Improving Interface Design - part 2


Improving Interface Design - part 2

 

http://tinyurl.com/2d2t33 80 Christopher Alexander So it is inevitable that as the work of building passes into the hands of specialists, the patterns which they use become more and more banal, more willful, and less anchored in reality. ? ? The Timeless Way of Building 81 http://headrush.typepad.com/creating_passionate_users/2005/09/conversational_.html 82 83 84 Web Visions Portland, OR | May 3rd, 2007 Cut Features (and ignore the darned competition.) 85 7 85 86 87 Paul Graham A few years ago I read an article in which a car magazine modified the ?sports? model of some production car to get the fastest possible standing quarter mile. You know how they did it? They cut off all the crap the manufacturer had bolted onto the car to make it look fast. ? ? Foreword from Founders at Work 88 89 Steve Jobs [Innovation] comes from saying no to 1,000 things to make sure we don?t get on the wrong track or try to do too much. We?re always thinking about new markets we could enter, but it?s only by saying no that you can concentrate on the things that are really important. ? ? 90 Kathy Sierra Give users what they actually want, not what they say they want. And whatever you do, don?t give them new features just because your competitors have them! ? ? 91 http://en.wikipedia.org/wiki/New_Coke 92 93 Getting Real We kept the tool clean and uncluttered by letting people get creative. People figured out how to solve issues on their own. ? ? http://gettingreal.37signals.com/ch05_Human_Solutions.php 94 95 96 97 Hans Hofmann The ability to simplify means to eliminate the unnecessary so that the necessary may speak. ? ? 98 99 100 101 Jakob Nielsen (http://www.useit.com/alertbox/progressive-disclosure.html) Progressive disclosure defers advanced or rarely used features to a secondary screen, making applications easier to learn and less error-prone. ? ? 102 103 http://www.basecamphq.com 104 105 106 Occam?s razor Entities should not be multiplied beyond necessity. 107 http://threadless.com 108 Charles Mingus Making the simple complicated is commonplace; making the complicated simple, awesomely simple, that?s creativity. ? ? 109 110 111 112 http://writeboard.com 113 Web Visions Portland, OR | May 3rd, 2007 Deliver the Basics Enough with the AJAX and superfluous visual effects. 114 8 114 Jakob Nielsen Clear content, simple navigation, and answers to customer questions have the biggest impact on business value. Advanced technology matters much less. ? ? http://www.useit.com/alertbox/design_priorities.html 115 116 Joe Dolson Validation, by itself, should never be considered as a primary signifier concerning the quality or accessibility of a website. http://www.joedolson.com/articles/2007/01/beyond-validation/ ? ? 117 Jeremy Keith From now on, instead of talking about making a site accessible, I?m going to talk about keeping a site accessible. http://adactio.com/journal/1224 ? ? 118 Getting Real Copywriting is interface design. ? ? http://gettingreal.37signals.com/ch9_Copywriting_is_Interface_Design.php 119 http://blinksale.com 120 If it needs instructions, there?s room for improvement. ? ? 121 http://www.cameronmoll.com/archives/001266.html 122 http://blinksale.com 123 Principle of Least Astonishment When two elements of an interface conflict or are ambiguous, the behavior should be that which will least surprise the human user or programmer at the time the conflict arises, because the least surprising behavior will usually be the correct one. 124 http://virb.com 125 Iam Malcom Yeah, but your scientists were so preoccupied with whether they could, they didn?t stop to think if they should. ? ? Jurassic Park, 1993 126 http://www.tailshq.com 127 Web Visions Portland, OR | May 3rd, 2007 Balance Context & Consistency Balance the need for consistency with the need for context. 128 9 128 Jakob?s Law of the Internet User Experience Jakob Nielsen Users spend most of their time on other sites. 129 http://developer.yahoo.com/patterns/ 130 Ethnography http://en.wikipedia.org/wiki/Ethnography A system?s properties cannot necessarily be accurately understood independent of each other. 131 http://www.basecamphq.com 132 Larry Marine Things that look different should act different. Thinks that look the same should act the same. ? ? 133 134 Context Sensitive Pre-Order Purchase 134 http://threadless.com 135 https://www.google.com/analytics/ 136 http://measuremap.com 137 138 139 http://simplelog.net 140 http://simplelog.net 141 http://www.boxesandarrows.com/view/ambient_signifi 142 http://amazon.com 143 http://highrisehq.com 144 http://highrisehq.com 145 146 147 148 149 150 151 152 http://worrydream.com/MagicInk/#p98 153 http://worrydream.com/MagicInk/#p98 154 Web Visions Portland, OR | May 3rd, 2007 Fail Fast. Iterate. Explore. This isn?t construction or rocket science. 155 10 155 H. L. Mencken For every complex problem there is a solution that is simple, neat and wrong. ? ? 156 http://www.37signals.com/svn/archives2/the_long_road_to_simple_creating_debating_and_iterating_add_an_event.php 157 Lead Designer at Netflix We make a lot of this stuff up as we go along. I?m serious. We don?t assume anything works and we don?t like to make predictions without real-world tests. Predictions color our thinking. So, we continually make this up as we go along, keeping what works and throwing away what doesn?t. We?ve found that we about 90% of it doesn?t work. http://www.uie.com/articles/fast_iterations/ ? ? 158 http://en.wikipedia.org/wiki/Punch_cards 159 Winston Churchill However beautiful the strategy, you should occasionally look at the results. ? ? 160 http://en.wikipedia.org/wiki/Waterfall_process 161 162 Thomas Edison Genius is 1% inspiration and 99% perspiration. ? ? 163 http://www.lifeclever.com/2007/01/23/what-50-pounds-of-clay-can-teach-you-about-design/ 164 165 166 167 http://worrydream.com/MagicInk/#p228 168 http://worrydream.com/MagicInk/#p228 169 Marisa Mayer Vice President for Search Products and User Experience at Google Since only 1 in every 5 to 10 ideas work out, the strategy of constraining how quickly ideas must be proven allows us to try out more ideas faster, increasing our odds of success. http://www.uie.com/articles/fast_iterations/ ? ? 170 http://gettingreal.37signals.com 171 In Summary... 1. Understand Design 2. Cultivate the Culture 3. Think Critically 4. Ignore Users 5. Document & Code Better 6. Avoid Specialization 7. Cut Features 8. Deliver the Basics 9. Balance Context & Consistency 10. Fail Fast. Iterate. Explore. 172 Thank You Garrett Dimon http://garrettdimon.com/pages/improving_interface_design 173

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Auteur:Garret Dimon
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