Что я понял на London usability-week 2011 и как нам это поможет
1. Что я понял на usability-
week и как нам это
поможет
best practice
2. Building power
• give facts, not emotion
• translate your numbers into their numbers
• convert results into benefits
3. Henry Dreyfuss,
Industrial designer
• Design is a process — an intimate
collaboration between engineers,
designers, clients
4. Counterpoint
technique
• designers stay one and only one step ahead
of the engineers
5. New features
• don’t just tack on new feature
• part of the price of a new feature is the
time to integrate it properly
6. Quality Assurance
• provide HCI checklists
• ensure HCI bugs are flagged as real bugs
• put aside a percentage of time & money for
fixing the old
7. Tool-tips
• teach them only when the need it
• teach them only if the need it
• track lessons learned, so not repeated
8. Where to concentrate
• New trend: Lower overall quality but raise
user-experience quality
• Examples:
• mp3 vs audio-dvd
• You-tube vs HDTV
• Wii vs Playstation and Xbox
• Drone vs $350 million fighter jet
9. Too rich
• app doesn't track user tasks — all tools
always available to user
• unsupported belief that these tools are
quicker than menu bar
• just-right: Google, Amazon
10. Embrace new context
• Accelerate progress with new, clear,
simplified way of looking at the world
• Clinging to old ways in changing conditions
will only retard progress
• It took Microsoft 20 years to copy the Mac
because, fundamentally, they “just didn’t get
it”
11. Create shared context
• brainstorming: keep it small, make it user-
centric, engineers can’t say “it’s impossible”
• funnel method: start general — end specific
• make rich notes filling the walls, avoid
electronic white-boards
12. Sources of noise and
low signal
• instruction for future tasks
• graphics
• advertising
• branding
• confusing layout
• missing information
• ambiguous information
13. Guidelines for high s/n
ratio on web
• offer full instruction for only the immediate task
• remove all tools not needed for the immediate task
• only necessary graphic
• limit and separate advertising
• beware of branding overload: first user success than
branding
• use writer
• test, test, test
15. Promote your designs
• Yes, your work is wonderful, but you still
need to “sell” it
• Cover the walls with your work
• Keep everyone in the loop
• work to maintain continuos “buy in”