Design Market Potential</title>
		<link>http://tc.eserver.org/34956.html</link>
		<guid>http://tc.eserver.org/34956.html</guid>
		<description>The Indian community of Interaction Designers and Usability Professionals is growing by rate of 20% annually which is far too less. Around 6 to 8 new design institutes have suddenly opened up in past couple of years (to name a few- Symbiosis Institute of Design, MAEER MIT’s Institute of Design and Creative-I College, Pune, Raffles Design International, Mumbai, IILM School of Design, Gurgaon, Wigan &amp; Leigh College, New Delhi) But all these are indirect contributors to interaction design, as they do not offer education in that area.</description>
	</item>
	<item>
		<title>Is Your Design Thinking Showing?</title>
		<link>http://tc.eserver.org/34866.html</link>
		<guid>http://tc.eserver.org/34866.html</guid>
		<description>Just as companies need to differentiate themselves by creating and promoting a clear value proposition, so do UX groups. What is our value proposition? What can UX teams do that other disciplines cannot? We think in terms of design. We communicate visually. Nobody else can do this as well as we can. Other disciplines may do a much better job of communicating numbers in spreadsheets or giving slick presentations highlighting features. What we, as UX professionals, can do is bring possibilities to life by visualizing solutions for stakeholders and enabling them to see those possibilities in tangible form.</description>
	</item>
	<item>
		<title>Sheep, Chaos, and User Experience</title>
		<link>http://tc.eserver.org/34705.html</link>
		<guid>http://tc.eserver.org/34705.html</guid>
		<description>The people who own the creation, collection, and distribution of content may not be the same people in the very near future. I also believe technical communication is part of information architecture and user experience design. While the technical communication community, specifically many STC members, also work in usability or information design, the culture of the user has changed faster than the culture within the tech comm community.</description>
	</item>
	<item>
		<title>Visual Decision Making</title>
		<link>http://tc.eserver.org/34663.html</link>
		<guid>http://tc.eserver.org/34663.html</guid>
		<description>User interface experts are often suspicious of the role of visual aesthetics in user interfaces—and of designers who insist that graphic emotive impact and careful attention to a site’s visual framework really contribute to measurable success. Underneath the arguments, I see a fundamental culture clash.</description>
	</item>
	<item>
		<title>Moving into User Research: Establishing Design Guidelines</title>
		<link>http://tc.eserver.org/34646.html</link>
		<guid>http://tc.eserver.org/34646.html</guid>
		<description>The best technical writers do user research to understand the audience for their documentation, create user profiles or personas, perform task analyses, and do usability testing to ensure that their documentation meets users’ needs. All of these are activities in which a user researcher engages. Thus, as a technical writer, you can start amassing experience in user research and building a portfolio of user research documentation.</description>
	</item>
	<item>
		<title>The Social Buzz: Designing User Experiences for Social Media</title>
		<link>http://tc.eserver.org/34647.html</link>
		<guid>http://tc.eserver.org/34647.html</guid>
		<description>There is a lot of excitement about efforts that are currently underway to explore what social technologies can offer—the boundaries they can cross that the traditional Web could not. Similar to users’ need to cope with the problems of adapting to the ever-changing face of social media, addressing the needs of social media in design requires additional effort and interest on the part of UX designers, to keep track of the capabilities and limitations of emerging technologies.</description>
	</item>
	<item>
		<title>Designing with Psychology in Mind: 5 Principles from Psychology that we Can Use to Inform Web Design</title>
		<link>http://tc.eserver.org/34648.html</link>
		<guid>http://tc.eserver.org/34648.html</guid>
		<description>When we as web designers create screens we are defi</description>
	</item>
	<item>
		<title>Great Designs Should Be Experienced and Not Seen</title>
		<link>http://tc.eserver.org/34563.html</link>
		<guid>http://tc.eserver.org/34563.html</guid>
		<description>When things are going well in a design, we don&apos;t pay attention to them. We only pay attention to things that bother us. The same is true with online designs. We attend to things that aren&apos;t working far more than we attend to things that are. When the online experience frustrates us, we pay attention to its details, often because we&apos;re trying to figure out some way to outsmart it.</description>
	</item>
	<item>
		<title>Web Anatomy: Introducing Interaction Design Frameworks</title>
		<link>http://tc.eserver.org/34568.html</link>
		<guid>http://tc.eserver.org/34568.html</guid>
		<description>If we simply look at what&apos;s already working well, and why, we can give ourselves two things we desperately need: a starting point for the design, and insight into to how to create better-stronger-faster interactions that are just as easy to use as the old classics.</description>
	</item>
	<item>
		<title>From Technical Writer to User Engagement Specialist?</title>
		<link>http://tc.eserver.org/34516.html</link>
		<guid>http://tc.eserver.org/34516.html</guid>
		<description>Products and tools must evolve to ensure that user experience does not suffer as technical writers evolve their delivery to suit this modern age. If a user has a question, there should be only one place to search, and those results should contain relevant hits from all possible content sources.</description>
	</item>
	<item>
		<title>Growing Happy Users -- One Customer at a Time</title>
		<link>http://tc.eserver.org/34517.html</link>
		<guid>http://tc.eserver.org/34517.html</guid>
		<description>Technical writing is a profession in transition. The way companies think of, use, and manage the people who help users make sense of and use products is absolutely changing. A lot of companies have started to use the term “information developer” to describe their technical writing positions. I don’t really care what label the profession chooses for itself, but I do know this: if technical writers don’t transition more than their job title then they will be missing out on a huge opportunity to move from the “gotta do it” category into the “can’t live without it” one.</description>
	</item>
	<item>
		<title>Does Your Documentation Suck?</title>
		<link>http://tc.eserver.org/34518.html</link>
		<guid>http://tc.eserver.org/34518.html</guid>
		<description>I’ve been browsing a lot of online documentation lately and in a past life I spent an enormous amount of time worrying about how my users were interacting with documentation. It never ceases to amaze me how bad most product documentation is, especially when the documentation is published in a half-measured attempt on the web. Do companies not realize the negative effect poor documentation, both content and presentation, have on their users?</description>
	</item>
	<item>
		<title>Out of Box Experience: Getting it Right First Time</title>
		<link>http://tc.eserver.org/34459.html</link>
		<guid>http://tc.eserver.org/34459.html</guid>
		<description>The out of box experience (OOBE) describes the users first interaction with a product or service.  In the technology sector this first experience invariably involves plugging stuff in, installing some software and crossing your fingers in the hope that the product will work. The problem is that, in far too many cases, it doesn’t.</description>
	</item>
	<item>
		<title>The Experience is Key</title>
		<link>http://tc.eserver.org/34461.html</link>
		<guid>http://tc.eserver.org/34461.html</guid>
		<description>It is important to remember that the experience a person has using a product or service is every bit as important as that product or services usability.</description>
	</item>
	<item>
		<title>Refactoring the User Experience</title>
		<link>http://tc.eserver.org/34407.html</link>
		<guid>http://tc.eserver.org/34407.html</guid>
		<description>Though the relationship between software engineering and user experience is not always an easy one, software engineers and UX professionals share some common goals. Both have a vested interest in producing systems that are useful and usable. This column will explore how we can apply software engineering concepts and practices in the context of user experience design and, hopefully, build greater understanding between the two disciplines.</description>
	</item>
	<item>
		<title>Using Verbs As Nouns in User Interfaces</title>
		<link>http://tc.eserver.org/34408.html</link>
		<guid>http://tc.eserver.org/34408.html</guid>
		<description>To better manage interactions with such large datasets, we’ve incorporated the concept of views, in the same way that Microsoft Outlook and SQL Builder use them. However, my initial usability testing has found that the concept of views is escaping most people, and I think it often boils down to the term itself. Even if I show users what the software does—and they pretty much always like it when they see it—they still often cannot get over the initial hurdle of the naming convention.</description>
	</item>
	<item>
		<title>Using Web Software for Collaborative Work on Virtual UX Teams</title>
		<link>http://tc.eserver.org/34327.html</link>
		<guid>http://tc.eserver.org/34327.html</guid>
		<description>Increasingly, virtual teamwork means UX professionals must get things done in an environment devoid of the physical presence of colleagues and lacking the relative ease of on-site collaboration. Effectively completing UX tasks while at a distance from our clients, stakeholders, and team members can be challenging, from both technical and process perspectives. How can we, as UX professionals, enable the close collaboration with others we need and manage the process of creating engaging digital experiences when we’re so far apart from each other physically?</description>
	</item>
	<item>
		<title>Designing the Democratic</title>
		<link>http://tc.eserver.org/34168.html</link>
		<guid>http://tc.eserver.org/34168.html</guid>
		<description>The role of the information architect (IA), interaction designer, or user experience (UX) designer is to help create architecture and interactions which will impact the user in constructive, meaningful ways. Sometimes the design choices are strategic and affect a broad interaction environment; other times they may be tactical and detailed, affecting few. But sometimes the design choices we make are not good enough for the users we’re trying to reach. Often a sense of democratic responsibility is missing in the artifacts and experiences which result from our designs and decisions.</description>
	</item>
	<item>
		<title>Bringing Holistic Awareness to Your Design</title>
		<link>http://tc.eserver.org/34170.html</link>
		<guid>http://tc.eserver.org/34170.html</guid>
		<description>All of the members of the best teams could tell us, with relative ease, the top five business goals of their application, the top five user types the application was to serve, and the top five platform capabilities and limitations they had to work within. And, when questioned more deeply, each team member revealed an appreciation and understanding of the challenges and goals of their teammates almost as well as their own.</description>
	</item>
	<item>
		<title>Are URL Shorteners A Necessary Evil, Or Just Evil?</title>
		<link>http://tc.eserver.org/34126.html</link>
		<guid>http://tc.eserver.org/34126.html</guid>
		<description>What started out as something people did via e-mail and bookmark-sharing services like Delicious, is now moving to Facebook, Twitter, and other social broadcasting services. It is just so much more efficient to share a link once with all your friends and followers than to send it to each one individually.</description>
	</item>
	<item>
		<title>Turning User Experiences into Learning Experiences</title>
		<link>http://tc.eserver.org/34134.html</link>
		<guid>http://tc.eserver.org/34134.html</guid>
		<description>Savita Taylor talks about her journey from textile engineering to technical communication and beyond.</description>
	</item>
	<item>
		<title>The User Experience of Enterprise Software Matters: Part 1</title>
		<link>http://tc.eserver.org/34095.html</link>
		<guid>http://tc.eserver.org/34095.html</guid>
		<description>There’s one area that I believe user experience has lagged behind: the enterprise software space. I can’t tell you how many frustratingly unusable enterprise Web applications I’ve encountered during my 12 plus years in corporate America. As important as the user experience of enterprise software is to a business’s success, why isn’t its assessment usually a factor in technology selection?</description>
	</item>
	<item>
		<title>The User Experience of Enterprise Software Matters, Part 2: Strategic User Experience</title>
		<link>http://tc.eserver.org/34096.html</link>
		<guid>http://tc.eserver.org/34096.html</guid>
		<description>In this column, I’ll provide a technology selection framework that can help enterprises better assess the usability and appropriateness of enterprise applications they’re considering purchasing, with the goal of ensuring their IT (Information Technology) investments deliver fully on their value propositions.</description>
	</item>
	<item>
		<title>Including Recommendations in User Interfaces to Enhance Motivation</title>
		<link>http://tc.eserver.org/34097.html</link>
		<guid>http://tc.eserver.org/34097.html</guid>
		<description>Motivation is an important factor in any kind of online interaction or transaction. People need a little encouragement when they’re not really convinced they should take any action or are uncertain about what action to take next. As users perform tasks online, they need to understand what’s happening and expect you to help them move forward. This article discusses the responsibility of a user interface to provide recommendations along a user’s path of interaction.</description>
	</item>
	<item>
		<title>User Experience Designer or ...? What You Call Yourself Matters</title>
		<link>http://tc.eserver.org/34046.html</link>
		<guid>http://tc.eserver.org/34046.html</guid>
		<description>Using a self-designation with a certain amount of specificity sacrifices practicality to accuracy. Individuals who have been hired as a single-function specialist may have the luxury of presenting as a “usability engineer” or “information architect”. For the independent consultant, this strategy can have definite negative consequences.</description>
	</item>
	<item>
		<title>Accessibility to the Face</title>
		<link>http://tc.eserver.org/34049.html</link>
		<guid>http://tc.eserver.org/34049.html</guid>
		<description>Empathy is what separates us from the rest of the animal kingdom. We have an ability to imagine things the way that others see them and how it makes them feel. We don’t even have to have a disability ourselves. Accessibility is NOT a checklist. Accessibility is about usability. Accessibility is a paradigm shift. Accessibility is a personal issue.</description>
	</item>
	<item>
		<title>Selling UX</title>
		<link>http://tc.eserver.org/33949.html</link>
		<guid>http://tc.eserver.org/33949.html</guid>
		<description>At some point in your career, you’ll be called upon to sell UX to someone in your organization. You’ve probably already done it. Perhaps you’ll need to justify what you do in an organization or industry that’s just beginning to adopt UX methods or sell UX to secure your position within an organization or get future projects. So, what do you need to know to help you sell UX? What challenges might you face?&#xD;&#xD;This article examines what works and what does not work well when selling UX within an organization, identifies barriers you might encounter to the adoption of UX methods in your organization, and discusses how to package and present UX to stakeholders.</description>
	</item>
	<item>
		<title>Evangelizing UX Across An Entire Organization</title>
		<link>http://tc.eserver.org/33951.html</link>
		<guid>http://tc.eserver.org/33951.html</guid>
		<description>Executive buy-in is important, but communicating and selling the UX message across the organization, at all levels, is just as important. I would be most interested in learning more about the corporate cultures that embrace UX or customer-centered thinking and understanding more about why they have and what makes them ripe. What worked in the organizations you’ve worked for? What caused frustrations? It seems when everyone is trying to improve the user experience, it can help empower a usability / UX / design team to work on more strategic initiatives instead of facing roadblocks along the way.</description>
	</item>
	<item>
		<title>Patterns in UX Research</title>
		<link>http://tc.eserver.org/33955.html</link>
		<guid>http://tc.eserver.org/33955.html</guid>
		<description>One of the key objectives of user research is to identify themes or threads that are common across participants. These patterns help us to turn our data into insights about the underlying forces at work, influencing user behavior.&#xD;&#xD;Patterns demonstrate a recurring theme, with data or objects appearing in a predictable manner. Seeing a visual representation of the data is usually enough for us to recognize a pattern. However, it is much harder to see patterns in raw data, so identifying patterns can be a daunting task when we face large volumes of research data. Patterns stand out above the typical noise we’re used to seeing in nature or in raw data.</description>
	</item>
	<item>
		<title>The Dynamic Discourse of Visual Literacy in Experience Design</title>
		<link>http://tc.eserver.org/33962.html</link>
		<guid>http://tc.eserver.org/33962.html</guid>
		<description>Educators should include new dimensions of visual literacy in academic curricula. Today’s students are actively involved in interactive experiences. They are contributing content to websites as well as designing websites and other types of online experiences for the public. Students need to understand the semiotics of interactive computing and how the integration of diverse sensory data with social interaction impacts the way we interpret online information.</description>
	</item>
	<item>
		<title>Top Seven UX Design Definitions</title>
		<link>http://tc.eserver.org/33934.html</link>
		<guid>http://tc.eserver.org/33934.html</guid>
		<description>Having determined to collect and share with you the top ten definitions of User Experience Design from the most credible sources, and so you to form your own, say, meta impression, I found the network falling just short. So, here are the top seven, with an invitation to you to contribute those definitions of user experience design (full three terms) that you find or know of. Inclusion is conditional, however, on a credibility standard that can only be defined as “secret sauce.”</description>
	</item>
	<item>
		<title>What Is User Experience Design</title>
		<link>http://tc.eserver.org/33935.html</link>
		<guid>http://tc.eserver.org/33935.html</guid>
		<description>User experience design can sometimes be a slippery term. With all the other often used terms that float around in its realm in the technology and web space: interaction design, information architecture, human computer interaction, human factors engineering, usability, and user interface design. People often end up asking “what is the difference between all these fields and which one do I need?” This article examines the term and field of user experience to plainly extrapolate its meaning and connect the dots with these other fields.</description>
	</item>
	<item>
		<title>User Experience Design</title>
		<link>http://tc.eserver.org/33936.html</link>
		<guid>http://tc.eserver.org/33936.html</guid>
		<description>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&apos;s perception of a device or system. The scope of the field is directed at affecting &quot;all aspects of the user’s interaction with the product: how it is perceived, learned, and used.&quot; User experience design, most often abbreviated UX, but sometimes UE, is a term used to describe the overarching experience a person has as a result of their interactions with a particular product or service, its delivery, and related artifacts, according to their design.</description>
	</item>
	<item>
		<title>Usability and the User Experience</title>
		<link>http://tc.eserver.org/33937.html</link>
		<guid>http://tc.eserver.org/33937.html</guid>
		<description>What’s the difference between usability and user experience? For me, user experience is the experience someone has when using a design. Usability is the extent to which the design provides a good user experience.  Usability is often misunderstood to mean ‘ease of use’. It’s much more than this though.</description>
	</item>
	<item>
		<title>Ten Most Common Misconceptions About User Experience Design</title>
		<link>http://tc.eserver.org/33938.html</link>
		<guid>http://tc.eserver.org/33938.html</guid>
		<description>The term “user experience” or UX has been getting a lot of play, but many businesses are confused about what it actually is and how crucial it is to their success. I asked some of the most influential and widely respected practitioners in UX what they consider to be the biggest misperceptions of what we do. The result is a top 10 list to debunk the myths.</description>
	</item>
	<item>
		<title>UX Book Club</title>
		<link>http://tc.eserver.org/33923.html</link>
		<guid>http://tc.eserver.org/33923.html</guid>
		<description>A UX (User Experience) Book Club is a get-together in which people interested in the area of user experience come to discuss a book relevant to the discipline. In keeping with the book-club theme the location would be somewhere like a wine bar or a bookstore. The important thing is that the noise level has to be low, and be able to accommodate a group of 15-30 people.</description>
	</item>
	<item>
		<title>Embedded Help System: The Emerging Help Technology</title>
		<link>http://tc.eserver.org/33887.html</link>
		<guid>http://tc.eserver.org/33887.html</guid>
		<description>Embedded user assistance is a cutting-edge approach towards delivering online help that provides dynamic, context-sensitive, task-based information. Such a help system is very different from other types of online help in the sense that it requires very short and focused topics. This article examines embedded help system as an emerging help presentation that offers the potential for users to access information when and where they need it while using a software program. It also evaluates the ability of embedded help systems to overcome usability issues that are inherent in traditional online help systems.</description>
	</item>
	<item>
		<title>Improving Customer&apos;s SOA (Service-Oriented Architecture) Experience with DITA</title>
		<link>http://tc.eserver.org/33732.html</link>
		<guid>http://tc.eserver.org/33732.html</guid>
		<description>The quality of product information for customers is often an afterthought, yet the importance of any post-sales customer-facing information shouldn&apos;t be trivialized. While businesses invest heavily in customer service training and customer relationship management systems to improve customer satisfaction, they often overlook the experience that customers have with product documentation.</description>
	</item>
	<item>
		<title>Design Research Methods for Experience Design</title>
		<link>http://tc.eserver.org/33721.html</link>
		<guid>http://tc.eserver.org/33721.html</guid>
		<description>There is a trend among some in the UX community to take the U out of UX and refer to our discipline simply as experience design. One reason for this change in terminology is that it lets us talk about a specific target audience in terms that resonate with business stakeholders more than the generic term user—for example, customer experience, patient experience, or member experience. The other reason for using the term experience design rather than user experience design is that it recognizes the fact that most customer interactions are multifaceted and complex and include all aspects of a customer’s interaction with a company or other organizational entity, including its people, services, and products.</description>
	</item>
	<item>
		<title>The UX Customer Experience: Communicating Effectively with Stakeholders and Clients</title>
		<link>http://tc.eserver.org/33722.html</link>
		<guid>http://tc.eserver.org/33722.html</guid>
		<description>Effective communication with stakeholders and clients is critical to the design process itself, but this is not a topic we often address, because, at first glance, it doesn’t appear to contribute directly to our primary goals, which are to create, build, and ship digital products. Certainly, as an industry, we are attuned to client service in a general sense, but there’s no doubt that methods of UX customer communication, education, and collaboration are sometimes overlooked and underutilized aspects of the design process. We can and should treat the elements of stakeholder and client communication as a kind of user experience. And we should design this experience for our UX customers so far as it’s possible to do so.</description>
	</item>
	<item>
		<title>Conversing Well Across Channels</title>
		<link>http://tc.eserver.org/33691.html</link>
		<guid>http://tc.eserver.org/33691.html</guid>
		<description>Whether you call it cross-channel experience or multichannel experience, the reality is that customers interact with companies through more than one channel, so it’s important for us to understand cross-channel customer behavior.</description>
	</item>
	<item>
		<title>The User Experience of Enterprise Software Matters</title>
		<link>http://tc.eserver.org/33657.html</link>
		<guid>http://tc.eserver.org/33657.html</guid>
		<description>I can’t tell you how many frustratingly unusable enterprise Web applications I’ve encountered during my 12 plus years in corporate America. As important as the user experience of enterprise software is to a business’s success, why isn’t its assessment usually a factor in technology selection?</description>
	</item>
	<item>
		<title>Self-Education in UX and Working with User Research Data</title>
		<link>http://tc.eserver.org/33659.html</link>
		<guid>http://tc.eserver.org/33659.html</guid>
		<description>What are some good ways to educate myself in User Experience?</description>
	</item>
	<item>
		<title>Usability in Practice: The Human Face Of Software</title>
		<link>http://tc.eserver.org/33590.html</link>
		<guid>http://tc.eserver.org/33590.html</guid>
		<description>Welcome to Usability In Practice. This is the first in a series of columns that will focus on the design of the user experience (UX). In the past, user experience was not a high priority for most development projects, but that&apos;s changed. Today, end users have a lot of experience with the Web and with software. They want design that&apos;s easy to learn and use and that fits their workflow. This column will show you how to deliver such designs.</description>
	</item>
	<item>
		<title>Experience Attributes: Crucial DNA of Web 2.0</title>
		<link>http://tc.eserver.org/33584.html</link>
		<guid>http://tc.eserver.org/33584.html</guid>
		<description>The industry has spent a lot of time defining Web 2.0 and mapping its DNA. But as we attempt to emulate the fast-growth success of the Web 2.0 darlings, we need to zero in on the parts of the DNA that actually create this noteworthy new value.</description>
	</item>
	<item>
		<title>Sharon&apos;s MadCap Life</title>
		<link>http://tc.eserver.org/33530.html</link>
		<guid>http://tc.eserver.org/33530.html</guid>
		<description>Technical Communication blog about products, topics in Tech Comm, tools, teaching tech comm topics, and others</description>
	</item>
	<item>
		<title>Mike&apos;s MadCap Life</title>
		<link>http://tc.eserver.org/33531.html</link>
		<guid>http://tc.eserver.org/33531.html</guid>
		<description>Mike Hamilton covers topics like technology, PDAs, MadCap products, technical communication and more. </description>
	</item>
	<item>
		<title>The Sacred Cow Blocking the Road</title>
		<link>http://tc.eserver.org/33476.html</link>
		<guid>http://tc.eserver.org/33476.html</guid>
		<description>When product teams ask technical writers to document software products, writers usually start their projects by analyzing the tasks users will perform when working with them. A task analysis generates a list of procedures—plus the supporting information users need to follow them—and eventually results in a document in which sequentially numbered instructions are the dominant type of information—neatly organized under user-centered task headings and preceded by enabling knowledge. It sounds ideal, classical even. The problem? Users don’t read procedures.</description>
	</item>
	<item>
		<title>The User Experience of Enterprise Software Matters</title>
		<link>http://tc.eserver.org/33478.html</link>
		<guid>http://tc.eserver.org/33478.html</guid>
		<description>Over the past twenty years, the field of user experience has been fortunate. Software and hardware product organizations increasingly have adopted user-centered design methods such as contextual user research, usability testing, and iterative interaction design. In large part, this has occurred because the market has demanded it. More than ever, good interaction design and high usability are part of the price of entry to markets.</description>
	</item>
	<item>
		<title>Communicating Customer and Business Value with a Value Matrix</title>
		<link>http://tc.eserver.org/33479.html</link>
		<guid>http://tc.eserver.org/33479.html</guid>
		<description>What happens to the personas and scenarios once you’re ready to start requirements definition and design. Are you sure you’ve adequately communicated the type of system your users need to the Business Analyst and Interaction Designer on your team?</description>
	</item>
	<item>
		<title>Self-Education in UX and Working with User Research Data</title>
		<link>http://tc.eserver.org/33480.html</link>
		<guid>http://tc.eserver.org/33480.html</guid>
		<description>How you can educate yourself in user experience. The best ways to capture and present user research data.</description>
	</item>
	<item>
		<title>The UX Designer’s Place in the Ensemble: Directing the Vision</title>
		<link>http://tc.eserver.org/33482.html</link>
		<guid>http://tc.eserver.org/33482.html</guid>
		<description>What does directing have to do with creating a user interface design? Well, we know a director is responsible for the strategic vision of creative work. That’s a given. But, did you know he is also responsible for ensuring a successful outcome that both meets his vision and is in line with the producer’s desires and budget? To make that happen, a director works with the cast, crew, costume and set designers, and everyone else who contributes to a successful theatrical production to pull together a cohesive product, without losing site of his vision. It’s a complicated job.</description>
	</item>
	<item>
		<title>Create the World, The Interface Will Follow</title>
		<link>http://tc.eserver.org/33485.html</link>
		<guid>http://tc.eserver.org/33485.html</guid>
		<description>In user experience design, there is a growing emphasis on starting projects by creating robust descriptions of the prospective users. Through contextual inquiry and persona development we gain insight into people’s needs; ascertain their desires; and illuminate their behavior, wishes, hopes and dreams. But in an attempt to create archetypal descriptions of people, the specificity of the environments people inhabit are often times diminished—research is conducted across broad cross-sections of markets to ensure that common experiences are identified and explored.</description>
	</item>
	<item>
		<title>Learning From Museums: Kate Talks with the SFMOMA Interactive Educational Technologies Team</title>
		<link>http://tc.eserver.org/33488.html</link>
		<guid>http://tc.eserver.org/33488.html</guid>
		<description>What can the User Experience field learn from the world of museums? Peter Samis and Tana Johnson of the San Francisco Museum of Modern Art (SFMOMA) Interactive Technologies Team can help answer the question. The issues that they grapple with (and solve through inventive design) are firmly grounded in the goal of providing exceptional and inspiring museum experiences.</description>
	</item>
	<item>
		<title>Nondirected Interviews: How to Get More Out of Your Research Questions</title>
		<link>http://tc.eserver.org/33494.html</link>
		<guid>http://tc.eserver.org/33494.html</guid>
		<description>As user experience designers, a key component to nearly all the techniques we use in our practice is the one-on-one interview. It’s the basis of requirements gathering, usability testing, and task analysis. In order to remove our personal biases, expectations and opinions from the questions asked, I practice a kind of questioning technique called the nondirected interview.</description>
	</item>
	<item>
		<title>When to Use Which User Experience Research Methods</title>
		<link>http://tc.eserver.org/33457.html</link>
		<guid>http://tc.eserver.org/33457.html</guid>
		<description>Modern day user experience research methods can now answer a wide range of questions. Knowing when to use each method can be understood by mapping them in 3 key dimensions and across typical product development phases.</description>
	</item>
	<item>
		<title>Personalizing the User Experience on ibm.com</title>
		<link>http://tc.eserver.org/33445.html</link>
		<guid>http://tc.eserver.org/33445.html</guid>
		<description>In this paper, we describe the results of an effort to first understand the value of personalising a website, as perceived by the visitors to the site as well as by the stakeholder organisation that owns it, and then to develop a strategy for introducing personalisation to the ibm.com website.</description>
	</item>
	<item>
		<title>Turning on the Lights in Your Online Business</title>
		<link>http://tc.eserver.org/33405.html</link>
		<guid>http://tc.eserver.org/33405.html</guid>
		<description>Ecommerce websites are typically set up as if they were just glorified catalogs: a list of products, some pictures, brief descriptions, and an order form. No human interaction at all.</description>
	</item>
	<item>
		<title>Modeling User Workflows for Rich Internet Applications</title>
		<link>http://tc.eserver.org/33386.html</link>
		<guid>http://tc.eserver.org/33386.html</guid>
		<description>As Rich Internet Applications (RIAs) become more advanced, the tasks, problems, and processes they address become increasingly complex, making it more important than ever to accurately model user workflows. Early Internet applications were often narrowly focused in scope, and the steps were relatively simple and sequential, for example, purchasing items through simple e-commerce, reserving hotel rooms, or renting cars. But as productivity applications move toward a web-based distribution model, the tasks become more complicated.</description>
	</item>
	<item>
		<title>The Web 2.0 Experience Continuum</title>
		<link>http://tc.eserver.org/33387.html</link>
		<guid>http://tc.eserver.org/33387.html</guid>
		<description>There’s been a lot of talk about the technology of Web 2.0, but only a little about the impact these technologies will have on user experience. Everyone wants to tell you what Web 2.0 means, but how will it feel? What will it be like for users?</description>
	</item>
	<item>
		<title>Web 2.0: Mistaking the Forest for the Trees?</title>
		<link>http://tc.eserver.org/33389.html</link>
		<guid>http://tc.eserver.org/33389.html</guid>
		<description>Think of Web 2.0 as more of a concept than a person, place or thing and you&apos;ll find firmer ground. Even better, spend some quality time with O&apos;Reilly&apos;s lengthy essay. Finally, keep in mind that the lion&apos;s share of Web 2.0 discussion is from a technological perspective; it hasn&apos;t yet filtered down to the information architecture, interaction design and similar discussion lists.</description>
	</item>
	<item>
		<title>Seven Things to Know about Building a User Experience Team</title>
		<link>http://tc.eserver.org/33347.html</link>
		<guid>http://tc.eserver.org/33347.html</guid>
		<description>Make sure each team member clearly understands the underlying business case for the user experience, and the measures of success.</description>
	</item>
	<item>
		<title>Seven Reasons Why Web Apps Fail</title>
		<link>http://tc.eserver.org/33348.html</link>
		<guid>http://tc.eserver.org/33348.html</guid>
		<description>I’m not one to believe that we’re in a Bubble 2.0 or anything like that (aren’t we always bubbular?), but here are a few ideas about why some of the web apps out there fail.</description>
	</item>
	<item>
		<title>Designing for Limited Resources</title>
		<link>http://tc.eserver.org/33362.html</link>
		<guid>http://tc.eserver.org/33362.html</guid>
		<description>Even in an ideal world, designs must optimise both the user experience and the business return. When resources are limited, the design must be optimised to make the best use of all resources as well. To account for this complexity, it is important to have a clear understanding of both sides of the design equation--what you have to work with and what you are trying to build.</description>
	</item>
	<item>
		<title>Salary Survey: User Experience Professionals 2001</title>
		<link>http://tc.eserver.org/33255.html</link>
		<guid>http://tc.eserver.org/33255.html</guid>
		<description>We asked respondents to state their total annual compensation from salary and bonuses; we did not include stock options and other benefits. Given that most stock options have been under water recently, cash compensation may be the most important number anyway.</description>
	</item>
	<item>
		<title>PDF Manuals: The Wrong Paradigm for an Online Experience</title>
		<link>http://tc.eserver.org/33154.html</link>
		<guid>http://tc.eserver.org/33154.html</guid>
		<description>Let me describe a familiar user assistance experience. A user installs a new application, and when the user wants Help, the application directs her to the user documentation on a Web site or CD-ROM. What the user finds there is a PDF file containing the manual—or a collection of PDF files, representing a library of manuals, including a user guide, configuration guide, troubleshooting guide, and various references. And the layout of each of these PDF manuals is exactly the same as if it were a printed book. This raises an interesting question: If we’re giving manuals to users to read online, why do we design and write them for paper?</description>
	</item>
	<item>
		<title>Results of a Study about Online Experience</title>
		<link>http://tc.eserver.org/33158.html</link>
		<guid>http://tc.eserver.org/33158.html</guid>
		<description>Users’ “enjoyment” of a site is tied closely to how easily they can find the information they want and stay oriented at the same time. I think this is a given for technical communicators; we know that users want to get answers as fast as possible, and documentation must be navigable.</description>
	</item>
	<item>
		<title>Building Ease of Use Into the IBM User Experience</title>
		<link>http://tc.eserver.org/33161.html</link>
		<guid>http://tc.eserver.org/33161.html</guid>
		<description>This paper provides an overview of the process and organizational transformation that IBM has gone through in improving the user experience with our offerings.</description>
	</item>
	<item>
		<title>An Ethnographic Approach to User Experience: A Bibliography</title>
		<link>http://tc.eserver.org/32976.html</link>
		<guid>http://tc.eserver.org/32976.html</guid>
		<description>A 2002 bibliography of writings in the area of ethnography and user experience.</description>
	</item>
	<item>
		<title>Web Traffic Analytics and User Experience</title>
		<link>http://tc.eserver.org/32986.html</link>
		<guid>http://tc.eserver.org/32986.html</guid>
		<description>As a specialist in the user, you gain knowledge through observation and direct questioning of individual users. Now, you can add to that insights gained from data pulled during their actions on the site. By looking at this information, you will get a fuller picture of user behavior, not in a lab, but in the true user environment.</description>
	</item>
	<atom:link href="http://tc.eserver.org/dir/User-Experience.xml" rel="self" type="application/rss+xml"/>
</channel>
</rss>