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.'

 

276.
#34563

Great Designs Should Be Experienced and Not Seen

When things are going well in a design, we don'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'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're trying to figure out some way to outsmart it.

Spool, Jared M. User Interface Engineering (2009). Articles>Web Design>User Experience>User Interface

277.
#34568

Web Anatomy: Introducing Interaction Design Frameworks

If we simply look at what'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.

Hoekman, Robert, Jr. User Interface Engineering (2009). Articles>User Experience>Interaction Design>Planning

278.
#34646

Moving into User Research: Establishing Design Guidelines

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.

Six, Janet M. UXmatters (2009). Articles>User Experience>Research>Technical Writing

279.
#34647

The Social Buzz: Designing User Experiences for Social Media

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.

Asad, Junaid. UXmatters (2009). Articles>User Experience>Social Networking

281.
#34663

Visual Decision Making

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.

Lynch, Patrick. List Apart, A (2009). Articles>Web Design>Visual Rhetoric>User Experience

282.
#34705

Sheep, Chaos, and User Experience

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.

Anderson, M.K. MK Anderson (2009). Articles>TC>Information Design>User Experience

283.
#34866

Is Your Design Thinking Showing?

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.

Nieters, Jim. UXmatters (2009). Design>User Experience

284.
#34937

Thin Slicing: Inside or Outside the World of User Experience?

People make decisions based on extremely small amounts of information, and very quickly. They call this "thin slicing". 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.

Weinschenk, Susan. UI Design Newsletter (2007). Articles>User Experience

285.
#34939

Understanding the Persuasive Flow

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's the difference?

Michaels, Mary M. UI Design Newsletter (2007). Articles>Web Design>Marketing>User Experience

286.
#34944

Lessons from a Street-Side UX Designer!

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.

Katre, Dinesh S. Journal of HCI Vistas (2007). Articles>User Experience>Case Studies

287.
#34945

The Prism of User Experience

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.

Katre, Dinesh S. Journal of HCI Vistas (2007). Articles>User Centered Design>User Experience

288.
#34956

Opportunity India: Interaction Design Market Potential

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 & Leigh College, New Delhi) But all these are indirect contributors to interaction design, as they do not offer education in that area.

Katre, Dinesh S. Journal of HCI Vistas (2006). Articles>User Experience>Interaction Design

289.
#35052

Usability Matters: Software Development and the Balancing Act Between Design and Usability

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.

Bodemann, Jörn. Content Wrangler, The (2009). Articles>Web Design>User Experience>Usability

290.
#35082

Adopting Documentation Usability Techniques to Alleviate Cognitive Friction

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' mental model, thereby helping the users find information they want quickly and easily in their hour of need. 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' 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. 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.

Biswas, Debarshi Gupta and Suranjana Dasgupta. STC Usability SIG (2009). Articles>Usability>User Experience>Documentation

291.
#35092

Systems Thinking: A Product Is More Than the Product

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.

Norman, Donald A. Interactions (2009). Articles>User Interface>User Experience>Usability

292.
#35097

Effective UX in a Corporate Environment, Part II

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.

Six, Janet M. and Chris Anthony. UXmatters (2009). Articles>User Experience>Workplace>Workflow

293.
#35099

Defining Social Media Settings

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.

Asad, Junaid. UXmatters (2009). Articles>Web Design>Social Networking>User Experience

294.
#35100

Effective UX in a Corporate Environment, Part I

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.

Six, Janet M. and Chris Anthony. UXmatters (2009). Articles>User Experience>Workplace>Workflow

295.
#35101

Inside Out: Interaction Design for Augmented Reality

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.

Lamantia, Joe. UXmatters (2009). Articles>User Interface>User Experience>Information Design

296.
#35102

Online Advertising: Factors That Influence Customer Experience

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.

Kirmani, Shazeeye and Shamugam Rajasekaran. UXmatters (2009). Articles>Web Design>Marketing>User Experience

297.
#35178

Using Wikis to Document UI Specifications

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.

Gremett, Peter. Boxes and Arrows (2009). Articles>User Experience>Interaction Design>Functional Specifications

298.
#35230

iPhone Is Not Easy to Use: A New Direction for UX Design

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.

Beecher, Frederick. Johnny Holland (2009). Articles>Usability>Interaction Design>User Experience

299.
#35232

Are We The Puppet Masters?

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.

Nunnally, Brad. Johnny Holland (2009). Articles>User Experience>Interaction Design>Rhetoric

300.
#35233

Who Watches the Watchman?

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.

Fahey, Christopher. Graphpaper (2009). Articles>User Experience>Management>Interaction Design

 
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