A directory of resources inthe field of technical communication.

Cooper Journal

8 found.

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1.
#33120

Typography and the User Interface

While processing speed and computational flexibility have grown at incredible rates, our displays, the most human-facing elements of our digital lives, lag behind.

Kuo, Daniel. Cooper Journal (2005). Articles>User Interface>Typography

2.
#33346

Five Ways to Get the Most from In-House Designers

Increasing numbers of executives want to bring interaction design in-house because they've realised how critical it is to product success. There are plenty of challenges involved in doing this, including hiring and training the right people. One of the challenges companies may not expect, though, is in deciding how to use those resources once they've been found.

Goodwin, Kim. Cooper Journal (2003). Articles>Collaboration>Design

3.
#33350

Ten Ways to Kill Good Design

When design pilot projects fail, it endangers everyone's willingness to adopt design methods. Over the course of doing hundreds of design projects and teaching our methods to more than a thousand people, we've seen that several reasons for failure keep showing up. A discussion of these reasons follows, along with some solutions to consider.

Goodwin, Kim. Cooper Journal (2004). Articles>Collaboration>Design

4.
#33359

Communicating Design Concepts Without Getting Skewered

We need to exercise the ideas we generate by articulating them coherently; chances are high that if we can't describe our "great idea" with clarity, it's not such a great idea, after all. It's amazing how many design ideas seem just dandy on the whiteboard, then deflate like a punctured balloon when poked at with the sharp pencil of design communication.

Calde, Steve. Cooper Journal (2006). Articles>Communication>Design>Collaboration

5.
#33363

Designing for Offshore Development

One of the most significant realities about offshore developers is that they will build exactly what you tell them to build. This is both good and bad news. The good news is that they are likely to take your specification very seriously--not merely as a suggestion or starting point from which to improvise. The bad news, of course, is that if you don't clearly plan and articulate every aspect of your product from user interface and product behavior to business logic and algorithms, developers are forced to rely on their own experience and judgement to determine an appropriate solution to an unforeseen problem or vaguely documented feature. The reality with offshore resources, however, is that they are very unlikely to have that experience.

Cronin, Dave. Cooper Journal (2004). Articles>Management>Outsourcing>Offshoring

6.
#33364

Early and Often: How to Avoid the Design Revision Death Spiral

A critical component to the success of an interaction design project is close collaboration with clients or stakeholders. Without careful planning and structure this type of collaboration can turn into a significant barrier to project success. Dave Cronin's article, originally presented at the DUX 2005 design conference, discusses the strategies and methods Cooper has adopted to get maximum benefit as a consultancy from clients' feedback and expertise while maintaining creative momentum and achieving deadlines.

Cronin, Dave. Cooper Journal (2005). Articles>Project Management>Design

7.
#35506

The Origin of Personas

The Inmates Are Running the Asylum, published in 1998, introduced the use of personas as a practical interaction design tool. Based on the single-chapter discussion in that book, personas rapidly gained popularity in the software industry due to their unusual power and effectiveness. Had personas been developed in the laboratory, the full story of how they came to be would have been published long ago, but since their use developed over many years in both my practice as a software inventor and architectural consultant and the consulting work of Cooper designers, that is not the case. Since Inmates was published, many people have asked for the history of Cooper personas, and here it is.

Cooper, Alan. Cooper Journal (2003). Articles>User Centered Design>History>Personas

8.
#35507

Getting from Research to Personas: Harnessing the Power of Data

The usefulness of personas in defining and designing interactive products has become more widely accepted in the last few years, but a lack of published information has, unfortunately, left room for a lot of misconceptions about how personas are created, and about what information actually comprises a persona. Although space does not permit a full treatment of persona creation in this article, I hope to highlight a few essential points.

Goodwin, Kim. Cooper Journal (2002). Articles>User Centered Design>Methods>Personas

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