Archive for the ‘Usability’ Category
Friday, May 17th, 2013
Organizing Digital Information for Others by Maish Nichani. (ebook, no registration required)
From the description:
When we interact with web and intranet teams, we find many struggling to move beyond conceptual-level discussions on information organization. Hours on end are spent on discussing the meaning of “metadata”, “controlled vocabulary” and “taxonomy” without any strategic understanding of how everything fits together. Being so bogged down at this level they fail to look beyond to the main reason for their pursuit—organizing information for others (the end users) so that they can find the information easily.
Web and intranet teams are not the only ones facing this challenge. Staff in companies are finding themselves tasked with organizing, say, hundreds of project documents on their collaboration space. And they usually end up organizing it in the only way they know—for themselves. Team members then often struggle to locate the information that they thought should be in “this folder”!
In this short book, we explore how lists, categories, trees and facets can be better used to organize information for others. We also learn how metadata and taxonomies can connect different collections and increase the findability of information across the website or intranet.
But more than that we hope that this book can start a conversation around this important part of our digital lives.
So let the conversation begin!
The theme of delivering information to others cannot be emphasized enough.
Your notes, interface choices, etc., are just that, your notes, interface choices, etc.
Unless you are independently wealthy, that isn’t a very good marketing model.
Nor are users going to be “trained” to work, search, author, the “right way” in your view.
An introduction to be sure but this short (50 odd pages) work is entertaining and has additional references.
Very much worth the time to read.
Posted in Interface Research/Design, UX, Usability, Users | No Comments »
Tuesday, May 14th, 2013
I have commented on several papers from CHI2013 Enrico Bertini posted to his blog.
I wasn’t aware of the difficulty Enrico must have had done to come up with his short list!
Take a look at the day-by-day schedule for CHI2013.
You will gravitate to some papers more than others. But I haven’t seen any slots that don’t have interesting material.
May be oversight on my part but I did not see any obvious links for the presentations/papers.
Definitely a resource to return to over and over again.
Posted in CHI, HCIR, Interface Research/Design, UX, Usability, Users | No Comments »
Friday, May 3rd, 2013
I just started reading Programming As If People Mattered by Nathaniel Borenstein.
To start chapter 5, Nathaniel relates this story about TECO, an “infamously powerful but hard-to-use line editor…”:
As you probably know, TECO is a line editor in which all of the commands are control characters. To enter some text you would type control-a, followed by the text, and a control-d to end the text. When I was first learning TECO I decided to type in a ten-page paper. I typed control-a, followed by all ten pages of text, followed by the control-d. Unfortunately, as I was typing in the paper I must have hit another control character. So when I typed the final control-d I received the message: ‘Unknown control character–input ignored.’ An hour of typing down the drain.
If that sounds like amusing but ancient history, recall in RSSOwl and Feed Validation a single errant control character in an RSS feed makes RSSOwl refuse the entire feed.
The date of the TECO story isn’t reported but TECO was invented in 1963. (Wikipedia has a nice article, TECO (text editor))
Fifty (50) years later we are still struggling with a sensible responses to errant control characters in data feeds?
Are you filtering non-valid control characters from RSS feeds?
Or are you still “current,” circa 1963?
Posted in Interface Research/Design, Usability, User Targeting, Users | No Comments »
Friday, May 3rd, 2013
Who nailed the principles of great UI design? Microsoft, that’s who by Andrew C. Oliver.
From the post:
One of the best articles I’ve ever read on user interface design is this 12-year-old classic — written by Microsoft, no less. Published long before smartphones and modern tablets emerged, it fully explains the essence of good UI design. Amazingly, it criticizes Microsoft’s own UIs and explains why they are bad, though it was written at a time when Microsoft was not known for its humility.
Because my company has a mobile application division — and increasingly does full application development in our enterprise open source division — I often have to explain what makes a good or bad UI to customers. I’ve frequently referred to this article by way of explanation.
To give you an idea of my assessment of the “12-year-old classic,” I have saved the page and converted it to PDF for local reading/printing.
It is worth re-reading every month or so if you are interested in user interfaces.
Or should I say if you are interested in successful user interfaces.
Read Andrew’s post as well. It updates us on the continuing releance of IUI (Inductive User Interface) for desktop, web and mobile interfaces.
I first saw this at DZone.
Posted in Interface Research/Design, Usability, User Targeting, Users | No Comments »
Tuesday, April 30th, 2013
Patterns of information use and exchange: case studies of researchers in the life sciences
From the post:
A report of research patterns in life sciences revealing that researcher practices diverge from policies promoted by funders and information service providers
This report by the RIN and the British Library provides a unique insight into how information is used by researchers across life sciences. Undertaken by the University of Edinburgh’s Institute for the Study of Science, Technology and Innovation, and the UK Digital Curation Centre and the University of Edinburgh?s Information Services, the report concludes that one-size-fits-all information and data sharing policies are not achieving scientifically productive and cost-efficient information use in life sciences.
The report was developed using an innovative approach to capture the day-to-day patterns of information use in seven research teams from a wide range of disciplines, from botany to clinical neuroscience. The study undertaken over 11 months and involving 56 participants found that there is a significant gap between how researchers behave and the policies and strategies of funders and service providers. This suggests that the attempts to implement such strategies have had only a limited impact. Key findings from the report include:
- Researchers use informal and trusted sources of advice from colleagues, rather than institutional service teams, to help identify information sources and resources
- The use of social networking tools for scientific research purposes is far more limited than expected
- Data and information sharing activities are mainly driven by needs and benefits perceived as most important by life scientists rather than top-down policies and strategies
- There are marked differences in the patterns of information use and exchange between research groups active in different areas of the life sciences, reinforcing the need to avoid standardised policy approaches
Not the most recent research in the area but a good reminder that users do as users do, not as system/software/ontology architects would have them do.
What approach does your software take?
Does it make users perform their tasks the “right” way?
Or does it help users do their tasks “their” way?
Posted in Design, Interface Research/Design, Marketing, Usability, Users | No Comments »
Sunday, April 14th, 2013
Let Them Pee: Avoiding the Sign-Up/Sign-In Mobile Antipattern by Greg Nudelman.
From the post:
The application SitOrSquat is a brilliant little piece of social engineering software that enables people to find bathrooms on the go, when they gotta go. Obviously, the basic use case implies a, shall we say, certain sense of urgency. This urgency is all but unfelt by the company that acquired the app, Procter and Gamble (P&G), as it would appear for the express purposes of marketing the Charmin brand of toilet paper. (It’s truly a match made in heaven—but I digress.)
Not content with the business of simply “Squeezing the Charmin” (that is, simple advertising), P&G executives decided for some unfathomable reason to force people to sign up for the app in multiple ways. First, as you can see in Figure 1, the app forces the customer (who is urgently looking for a place to relieve himself, let’s not forget) to use the awkward picker control to select his birthday to allegedly find out if he has been “potty trained.” This requirement would be torture on a normal day, but—I think you’ll agree—it’s excruciating when you really gotta go.
The horror of SitOrSquat doesn’t stop there.
Greg’s telling of the story is masterful. You owe it to yourself to read it more than once.
Relevant for mobile apps but also to “free” whitepapers, demo software or the other crap that requires name/email/phone details.
Name/email/phone details support marketing people who drain funds away from development and induce potential customers to look elsewhere.
Posted in Interface Research/Design, UX, Usability | No Comments »
Saturday, March 23rd, 2013
Ever caught a basketball? (Lot of basketball noise in the US right now.)
Or a baseball?
Played any other sport with a moving ball?
Your brain takes about 1/10 of a second to construct a perception of reality.
At 10 MPH, a ball moves 14.67 feet, while your brain creates a perception of its original location.
How did you catch the ball with your hands and not your face?
Mark Changizi has an answer to that question in: Why do we see illusions?.
The question Mark does not address: How does that relate to topic maps?
I can answer that with another question:
Does your topic map application communicate via telepathy or does it have an interface?
If you said it has an interface, understanding/experimenting with human perception is an avenue to create a useful and popular topic map interface.
You can also use the “works for our developers” approach but I wouldn’t recommend it.
About Mark Changizi:
Mark Changizi is a theoretical neurobiologist aiming to grasp the ultimate foundations underlying why we think, feel, and see as we do. His research focuses on “why” questions, and he has made important discoveries such as why we see in color, why we see illusions, why we have forward-facing eyes, why the brain is structured as it is, why animals have as many limbs and fingers as they do, why the dictionary is organized as it is, why fingers get pruney when wet, and how we acquired writing, language, and music.
Posted in Image Understanding, Interface Research/Design, Usability, Users | No Comments »
Monday, March 11th, 2013
Studying PubMed usages in the field for complex problem solving: Implications for tool design by Barbara Mirel, Jennifer Steiner Tonks, Jean Song, Fan Meng, Weijian Xuan, Rafiqa Ameziane. (Mirel, B., Tonks, J. S., Song, J., Meng, F., Xuan, W. and Ameziane, R. (2013), Studying PubMed usages in the field for complex problem solving: Implications for tool design. J. Am. Soc. Inf. Sci.. doi: 10.1002/asi.22796)
Abstract:
Many recent studies on MEDLINE-based information seeking have shed light on scientists’ behaviors and associated tool innovations that may improve efficiency and effectiveness. Few, if any, studies, however, examine scientists’ problem-solving uses of PubMed in actual contexts of work and corresponding needs for better tool support. Addressing this gap, we conducted a field study of novice scientists (14 upper-level undergraduate majors in molecular biology) as they engaged in a problem-solving activity with PubMed in a laboratory setting. Findings reveal many common stages and patterns of information seeking across users as well as variations, especially variations in cognitive search styles. Based on these findings, we suggest tool improvements that both confirm and qualify many results found in other recent studies. Our findings highlight the need to use results from context-rich studies to inform decisions in tool design about when to offer improved features to users.
From the introduction:
For example, our findings confirm that additional conceptual information integrated into retrieved results could expedite getting to relevance. Yet—as a qualification—evidence from our field cases suggests that presentations of this information need to be strategically apportioned and staged or they may inadvertently become counterproductive due to cognitive overload.
Curated data raises its ugly head, again.
Topic maps curate data and search results.
Search engines don’t curate data or search results.
How important is it for your doctor to find the right answers? In a timely manner?
Posted in Curation, Interface Research/Design, Searching, Usability, Users | No Comments »
Monday, March 11th, 2013
Spatial Orientation and the Brain: The Effects of Map Reading and Navigation by Rebecca Maxwell.
From the post:
The human brain is a remarkable organ. It has the ability to reason, create, analyze, and process tons of information each day. The brain also gives humans the ability to move around in an environment using an innate sense of direction. This skill is called spatial orientation, and it is especially useful for finding routes in an unfamiliar place, following directions to another person’s house, or making a midnight raid of the refrigerator in the dark. Spatial orientation is crucial for adapting to new environments and getting from one point to another. Without it, people will walk around in endless circles, never being able find which way they want to go.
The brain has a specialized region just for navigating the spatial environment. This structure is called the hippocampus, also known as the map reader of the brain. The hippocampus helps individuals determine where they are, how they got to that particular place, and how to navigate to the next destination. Reading maps and developing navigational skills can affect the brain in beneficial ways. In fact, using orientation and navigational skills often can actually cause the hippocampus and the brain to grow, forming more neural pathways as the number of mental maps increase.
A study by scientists at University College in London found that grey matter in the brains of taxi drivers grew and adapted to help them store detailed mental maps of the city. The drivers underwent MRI scans, and those scans showed that the taxi drivers have larger hippocampi when compared to other people. In addition, the scientists found that the more time the drivers spent on the job, the more the hippocampus changes structurally to accommodate the large amount of navigational experience. Drivers who spent more than forty years in a taxi had more developed hippocampi than those just starting out. The study shows that experience with the spatial environment and navigation can have a direct influence on the brain itself.
However, the use of modern navigational technology and smartphone apps has the potential to harm the brain depending on how it is used in today’s world. Map reading and orienteering are becoming lost arts in the world of global positioning systems and other geospatial technologies. As a result, more and more people are losing the ability to navigate and find their way in unfamiliar terrain. According to the BBC, police in northern Scotland issued an appeal for hikers to learn orienteering skills rather than relying solely on smartphones for navigation. This came after repeated rescues of lost hikers by police in Grampian, one of which included finding fourteen people using mountain rescue teams and a helicopter. The police stated that the growing use of smartphone apps for navigation can lead to trouble because people become too dependent on technology without understanding the tangible world around them.
….
Other studies demonstrate that men and women develop different methods of navigating and orienting themselves to the spatial environment because of differences in roles as hunters and gatherers. This could explain the reason why men get lost in supermarkets while women can find their way around in minutes. Research done at Queen Mary, University of London demonstrated that men are better at finding hidden objects while women are better at remembering where objects are at. In addition, Frank Furedi, a sociology professor at Kent University, states that women are better at making judgment calls while men tend to overcomplicate the most basic navigational tasks.
The use of map reading and navigating skills to explore the spatial environment can benefit the brain and cause certain areas to grow while the use of modern technology for navigation seems to only hinder the brain. No matter which strategy men and women use for navigation, it is important to practice those skills and tune into the environment. While technology is a useful tool, in the end the human brain remains the most sophisticated map reader.
Very interesting post on the impact of GIS systems on the human brain and gender differences in methods of navigation.
Question: Gender differences in navigation are more than folktales so why do we have uni-sex data navigation interfaces?
Posted in Interface Research/Design, Navigation, Usability, Users | No Comments »
Thursday, February 21st, 2013
Why Business Intelligence Software Is Failing Business
From the post:
Business intelligence software is supposed to help businesses access and analyze data and communicate analytics and metrics. I have witnessed improvements to BI software over the years, from mobile and collaboration to interactive discovery and visualization, and our Value Index for Business Intelligence finds a mature set of technology vendors and products. But even as these products mature in capabilities, the majority lack features that would make them easy to use. Our recent research on next-generation business intelligence found that usability is the most important evaluation criteria for BI technology, outpacing functionality (49%) and even manageability (47%). The pathetic state of dashboards and the stupidity of KPI illustrate some of the obvious ways the software needs to improve for businesses to gain the most value from it. We need smarter business intelligence, and that means not just more advanced sets of capabilities that are designed for the analysts, but software designed for those who need to use BI information.

Our research finds the need to collaborate and share (67%) and inform and deliver (61%) are in the top five evaluation categories for software. A few communication improvements, highlighted below, would help organizations better utilize analytics and BI information.
Imagine that, usability is ahead of functionality.
Successful semantic software vendors will draw several lessons from this post.
Posted in Design, Interface Research/Design, Usability | No Comments »
Wednesday, February 13th, 2013
Designing to Reward our Tribal Sides by Nir Eyal.
From the post:

We are a species of beings that depend on one another. Scientists theorize humans have specially adapted neurons that help us feel what others feel, providing evidence that we survive through our empathy for others. We’re meant to be part of a tribe and our brains seek out rewards that make us feel accepted, important, attractive, and included.
Many of our institutions and industries are built around this need for social reinforcement. From civic and religious groups to spectator sports, the need to feel social connectedness informs our values and drives much of how we spend our time.
Communication technology in particular has given rise to a long history of companies that have provided better ways of delivering what I call, “rewards of the tribe.”
However, it’s not only the reward we seek. Variability also keeps us engaged. From the telegraph to email, products that connect us are highly valued, but those that invoke an element of surprise are even more so. Recently, the explosion of Web technologies that cater to our insatiable search for validation provides clear examples of the tremendous appeal of the promise of social reward.
Do you capture the Stack Overflow lesson in your UI?
UI design that builds on and rewards our hard wiring seems like a good idea to me.
Posted in Design, Interface Research/Design, Usability | No Comments »
Saturday, February 9th, 2013
John E. Karlin, Who Led the Way to All-Digit Dialing, Dies at 94
The New York Time obituary for John E. Karlin, the father of the arrangement of numbers on push button phones and a host of other inventions is deeply moving.
Karlin did not have a series of lucky guesses but researched the capabilities and limitations of people to arrive at product design decisions.
Read the article to learn why one person said Karlin was “…the most hated man in America.”
I first saw this at Human Factors by Ed Lazowska.
Posted in Design, Interface Research/Design, Usability, Users | No Comments »
Tuesday, February 5th, 2013
4 Reasons Your UX Investment Isn’t Paying Off by Hilary Little.
You can imagine why this caught my eye.
From the post:
“Every dollar spent on UX brings in between $2 and $100 dollars in return.”
We all know the business case for doing user experience work: investing upfront in making products easy to use really pays off. It reduces project risk, cost, and time while improving, efficiency, effectiveness, and end user satisfaction.
(Don’t know the business case? Read this or this. Or this.) But what if you’re investing in UX and not getting results?
There can be many factors behind an under-performing user experience effort. Anything from a lack of tools to the zombie apocalypse can wreak havoc on your teams. Addressing either of those factors are outside my area of expertise.
Here’s where I do know what I’m talking about. First, rule out the obvious: your UX folks are jerks, they don’t communicate well, they don’t understand business, they aren’t team players, they have such terrible body odor people stay 10 feet away …
Next, look at your organization. I’ve based the following list on observations accumulated over my years as a UX professional. These are some common organizational “behavior” patterns that can make even the best UX efforts ineffective.
Let that first line soak in for a bit: “Every dollar spent on UX brings in between $2 and $100 dollars in return.”
Then go read the rest of the post for the four organizational patterns to watch for.
Assuming you have invested in professional UX work at all.
I haven’t and my ability to communicate topic maps to the average user is poorer as a result.
Not that I expect average users to “get” that identifications exist in fabrics of identifiers and any identified subject is at the intersection of multiple fabrics of identifiers, whether represented or not.
But to use and appreciate topic maps, that isn’t necessary.
Any more than I have to understand thermodynamics to drive an automobile.
And yes, yes I am working on an automobile level explanation of why topic maps are important.
Or better yet, simply presenting a new automobile and being real quiet about why it works so well.
Posted in Design, Interface Research/Design, Usability, Users | No Comments »
Tuesday, February 5th, 2013
Sharpening Your Competitive Edge with UX Research by Rebecca Flavin.
From the post:
It’s part of our daily work. We can’t imagine creating a product or an application without doing it: understanding the user.
Most of the clients we work with at EffectiveUI already have a good understanding of their customers from a market point of view. They know their target demographics and often have an solid sense of psychographics: their customers’ interests, media habits, and lifestyles.
This is all great information that is critical to a company’s success, but what about learning more about a customer than his or her age, gender, interests, and market segment? What about understanding the customer from a UX perspective?
Not all companies take the time to thoroughly understand exactly why, how, when, and where their customers interact with their brand’s, products and digital properties, as well as those of competing products and services. What are the influences, distractions, desires, and emotions that affect users as they try to purchase or engage with your product or interact with your service?
At EffectiveUI, we’ve seen that user research can be a powerful and invaluable tool for aiding strategic business decisions, identifying market opportunities, and ultimately driving better organizational results. When we’re talking to customers about a digital experience, we frequently uncover opportunities for their business as a whole to shift its strategic direction. Sometimes we even find out that the company has completely missed an opportunity with their customers.
As part of the holistic UX process, user research helps us learn more about customers’ pain points, needs, desires, and goals in order to inform digital design or product direction. The methods we generally employ include:
Great post that merits your attention!
What I continue to puzzle over is how to develop user testing for topic map interfaces?
The broad strokes of user testing are fairly well known, but how to implement those for topic map interfaces isn’t clear.
On one hand, a topic map could present its content much as any other web interface.
On the other hand, a topic map could present a “topicmappish” flavor interface.
And there are all the cases in between.
If it doesn’t involve trade secrets, can anyone comment on how they have tested topic map interfaces?
Posted in Design, Interface Research/Design, Usability, Users | No Comments »
Friday, February 1st, 2013
Eight UX Design Trends for 2013
Very visual so you will have to consult the post but I can list the titles for the experiences:
- Downsampling
- Foodism
- Quantified Ambition
- Augmented Dialogue
- Sensory Bandwidth
- Agile Economies
- Faceted Video
- RetroFuturism
One or more of these may help distinguish your product/services from less successful ones.
Posted in Design, Interface Research/Design, Usability, Visualization | No Comments »
Monday, January 21st, 2013
I mentioned the return of 1950′s/60′s marketing techniques just a day or so ago and then I find:
Win This Book! Designing the Search Experience: The information architecture of discovery by Tony Russell-Rose and Tyler Tate.
Three ways to enter, err, see the post for those.
Posted in Interface Research/Design, Searching, Usability, Users | No Comments »
Monday, January 14th, 2013
Why you should try UserTesting.com by Pete Warden.
From the post:
If you’re building a website or app you need to be using UserTesting.com, a service that crowd-sources QA. I don’t say that about many services, and I have no connection with the company (a co-worker actually discovered them) but they’ve transformed how we do testing. We used to have to stalk coffee shops and pester friends-of-friends to find people who’d never seen Jetpac before and were willing to spend half an hour of their life being recorded while they checked it out. It meant the whole process took a lot of valuable time, so we’d only do it a few times a month. This made life tough for the engineering team as the app grew more complex. We have unit tests, automated Selenium tests, and QA internally, but because we’re so dependent on data caching and crunching, a lot of things only go wrong when a completely new user first logs into the system.
Another approach to user testing of your website or interface design.
Posted in Design, Interface Research/Design, Usability, Users | No Comments »
Friday, January 11th, 2013
Re-Introducing Page Description Diagrams by Colin Butler and Andrew Wirtanen.
From the post:
There’s no such thing as a “standard” client or project in a typical agency setting, because every business has its own specific goals—not to mention the goals of its users. Because of this, we’re constantly seeking ways to improve our processes and better meet the needs of our clients, regardless of their unique characteristics.
Recently, we discovered the page description diagram (PDD), a method for documenting components without specifying layout. At first, it seemed limited, even simplistic, relative to our needs. But with some consideration, we began to understand the value. We started looking at whether or not PDDs could help us improve our process.
As it turns out, these things have been around for quite a while. Dan Brown devised them way back in 1999 as a way to communicate information architecture to a client in a way that addressed some of his primary issues with wireframes. Those issues were that, looking at wireframes, clients would form expectations prematurely and that designers would be limited in their innovation by a prescribed layout. Brown’s approach was to remove layout entirely, providing priority instead. Each component of a page would be described in terms of the needs it met and how it met those needs, arranged into three priority columns with wireframe-like examples when necessary. …
Because of its UI context, I originally read this post as a means of planning interfaces.
But on reflection, the same questions of “needs to meet” and “how to meet those needs” applies equally to topics, associations and occurrences.
Users should be encouraged to talk through their expectations for what information comes together, in what order and how they will use it.
As opposed to focusing too soon on questions of how a topic map architecture will support those capabilities.
Interesting technical questions but no nearly as interesting, for users at any rate, as their information needs.
The post also cites a great primer on Page Description Diagrams.
Posted in Design, Interface Research/Design, Usability, Users | No Comments »
Saturday, December 29th, 2012
Treat Your Users Like Children by Jamal Jackson.
From the post:
Do you have kids of your own? How about young nieces, nephews, or nephews? Do you spend time around your friends’ children? Is there that one neighbor who has youngsters who makes it a point to disturb you any chance they get? If you’ve answered yes to any of these questions, then you understand that caring for kids is difficult! Many people would argue that my use of the word “difficult” is a strong understatement. They’d be right!
Young minds are almost impossible to predict and equally hard to control. A parent, or any other adult, can plan out an assortment of ideal procedures for a kid to follow to accomplish something, but it will likely feel like wasted time. This is because kids have no intention of following any form of procedures, no matter how beneficial to them.
Speaking of people with no intention of following any form of procedures, no matter how beneficial those procedures may be, I can’t help but wonder why dealing with children reminds me of the life of a UX professional.
How many hours have you spent toiling away in front of your monitor and notepad, hoping the end result will be to the user’s benefit? If they even bother to proceed as you predicted, that is. In the end, the majority of users end up navigating your site in a way that leaves head-scratching as the only suitable reaction. This is why web users should be treated like kids.
The post is worth reading if only for the images!
But having said that, it gives good advice on changing your perspective on design, to that of a user.
Designing for ourselves is a lot easier, at least for us.
Unfortunately, that isn’t the same a designing an interface users will find helpful or intuitive.
I “prefer” an interface that most users find intuitive.
An audience/market of < 10 can be pretty lonely, not to mention unprofitable.
Posted in Design, Interface Research/Design, Usability, Users | No Comments »
Saturday, December 29th, 2012
The Top 5 Website UX Trends of 2012
From the post:
User interface techniques continued to evolve in 2012, often blurring the lines between design, usability, and technology in positive ways to create an overall experience that has been both useful and pleasurable.
Infinite scrolling, for example, is a technological achievement that also helps the user by enabling a more seamless experience. Similarly, advances in Web typography have an aesthetic dimension but also represent a movement toward greater clarity of communication.
Quick coverage of:
- Single-Page Sites
- Infinite Scrolling
- Persistent Top Navigation or “Sticky Nav”
- The Death of Web 2.0 Aesthetics
- Typography Returns
Examples of each trend but you are left on your own for the details.
Good time to review your web presence for the coming year.
Posted in Graphics, Interface Research/Design, Usability, Users, WWW | No Comments »
Thursday, December 27th, 2012
Mark Needham in Restricting your own learning, references: Practical Guide to Controlled Experiments on the Web: Listen to Your Customers not to the HiPPO by Ron Kohavi, Randal M. Henne and Dan Sommerfield.
HiPPO = “…the Highest Paid Person’s Opinion (HiPPO).”
Abstract:
The web provides an unprecedented opportunity to evaluate ideas quickly using controlled experiments, also called randomized experiments (single-factor or factorial designs), A/B tests (and their generalizations), split tests, Control/Treatment tests, and parallel flights. Controlled experiments embody the best scientific design for establishing a causal relationship between changes and their influence on user-observable behavior. We provide a practical guide to conducting online experiments, where end-users can help guide the development of features. Our experience indicates that significant learning and return-oninvestment (ROI) are seen when development teams listen to their customers, not to the Highest Paid Person’s Opinion (HiPPO). We provide several examples of controlled experiments with surprising results. We review the important ingredients of running controlled experiments, and discuss their limitations (both technical and organizational). We focus on several areas that are critical to experimentation, including statistical power, sample size, and techniques for variance reduction. We describe common architectures for experimentation systems and analyze their advantages and disadvantages. We evaluate randomization and hashing techniques, which we show are not as simple in practice as is often assumed. Controlled experiments typically generate large amounts of data, which can be analyzed using data mining techniques to gain deeper understanding of the factors influencing the outcome of interest, leading to new hypotheses and creating a virtuous cycle of improvements. Organizations that embrace controlled experiments with clear evaluation criteria can evolve their systems with automated optimizations and real-time analyses. Based on our extensive practical experience with multiple systems and organizations, we share key lessons that will help practitioners in running trustworthy controlled experiments.
Not recent (2007) but a real delight and as relevant today as when it was published.
The ACM Digital Library reports 37 citing publications.
Definitely worth a close read and consideration as you design your next topic map interface.
Posted in Design, Interface Research/Design, Usability, Users | No Comments »
Wednesday, December 26th, 2012
6 Must-See Usability Testing Videos by Paul Veugen.
From the post:
Usability testing. Some people love it, some hate it, many don’t get it. Personally, I think they are the best thing anyone can do to learn from their users. In the same time, they are emotionally exhausting for moderators.
Here are 6 usability testing videos I love. Four serious ones, two not so much.
Just the titles:
- An intro to usability testing by Amberlight Partners
- Jenn Downs on guerrilla usability testing at Mailchimp as well as a participant’s perspective
- Usability testing with a young child using a paper prototype
- Steve Krug’s usability testing demo
- Usability testing of fruit by blinkux
- Behind the one-way mirror: what if you have had such a participant?
Interesting range of usability testing examples.
None are beyond the capabilities of the average web author.
Posted in Interface Research/Design, Usability, Users | No Comments »
Tuesday, December 18th, 2012
The Flâneur Approach to User Experience Design by Sarah Doody.
The entire article is a delight but Sarah’s take on how to prepare ourselves for random insights resonates with me:
So, how can we prepare our minds to recognize and respond to moments of random insight? Turns out the French may have an answer: flâner, a verb that means “to stroll.” Derived from this verb is the noun flâneur, a person who would stroll, lounge, or saunter about on the streets of Paris.
Throughout the 16th and 17th centuries, a flâneur was regarded as somewhat lazy, mindless, and loafing. However, in the 19th century a new definition of the word emerged that captures the essence of what I believe makes a great user experience designer.
By this definition, a flâneur is more than just an aimless wanderer. The flâneur’s mind in always in a state of observation. He or she connects the dots through each experience and encounter that comes his or her way. The flâneur is in constant awe of his surroundings. In the article “In Search Of Serendipity” for The Economist’s Intelligent Life Magazine, Ian Leslie writes that a flâneur is someone who “wanders the streets with purpose, but without a map.”
I rather like that image, “wanders the streets with purpose, but without a map.”
I always start the day with things I would like to blog about but some (most?) days the keyboard just gets away from me.
I haven’t kept score but my gut feeling is that I have discovered more things while looking for something else than following a straight and narrow path.
You?
(See Sarah’s post for the qualities needed to have a prepared mind.)
Posted in Interface Research/Design, Usability | No Comments »
Thursday, December 6th, 2012
How we read, not what we read, may be contributing to our information overload by Justin Ellis.
From the post:
Every day, a new app or service arrives with the promise of helping people cut down on the flood of information they receive. It’s the natural result of living in a time when an ever-increasing number of news providers push a constant stream of headlines at us every day.
But what if it’s the ways we choose to read the news — not the glut of news providers — that make us feel overwhelmed? An interesting new study out of the University of Texas looks at the factors that contribute to the concept of information overload, and found that, for some people, the platform on which news is being consumed can make all the difference between whether you feel overwhelmed.
The study, “News and the Overloaded Consumer: Factors Influencing Information Overload Among News Consumers” was conducted by Avery Holton and Iris Chyi. They surveyed more than 750 adults on their digital consumption habits and perceptions of information overload. On the central question of whether they feel overloaded with the amount of news available, 27 percent said “not at all”; everyone else reported some degree of overloaded.
The results imply that the more constrained the platform for delivery of content, the less overwhelmed users feel. Reading news on a cell phone for example. The links and videos on Facebook being at the other extreme.
Which makes me curious about information interfaces in general and topic map interfaces in particular.
Does the traditional topic map interface (think Omnigator) contribute to a feeling of information overload?
If so, how would you alter that display to offer the user less information by default but allow its expansion upon request?
Compare to a book index, which offers sparse information on a subject, that can be expanded by following a pointer to fuller treatment of a subject.
I don’t think replicating a print index with hyperlinks in place of traditional references is the best solution but it might be a starting place for consideration.
Posted in Indexing, Information Overload, Interface Research/Design, Usability, Users | No Comments »
Sunday, December 2nd, 2012
Listen to Your Stakeholders : Sowing seeds for future research by Tomer Sharon.
From the post:
If I needed to summarize this article in one sentence, I’d say: “Shut up, listen, and then start talking.”
User experience practitioners who are also excellent interviewers know that listening is a key aspect of a successful interview. By keeping your mouth shut you reduce the risk of verbal foibles and are in a better position to absorb information. When you are concentrated in absorbing information, you can then begin to identify research opportunities and effectively sow seeds for future research.
When you discuss future UX research with your stakeholders you want to collect pure, unbiased data and turn it into useful information that will help you pitch and get buy-in for future research activities. As in end-user interviews, stakeholder interviews a word, a gesture, or even a blink or a certain body posture can bias an interviewee and add flaws to data you collect. Let’s discuss several aspects of listening to your stakeholders when you talk with them about UX research. You will quickly see how these are similar to techniques you apply when interviewing users.
Stakeholders are our clients, whether internal or external to our organization. These are people who need to believe in what we do so they will act on research results and fund future research. We all have a stake in product development. They have a stake in UX research.
Tomer’s advice doesn’t require hardware or software. It does require wetware and some social interaction skills.
If you are successful with the repeated phrase technique, ping me. (“These aren’t the droids you are looking for.”) I have a phrase for them that starts with a routing number.
Posted in Design, Interface Research/Design, Usability, Use Cases, Users | No Comments »
Wednesday, November 28th, 2012
Announcing our public launch
From the post:
Last week, we announced our $1.8 million fundraising. For those of you who follow big data startups, our blog post probably felt…underwhelming. Startups typically come out and make a huge publicity splash, jam-packed with buzzwords and vision galore. While we feel very fortunate to have what we need to help us grow, we know that VC funding is merely a means, and not an end.
But now you get to see us get really excited, because Mortar’s Hadoop PaaS and open source framework for big data is now publicly available. This means if you want to try it, you can activate your trial right now on our site without having to talk to anyone (unless you want to!).
You can get started on Mortar using Web Projects (using Mortar entirely online through the browser) or Git Projects (using Mortar locally on your own machine with the Mortar development framework). You can see more info about both here.
All trial accounts come with our full Hadoop PaaS, unlimited use of the Mortar framework, our site, and dev tools, and 10 free Hadoop node-hours. (You can get another 15 free node-hours per month and additional support at no cost by simply adding your credit card to the account.)
Mortar accepts PIG scripts and “real Python.” So you can use your favourite Python libraries with Hadoop.
I don’t know if there is any truth to the rumor that Mortar supports Python because Lars Marius Garshol and Steve Newcomb use it. So don’t ask me.
I first saw this in a tweet by David Fauth.
Posted in Hadoop, Mortar, Usability | No Comments »
Monday, November 26th, 2012
UILLD 2013: Workshop on User interaction built on library linked data (UILLD) Pre-conference to the 79th World Library and Information Conference, Jurong Regional Library, Singapore.
Important Dates:
Paper submission deadline: February 28, 2013
Acceptance notification: May 15, 2013
Camera-ready versions of accepted papers: June 30, 2013
Workshop date: August 16, 2013
From the webpage:
The quantity of Linked Data published by libraries is increasing dramatically: Following the lead of the National Library of Sweden (2008), several libraries and library networks have begun to publish authority files and bibliographic information as linked (open) data. However, applications that consume this data are not yet widespread. Particularly, there is a lack of methods for integration of Linked Data from multiple sources and its presentation in appropriate end user interfaces. Existing services tend to build on one or two well integrated datasets – often from the same data supplier – and do not actively use the links provided to other datasets within or outside of the library or cultural heritage sector to provide a better user experience.
CALL FOR PAPERS
The main objective of this workshop/pre-conference is to provide a platform for discussion of deployed services, concepts, and approaches for consuming Linked Data from libraries and other cultural heritage institutions. Special attention will be given to papers presenting working end user interfaces using Linked Data from both cultural heritage institutions (including libraries) and other datasets.
For further information about the workshop, please contact the workshops chairs at uilld2013@gmail.com
In connection with this workshop, see also: IFLA World Library and Information Congress 79th IFLA General Conference and Assembly.
I first saw this in a tweet by Ivan Herman.
Posted in Interface Research/Design, Library, Linked Data, Usability, Users | No Comments »
Sunday, November 25th, 2012
Designing for Consumer Search Behaviour by Tony Russell-Rose.
From the post:
A short while ago I posted the slides to my talk at HCIR 2012 on Designing for Consumer Search Behaviour. Finally, as promised, here is the associated paper, which is co-authored with Stephann Makri (and is available as a pdf in the proceedings). This paper takes the ideas and concepts introduced in A Model of Consumer Search Behaviour and explores their practical design implications. As always, comments and feedback welcome
ABSTRACT
In order to design better search experiences, we need to understand the complexities of human information-seeking behaviour. In this paper, we propose a model of information behavior based on the needs of users of consumer-oriented websites and search applications. The model consists of a set of search modes users employ to satisfy their information search and discovery goals. We present design suggestions for how each of these modes can be supported in existing interactive systems, focusing in particular on those that have been supported in interesting or novel ways.
Tony uses nine (9) categories to classify consumer search behavior:
1. Locate….
2. Verify….
3. Monitor….
4. Compare….
5. Comprehend….
6. Explore….
7. Analyze….
8. Evaluate….
9. Synthesize….
The details will help you be a better search interface designer so see Tony’s post for the details on each category.
My point is that his nine categories are based on observation of and research on, consumer behaviour. A descriptive approach to consumer search behaviour. Not a prescriptive approach to consumer search behaviour.
In some ideal world, perhaps consumers would understand why X is a better approach to Y, but attracting users is done in present world, not an ideal one.
Think of it this way:
Every time an interface requires training of or explanation to a consumer, you have lost a percentage of the potential audience share. Some you may recover but a certain percentage is lost forever.
Ready to go through your latest interface, pencil and paper in hand to add up the training/explanation points?
Posted in Interface Research/Design, Search Behavior, Usability, Users | No Comments »
Sunday, November 18th, 2012
Level Up: Study Reveals Keys to Gamer Loyalty
For topic maps that aspire to be common meeting places, there are a number of lessons in this study. The study is forthcoming but quoting from the news coverage:
One strategy found that giving players more control and ownership of their character increased loyalty. The second strategy showed that gamers who played cooperatively and worked with other gamers in “guilds” built loyalty and social identity.
“To build a player’s feeling of ownership towards its character, game makers should provide equal opportunities for any character to win a battle,” says Sanders. “They should also build more selective or elaborate chat rooms and guild features to help players socialize.”
In an MMORPG, players share experiences, earn rewards and interact with others in an online world that is ever-present. It’s known as a “persistent-state-world” because even when a gamer is not playing, millions of others around the globe are.
Some MMORPGs operate on a subscription model where gamers pay a monthly fee to access the game world, while others use the free-to-play model where access to the game is free but may feature advertising, additional content through a paid subscription or optional purchases of in-game items or currency.
The average MMORPG gamer spends 22 hours per week playing.
Research on loyalty has found that increasing customer retention by as little as 5 percent can increase profits by 25 to 95 percent, Sanders points out.
So, how would you like to have people paying to use your topic map site 22 hours per week?
There are challenges in adapting these strategies to a topic map context but that would be your value-add.
I first saw this at ScienceDaily.
The study will be published in the International Journal of Electronic Commerce.
That link is: http://www.ijec-web.org/. For the benefit of ScienceDaily and the University of Buffalo.
Either they were unable to find that link or are unfamiliar with the practice of placing hyperlinks in HTML texts to aid readers in locating additional resources.
Posted in Interface Research/Design, Marketing, Usability, Users | No Comments »
Thursday, November 15th, 2012
Five User Experience Lessons from Tom Hanks by Steve Tengler.
From the post:
Some of you might work for companies that have not figured it out. They might still be pondering, “Why should we care about user experience?” Maybe they don’t care at all. Maybe they’ve lucked into a strange vortex where customers are accepting of unpleasant interactions and misguided designs.
If you’re that lucky, stop reading this article and go buy a lottery ticket. If, on the other hand, you work at any company with a product, website, or application within which a customer might fail or succeed, you should pause to understand how the strategic failings of some (e.g. Research In Motion, Yahoo, or Sony) caused them to be leapfrogged by the vision of others (e.g. Apple, Google).
But delineating the underpinnings of user experience clearly for everyone is not an easy task. There are algorithms, axioms, and antonyms abound. My frequent reference-point is pop culture; something to which folks can relate. I’ve already touched on UX lessons from Tom Cruise and Johnny Depp, but a thirsty person crawling through the desert of knowledge needs more than two swigs, so today’s user experience lessons are five taken from the cannon of Tom Hanks.
Another touchdown by Steve Tengler!
I have seen at least some of the movies (the older ones) that he mentions but his creativity in relating them to UI design is amazing.
I will have to comment and suggest he post lessons based on Kim Kardashian.
Posted in Interface Research/Design, Usability, Users | No Comments »