Improving Interface Design - part 1

Improving Interface Design - part 1


Improving Interface Design Web Visions Portland, OR | May 3rd, 2007 1 Jakob Nielsen A field study identified twenty-two ways that automated hospital systems can result in the wrong medication being dispensed to patients. Most of these flaws are classic usability problems that have been understood for decades. ? ? 2 Roger Martin A reliable process--which tends to attract folks in finance, engineering, and operations--produces a predictable result time and again. This is business as algorithm: quantifiable, measurable, and provable. ? ? 3 Roger Martin A valid process, on the other hand, flows from designers? deep understanding of both user and context, and leads them to ideas they believe in but can?t prove. They work in a world of variables: the unpredictable, the visual, the experimental. ? ? 4 Roger Martin The challenge is to manage the chronic push and pull between a value system premised on what?s valid and one based on what?s reliable. ? ? 5 User Experience Usability Design (Visual & UI) Project Mgmt. AJAX (JavaScript) Back-End Information Architecture Account Mgmt. Flash Programming APIs Packaged Solutions Interaction Design Content User Research Design Deliverables Business Intelligence Problem Framing Requirements Gathering / Research DOM Scripting Accessibility CSS Front-End Development User Agents Markup e "Universe" of User Experience Designing the Experience Managing the Project Defining the Problem Architecting the Technology Delivering the Experience Prototyping Creative inking 6 We need to be somewhere in here. Logic Gut Feel Lots of Bad Ideas Out Here We feel safer here. 7 Web Visions Portland, OR | May 3rd, 2007 Understand Design Design is NOT about decoration. It?s about communication and problem solving. 8 1 8 Steve Jobs Design is not just what it looks like and feels like. Design is how it works. ? ? 9 10 11 12 13 Jeff Veen I?ve been amazed at how often those outside the discipline of design assume that what designers do is decoration. Good design is problem solving. ? ? 14 15 Bob Baxley Like all forms of design, visual design is about problem solving, not about personal preference or unsupported opinion. ? ? 16 17 18 Components of Usability ( Learnability. How easy is it to accomplish basic tasks on the first encounter of an interface? Efficiency. Once users are familiar with the interface, how quickly can they perform tasks? Memorability. When users return after a period of not using the interface, how easily can they reestablish proficiency? Errors. How many errors do users make, how severe are the errors, and how easily can they recover? Satisfaction. How pleasant is it to use the interface? 19 Smallest Effective Difference Edward Tufte Make all visual distinctions as subtle as possible, but still clear and effective. 20 21 Charles Eames The details are not the details. They make the design. ? ? 22 23 24 25 26 27 Web Visions Portland, OR | May 3rd, 2007 External Inspiration History, art, other mediums, other professions. Find beauty in everything. 28 28 29 30 31 32 33 34 35 Don Norman The field of usability design takes root in the cognitive sciences -- a combination of psychology, computer science, human factors, and engineering. These are all analytical fields. The discipline prides itself on its scientific basis and experimental rigor. The hidden danger is to neglect areas that are not easily addressed in the framework of science and engineering. ? ? 36 Web Visions Portland, OR | May 3rd, 2007 Cultivate the Culture Lipstick on a pig doesn?t cut it. 37 2 37 Conway?s Law It is a consequence of the fact that two software modules A and B cannot interface correctly with each other unless the design and implementer of A communicates with the designer and implementer of B. Thus the interface structure of a software system necessarily will show a congruence with the social structure of the organization that produced it. 38 39 Benjamin Franklin The definition of insanity is doing the same thing over and over again and expecting different results. ? ? 40 41 Khoi Vinh Design groups really need a strong, diplomatic leader who can help engender a climate for good design. ? ? 42 Web Visions Portland, OR | May 3rd, 2007 Think Critically If the question is wrong, the answer is irrelevant. 43 3 43 Bertrand Russell The greatest challenge to any thinker is stating the problem in a way that will allow a solution. ? ? 44 + 45 Courtesy of Cameron Moll 46 Courtesy of Cameron Moll 47 Courtesy of Cameron Moll 47 Jack Welch Too Often we measure everything and understand nothing. ? ? 48 49 Benjamin Disraeli There are three kinds of lies: lies, damned lies, and statistics. Popularized in the U.S. by Mark Twain ? ? 50 Web Visions Portland, OR | May 3rd, 2007 Ignore Users We have to look beyond what people say and understand their real needs. 51 4 51 Jakob Nielsen To design an easy-to-use interface, pay attention to what users do, not what they say. Self-reported claims are unreliable, as are user speculations about future behavior. ? ? 52 53 54 Sidney Deane Look man. You can listen to Jimi, but you can?t hear him. There?s a difference man. Just because you?re listening to him doesn?t mean you?re hearing him. ? ? White Men Can?t Jump, 1992 55 56 Steve Jobs It?s really hard to design products by focus groups. A lot of times, people don?t know what they want until you show it to them. ? ? 57 Web Visions Portland, OR | May 3rd, 2007 Document & Code Better Current state of traditional and expected documentation is atrocious. 58 5 58 59 60 1. User enters the building 1.1 User opens door. (See Misc-01) 1.2 User walks through door. 1.3 User closes door. 2. User leaves the building. 2.1 User opens door. 2.2 User walks through door. 2.3 User closes door. Misc-01 Outside doors should open inwards and the knob should be placed towards the outer edge of the door about waist high. The doors should be 7?2? tall and 3? wide. 61 62 63 Getting Real No matter how much you plan you?re likely to get half wrong anyway. So don?t do the ?paralysis through analysis? thing. That only slows progress and saps morale. Getting Real ? ? 64 65 Getting Real The same way you should regularly put aside some of your income for taxes, regularly put aside some time to pay off your code and design debt. If you don?t, you?ll just be paying interest (fixing hacks) instead of paying down the principal (and moving forward). ? ? 66 67 68 <script type="text/javascript" language="javascript"> document.write("<a href=\"javascript:salesWindow();\" onclick= \"resetTimer()\" onFocus='javascript:window.status=\"Get a higher return plus penalty-free withdrawals. 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Learn more &gt;&gt; Selecting this link will open a new browser window." border="0" ></a> </noscript> 69 <a href="..."> <img src="..." alt="Get a higher return plus penalty-free withdrawals. Learn More."> </a> 70 <a id="promotion" href= "..."> Get a higher return plus <strong>penalty-free withdrawals.<span>Learn more</span></ strong> </a> 71 <a id="promotion" href="..."> Get a higher return plus <strong> penalty-free withdrawals.<span>Learn more</span></strong> </a> 72 Web Visions Portland, OR | May 3rd, 2007 Avoid Specialization Use specialists for special things. 73 6 73 Getting Real Too many companies separate design, development, copywriting, support, and marketing into different silos. While specialization has its advantages, it also creates a situation where staffers see just their own little world instead of the entire context... ? ? 74 A Bridge River B 75 Bridge River A B C 76 77 78 Peter Morville The design of good houses requires an understanding of both the construction materials and the behavior of real humans. ? ? 79


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Auteur:Garret Dimon
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