Designers of DVDs have failed to profit from the lessons of previous media: Computer software, Internet web pages, and even WAP phones. As a result, the DVD menu structure is getting more and more baroque, less and less usable, less pleasurable, less effective. It is time to take DVD design as seriously as we do web design. The field needs some discipline some attention to the User Experience, and some standardization of control and display formats.
This article discusses the results of surveys that indicate the IBM Lotus Sametime instant messaging product is a successful 'walk-up-and-use' application, requiring little documentation and no training. Users achieve a commercially significant level of performance within three months. In addition, over a much longer period, users continue to develop their skills (chat behaviors), social networks (chat partners), and attitudes toward the technology (reasons for using IM). This combination of attributes — ease of learning and sustained development of skills and strategies — is unusual in Human-computer interaction, and poses some unique challenges for creating a product that experienced users continue to find useful and usable.
Using Timeline JS to set up a timeline is incredibly easy. Data for the timeline are stored in a Google spreadsheet (it’s possible to use other data sources—see their FAQ—but a Google spreadsheet is probably easiest for most users), and there’s even a handy template provided. Once the data’s been entered, all that’s necessary is to publish the spreadsheet, copy its URL into the Embed Generator linked on the tool’s home page, and set any desired options. An embed code gets generated, and users need only copy and paste that code wherever they want to put the timeline.
A vital skill for designers is to notice fine detail in the other designs which form part of the technological ecosystem in which their design will live. For example, on Mac OS there are now two different styles of text entry fields for forms. One has square corners, and is used for general data entry. The other has rounded ends, and is used for entering searches. I was recently outraged to find a piece of software which used the rounded style for data entry. This kind of design vandalism muddies the rules which users would otherwise learn, and devalues all software on the platform.
First-person shooter (FPS) games have become increasingly popular, and the player’s ability to accurately control their weapon is very important in these games. This study assesses players’ accuracy on eliminating targets in the FPS game Star Wars Battlefront II using three different input devices (mouse, Playstation 2 controller, and joystick) with two different rifle types (sniper and blaster rifle). No significant performance differences were found between input devices although subjectively participants believed they peformed the worst with the joystick.
In a utopian world, a product would be so perfect it would not need any user assistance at all. But in reality, products aren't perfect, and users need assistance through different stages of their use. User assistance (UA)--in the form of manuals or online Help--guides users in their tasks, suggests better ways of getting their work done, and provides directions for troubleshooting their problems.
Rapid serial visual presentation (RSVP) represents a mechanism for exhibiting temporal information instead of spatial information to overcome the limitations of small-screen devices. Previous studies examining this area focused only on information presented by RSVP displays and disregarded changes in the performance of accompanying tasks associated with such displays. Therefore, this investigation performed a dual-task experiment (a search task for static information and a reading task for RSVP display information) to examine the effects of presentation mode (character-by-character, word-by-word, and one-line format), speed (171, 260, 350, and 430 characters per minute, or cpm), and text-flow orientation (vertical and horizontal orientation) of RSVP display information on the visual performance of users during different stages of usage (whether current usage is the first, second, third, fourth, fifth, or eighth day of usage) for a small screen.
Los enlaces, en la actual Web, tienen la función de representar un vínculo o conexión unidireccional entre dos nodos web. Son la unidad básica de interacción de los sistemas hipertexto, por lo que la interacción en la Web comúnmente es conocida como Navegación. En un espacio virtual compuesto por nodos y vínculos entre dichos nodos, si se entiende que la ubicación del usuario está en el nodo que se encuentra visualizando, la interacción sobre los enlaces con la posterior visualización de otros nodos se entiende como un desplazamiento o, en un océano de nodos, como navegación. Para que el usuario dentro de nuestro sitio web experimente una navegación eficiente, fácil y satisfactoria, los enlaces no sólo tendrán que conectar nodos con contenidos verdaderamente relacionados, sino además presentarse de tal forma que el usuario entienda sin ambigüedades que se trata de un enlace, comprendiendo consecuentemente su función.
Beyond just the undeniable importance of a usable form and voting mechanism, is the need to consider the comfort and satisfaction of voters dealing with sometimes radically changed voting systems, especially when the move is from paper-based voting systems to electronic systems.
Four of your fellow development team members, all trying to do their specific jobs to the best of their abilities, have the power to sink your best effort at interaction design. As an interaction designer, it is your job to see they don't do so. (If you are not an interaction designer, read on anyway; you may be surprised to learn that you may be part of the problem.)
When you hear the term voice user interface (VUI), what comes to mind? Most likely, memories of an interactive voice response system (IVR) for customer service arise. IVRs are certainly not going away. For many companies, they remain the foremost contact point with customers. But voice user interfaces are more than just IVRs. In fact, VUIs have tremendous potential for enhancing the experience of any mobile phone user. As the use of mobile devices and applications proliferates internationally, understanding how to integrate, or mash up, graphic user interfaces (GUI) and VUIs is becoming critically important.
Naked Objects, the latest incarnation of the persistent notion of object-oriented user interfaces, proposes to eliminate the need for visual and interaction design of user interfaces by always presenting users with unadorned domain objects in a standard form and by constraining all interaction to the same few interaction idioms. Such simplistic user interfaces can be generated automatically through a software framework. This article examines the likely impact of the Naked Objects approach in light of its strengths and shortcomings as well as its undeniable appeal to developers and decision makers seeking shortcuts to user interface design. The ultimate significance of Naked Objects may be in the lessons it offers for practicing professionals, lessons that highlight the need for empowering users as problem-solvers by giving them better tools that enable them to achieve diverse ends by diverse means.
A usability assessment entailing a paper prototype was conducted to examine menu selection theories on a small screen device by determining the effectiveness, efficiency, and user satisfaction of a popular cellular phone's menu system. Outcomes of this study suggest that users prefer a less extensive menu structure on a small screen device. The investigation also covered factors of category classification and item labeling influencing user performance in menu selection. Research findings suggest that proper modifications in these areas could significantly enhance the system's usability and demonstrate the validity of paper-prototyping which is capable of detecting significant differences in usability measures among various model designs.
If a majority of your users could benefit from your product being accessible, doesn’t it just make sense to build an accessible product? If you have decided to do so, you are sending a message to your customers that their needs matter. Populations in many countries are getting older. Civil rights for people with disabilities are gradually being extended to encompass digital inclusion. Governments are requiring procurement officials to purchase products that are the most accessible (mandated in the U.S. by Section 508 of the Rehabilitation Act). For technology producers, creating accessible products is just the right thing to do, and it makes good business sense.
The engineers who build the products people use every day are not experts in user behaviour, and they frequently make mistakes that cause lost time and immeasurable frustration. Interaction designers could improve thousands upon thousands of products, leaving engineers to deal with the areas of their interest and experience.
First person user interfaces can be a good fit for applications that allow people to navigate the real world, “augment” their immediate surroundings with relevant information, and interact with objects or people directly around them.
If you do not consider the needs of people with color-deficient vision when choosing color schemes for applications and Web pages, those you create may be difficult to use or even indecipherable for about one in twelve users.
This study reports a psychophysical comparison of four ergonomic mouse-type devices to the standard mouse. It was hypothesized that muscle activity transferred from the distal to proximal limbs for some of the ergonomic mice may result in increased load on the shoulders and declines in target acquisition performance. Results revealed a potential tradeoff between performance and safety with the devices as participants performed the best with the standard mouse but reported more wrist exertion with this device.
Essential use cases are abstract, lightweight, technology-free dialogues of user intentions and system responsibilities that effectively capture requirements for user interface design. Employing essential use cases in typical object-oriented development processes requires designers to translate them into conventional use cases, costing time, imposing rework, and delaying work on the object-oriented development until the user interface design is complete. We describe how essential use cases can drive object-oriented development directly, without any intervening translation, allowing user interface development to proceed in parallel. Working with essential use cases yields some unexpected further benefits: analysts can take advantage of recurring patterns in essential use cases, and the crucial common vocabulary of responsibilities lets designers trace directly from the essential use cases to the objects in their design.