All posts from
January 2011

UX, Design, and Food on the Table

“In this case study, Laura Klein takes us inside the design process in a real live startup. (…) Interactive prototypes and iterative testing let you improve the design quickly before you ever get to the coding stage. Targeting only the confusing parts of the interface for redesign reduces the number of things you need to rebuild and helps make both design and development faster. Lean design is about improving the user experience iteratively! Fixing the biggest user problems first means getting an improved experience to users quickly and optimizing later based on feedback and metrics.” (Eric Ries ~ Startup Lessons Learned)

What is Intelligent Content?

“(…) is content which is not limited to one purpose, technology or output. It’s content that is structurally rich and semantically aware, and is therefore discoverable, reusable, reconfigurable and adaptable. It’s content that helps you and your customers get the job done. It’s content that works for you and it’s limited only by your imagination.” (Ann Rockley ~ The Content Wrangler)

The Form of Facts and Figures

“The topic of my Master thesis project is the development of a design pattern taxonomy for data visualization and information design. In its core, the project consists of a collection of 55 design patterns that describe the functional aspects of graphic components for the display, behavior and user interaction of complex infographics. The thesis is available in the form of a 200-page book that additionally includes a profound historical record of information design as well as an introduction into the research field of design patterns.” (Christian Behrens)

Pragmatic Personas

“Knowing who will use your software is important to the software development process. Having the end user in mind helps you develop features that fit the user’s needs. And, figuring out your end user, as Jeff Patton reveals, is indeed easy. In this column, Jeff details stereotypes to avoid, questions to ask, and how to implement this pragmatic persona in your development process.” (Jeff Patton ~ StickyMinds)

Developing Your Interviewing Skills, Part I: Preparing for an interview

“Bad interviews can result in missing data, incomplete detail, misleading results, partial insights, and lost opportunities. Your reports, presentations, and recommendations document what you’ve learned from your research and the decisions you’ve made based on it, so you need to ensure your research is the best it can be—that you get good interviews.” (Mia Northrop ~ UXmatters)

Designing for the Mobile Web: Special Considerations

“(…) I’ll cover design for complex contexts of use in my discussion of constraints on mobile Web sites. In practice, being aware of these constraints lets us approach these problems with caution and come up with better design solutions for mobile devices. Based on my analysis of more than 20 mobile Web sites, I’ll point out some ways of working within these constraints.” (Shanshan Ma ~ UXmatters)

Barriers to Holistic Design Solutions

“Face it, most UX design work consists of incremental improvements over the previous version of a product, and we rarely get to design holistic solutions that elegantly meet the needs of our target audience across systems, services, and devices—or wherever such needs crop up. Further, time-to-market pressures and narrow, predefined solution spaces usually constrain the occasional opportunities we may get to design a first-release product. This leaves so many UX professionals dissatisfied, because they know they could have done a better job or, worse, they may even have envisioned exactly how their design could have been better, only to find insurmountable barriers to their vision’s ever seeing the light of day.” (Christian Rohrer ~ UXmatters)

Content Strategy Design Patterns

“A content strategy plans the full lifecycle of content: how it will be created, delivered, maintained and archived or destroyed. This project focuses on web content: all forms of digital language and media found on websites. As an integral part of User Experience, web content strategy must take account of search engine optimization, user interface design, user needs, business needs, and other aspects of online strategy. (…) To paraphrase IAWiki, “Design Patterns are solutions to common problems. As problems arise in a community and are resolved, common solutions often spontaneously emerge. Eventually the best of these self-identify and become refined until they reach the status of a Design Pattern.” (Contentini)

All about UX: Information for user experience professionals

“This is an independent site to share and, one day, also collect information about user experience. There has been an active group of researchers collecting user experience evaluation methods, frameworks, and definitions for several years now. We promised to bring the results back to the people who have helped us in this work. Finally, we are able to share the results! We are aware of the immaturity of this site on the day of its birth, but the site is supposed to grow as more information reaches the maturity level high enough for publishing. It is great to get the existing information online now.” (About AllAboutUX)

User Testing with Kids: Lessons from the Field

“At a project’s start, the possibilities are endless. That clean slate is both lovely and terrifying. As designers, we begin by filling space with temporary messes and uncertain experiments. We make a thousand tiny decisions quickly, trying to shape a message that will resonate with our audience. Then in the middle of a flow, we must stop and share our unfinished work with colleagues or clients. This typical halt in the creative process begs the question: What does the critique do for the design and the rest of the project? Do critiques really help and are they necessary? If so, how do we use this feedback to improve our creative output?” (Gabriel Adauto and Jacob Klein ~ d.news)

Design Criticism and the Creative Process

“At a project’s start, the possibilities are endless. That clean slate is both lovely and terrifying. As designers, we begin by filling space with temporary messes and uncertain experiments. We make a thousand tiny decisions quickly, trying to shape a message that will resonate with our audience. Then in the middle of a flow, we must stop and share our unfinished work with colleagues or clients. This typical halt in the creative process begs the question: What does the critique do for the design and the rest of the project? Do critiques really help and are they necessary? If so, how do we use this feedback to improve our creative output?” (Cassie McDaniel ~ A List Apart)

The Dark Side of Usability

“By crafting simple and user-friendly interfaces we relieve our users of the need to think – or more accurately, to think about the more trivial and mechanical parts of the task, things which can be outsourced to the machine. But by doing so we are at risk of indadvertedly surrendering more than we planned for, as we are lured into thinking that interface will do our work for us—and so we spend less time thinking about the problem, less time planning.” (Dmitry Fadeyev ~ Usability Post)