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.'
After I’ve explained how to build and design custom control – Command Link for Silverlight, I’m now sharing some best UX practices and guidelines regarding the implementation of the Command Link control. Here is the list of best UX practices for design, implementation and usage of Command Link control for Silverlight.
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.”
Is there a smart and graceful way to transition into a product manager role? Chris Baum and Jeff Lash talk about the differences between product management and design and increasing your influence.
What will you need to leave behind to enter the wine-and-roses world of Product Management? In Part 2 of this series, Jeff Lash and Chris Baum give us a preview of what's in store for your new role and give us tips on how to prepare.
I lost my address book recently. It was one of those near-death computer experiences where you see your data pass before your eyes and start searching through the trash, then the Web, hoping to find the information you need right now. The experience made me think about blame--and trust.
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.
With so many people describing their experiences as customers via Social Web sites, Blogs and other media, it’s becoming increasingly important to ensure customers have a positive experience when they engage with your organisation.
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?
Apple has been working hard on Universal Access and it's time for you, the developer, to incorporate Universal Access into your application if you haven't done so already. This article guides you through the reasons you will want to provide Universal Access, the architecture underlying the technology, and how to get started incorporating these features into your application.
Human perception and cognition have not changed much in the last three decades—or even in the last three millennia. However, over the thirty years since I finished my psychology degree, research psychologists and neurophysiologists have been busy, and their efforts have greatly improved humankind’s understanding of perception and cognition.
The conclusion of the Nielsen Norman Group’s April 2010 study of iPad usability is that it has problems and more standards are the solution. Yes, the iPad is imperfect, but resorting to standards as the solution is an antiquated reaction that fails to consider how interactive systems have evolved. We’re not Usability Engineers anymore (not most of us, anyway); we’re User Experience Designers. Experience is more than just usability.
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.
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's changed. Today, end users have a lot of experience with the Web and with software. They want design that's easy to learn and use and that fits their workflow. This column will show you how to deliver such designs.
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.
I was recently asked about the apparent confusion in the digital design community about who does what. I mainly talk about usability and user experience as I believe these best encapsulate what matters to users – the total experience with a product, system or service.
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.
Explains how the new name of the former STC Usability SIG better serves the growing number of technical communicators whose work encompasses the overall product--not just usability or documentation.
The complexity of new technology demands more than one participant in the design process to imagine future products and systems, and this is practitioners in design might learn from other professions in the development phase. But that indicate that design industries might have to challenge themselves in changing work practice in the development phase of a design.
Good change agents are nothing more than good designers. You already have good design skills. And if you are like Jane and trying to change things where you work, try applying those skills internally. Observe and you’ll make stuff happen. And by gaining a better understanding of the organization through this process, you’ll find yourself with more opportunities to affect bigger changes. Here are three familiar steps to try internally, along with some exercises to get you going.
So often, user-experience designers are held accountable for process objectives. A successful project is one that meets budgets, deadlines, and specifications. There's a problem with measuring success this way-process-objective metrics don't really tell you how good you are at developing a strong user experience, only whether you completed the job specifications efficiently.