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A blog about anything my little heart desires

  • Useless Error Message of the Day: 10 June - Public Wifi login

    • 10 Jun 2011
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    • UX Usability Useless Error Message of the Day
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    Sputnik_agent_error

    If you can't provide any useful information about what's happening, at least be amusing. This is just lazy.

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  • Sneaky things you can do to make your designs "Human Centered"

    • 25 Apr 2011
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    • Interaction Design Research UX Usability
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    Saturday I read a fantastic article by Whitney Hess, "You're not a user experience designer if..." (and you should read it too). In it she brings up really excellent points about things that a lot of "UX designers" don't actually do. Things like: talk to users, design in a vacuum, make design decisions based on personal preferences, don't use UX methods, etc.  While I completely agree, and shouted it from the Twitter roof-tops, it was a part at the end that caught my attention and made me decide to write this blog post.

    If you have the title of User Experience Designer and you want to do these things but aren’t being allowed to, don’t stand for it. 

    I've been in that situation. A lot. In fact, it was not being able to do these things as an "interactive designer" or "interactive art director"(titles that I held for the first 4-5 years of my career) that caused me to almost give up on design completely, consequently find this whole thing called "UX Design" and figure out that I was trying to do "UX design" in addition to the graphic and interaction design I was doing. It's because of this that I passionately argue for real UX design. It's also because of this that I've hacked together some covert UX methods that you can use if you're in a situation where you want to do real UX, but can't. 

    First, a disclaimer
    These are, more or less, methods I've used over the last few years when I just couldn't get approval to do real user research or testing. I will never, ever ever ever say these are "good" methods, they're just better than not doing anything. These are in no way "science" and are so far off from pure UX design methods that I'll probably get some nasty emails and comments anyway. Still, as I've been told by multiple people I really respect, "Any research/testing is better than none." 

    Also, I take no responsibility if you get fired because you get caught using these methods. I'm sorry, but it was probably for the best anyway.

    Sneaky things you can do to make your designs "Human Centered"

    Informal happy-hour individual interviews
    Chances are you probably know some people on Twitter/Facebook/LinkedIn/In Real Life that are like your users. (at least in someway) Can't do a real ethnographic study? Can't do formal, structured/semi-structured interviews even over the phone? It's time to head to the bar! Pick a few people and a few days, and individually take them out for a drink, preferably someplace where the music isn't too loud. Bring a notebook (or use an audio recorder if you can get away with it) and ask them questions. Ask them their opinions. TALK TO THEM. Try not to drink too much (at least until you're done.) The beauty of this is two fold. First, your participant's incentive is built in. Secondly, you can often times get a 2nd informal interview with someone that is in the bar who overhears you. Is there a sampling bias? OH YEAH, but if they pass your screening criteria take what you can get. More data is better than less in these situations.

    Surveymonkey after-hours survey
    Surveys are great, because they can kinda run themselves now thanks to the internet, all you have to do is write them. They're also great because you can get a 10 question survey with up to 100 responses per month for FREE, which means this one isn't actually going to cost you anything. (No this isn't a paid endorsement) 100 responses is good for 90% confidence (p=0.1) just FYI, so your results will actually have some statistical validity too! (assuming your questions are good)

    Diary study with friends or others who will help you
    So you can't go and run a full fledged ethnographic study, if you have really awesome friends who are close to your target user group you can get them to take a cheap notebook to work with them and self-report the things they do/frustrations they have/whatever you need to find out. Is it as good as observing? Nope. You're gonna miss a lot, I'm not going to lie. However, you're not going to miss as much as you would not doing it and just guessing. 

    Informal happy-hour cognitive walkthrough
    This is a lot like the happy hour individual interviews, except you pull some of your coworkers instead. Bring your wires, or comps or whatever you need to test with you, and tell them you want their opinion on them. The key to this one is informal, don't ask for "stories about using X."  This also has the benefit of slowing indoctrinating coworkers into the HCD fold, and slowly changing the culture to be more friendly to all of this stuff. 

    Paper prototyping on coworkers/friends/family/innocent bystanders
    If they're close to your user base, draw them a quick marker comp and ask them to pretend it's your product and perform a task on it. (I've done this on napkins before, which is why it's always good to have at least one sharpie with you at all times.) This is a legit method (maybe the most legit in the list) when you want to quickly confirm a wacky idea without having to spend time doing nice looking wires or comps. I recommend this testing method for anyone working on an early stage of a project. 

    After-hours card sort
    The Internet has made so many things better (like autotuning every sound in nature) including card sorts. Just like the survey, you can run an online card sort and kinda just ignore it except when you're setting it up and analyzing the results. Websort.Net is by far my favorite card sorting tool, and it's totally free. 

    The bottom line
    The real secret is that you can do almost any formal research or testing method informally, under the radar and on the cheap using your social network, assuming you're willing to put in some extra work after-hours. Is it perfect? No. Is it science? Kinda...it's probably got too many confounds to count though. But, it's better than nothing. Unless it's really really small, your network of friends and family online and off probably has at least a semi-representative sample of your user-base. 

    The real question is how to you present your results, or use it to argue your points? If you can get extra points for, "I did user research/testing in my off time" use it like you would if you had been allowed to do it. If not, just credit your awesome rockstar design skills. Say something like "You know, I just really get people" ...and then start looking for a real UX job. 
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  • Reading Recommendations

    • 26 Feb 2011
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    • Design How-to Interaction Design Research UX Usability
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    In the last few weeks I've had a few people ask me if I could recommend any books on design. The short answer is yes I can, but mostly only because I have a thing for books and I can't go into a bookstore without buying at least four, so I just happen to have a lot of books. (Yes, I have read them all, thank you very much.) The reason this is the short answer is because I'm firmly in the camp that to become a designer you simply have to start designing. A lot. A whole lot. It's a very learn by doing skill, even interaction and experience design. However, there are a lot of great books I've read that have added a lot of little interesting tidbits to the experience of just being a designer for years and years, so I thought I'd make that list and share it with anyone who was interested.

    These are by no means the definitive reading list, just what I've read over the the years, or have on my current reading list. I've also thrown in some movies and a couple card decks that I really love. The best advice I can give any designer is the advice given to me during a junior year portfolio review by  John Jay, a creative director from Wieden + Kennedy (I majored in Advertising and Graphic Design for my undergrad, so I had mostly words of wisdom from designers working in advertising) and it is:

    The great ideas are out on the streets, in a club or a bar or a park, not in your office or at your desk. Make sure you get up from your desk every once and a while and experience it.  

    So read some of these books, but then go out and experience the world and find inspiration and solutions to your design problems in those experiences. If you want to be a designer, or you want to be a better designer, just start designing lots of stuff. Practice makes perfect.

    The List

    Interaction/Experience Design
    • The Design of Everyday Things - Norman
    • Designing Interactions - Moggridge
    • Sketching User Experiences - Buxton
    • Emotional Design - Norman
    Design Basics
    • Design Basics - Pentak
    • Graphic Storytelling and Visual Narrative - Eisener (this is technically a book about making comics, but I've found it very helpful to know these concepts designing interactions, because I can use them to help tell other people about my ideas via storyboard)
    Design History
    • History of Modern Design - Raizman (this is a must read in my opinion)
    • Dictionary of Design since 1900 - Julier 
    • Dictionary of Graphic Design and Designers - Livingston
    Design Documentaries
    • Objectified
    • Helvetica
    Graphic Design Quickstarts
    • The Non-designer's design book - Williams
    • The Mac is not a Typewriter - Williams
    • Making and Breaking the Grid - Samara (this is a must have reference if you're doing any visual design)
    • Lettering for Production - Gates (out of print)
    Ad books that could be helpful
    • Hey Whipple Squeeze This - Sullivan
    • Hoopla - CP+B
    • Pick Me - Vonk & Kestin
    Other Fun stuff
    • Art and Copy (movie)
    • Please Exit Through the Giftshop (movie)
    • The Story of Stuff (the 2007 original) (movie)
    • Ideo Method Cards
    • Handbook of Usability Testing - Rubin & Chisnell
    • Mental Notes Cards
    • Control: A History of Behavioral Psychology - Mills
    • Emotions Revealed - Ekman
    • ReInventing Comics - McCloud
    • Comics and Sequential Art - Eisener 
    Books I'm Currently Reading (but can't recommend beyond that because I haven't finished them yet) 
    • Living with Complexity - Norman
    • Unmasking the Face - Friesen
    • Behavioral Analysis and Measurement Methods - Meister
    • Ambient Findability - Morville
    If you have any suggestions (stuff I could add to my currently reading list), leave them in the comments :)
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  • Is your usability accessible?

    • 27 Jul 2010
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    The Americans with Disabilities Act turned 20 years old yesterday, and that fact (thanks NPR!) got me thinking about accessibility in designs. 

    An Accessible After Thought
    My experience as a designer has taught me that accessibility issues don't factor into a lot of UI design decisions (primarily because either the designer doesn't think about them, or someone controlling the money says it's too expensive), or if they do it's after the design is finished and someone talked to a company lawyer. Accessibility is part of a truly user friendly design, and these considerations are just as important as any considerations about wayfinding, visual flow, hot spots, etc that you work though in your initial wire frames, even if what you're designing doesn't have to comply with the ADA.

    Design for the Universe, then they can be your user too
    I was just recently turned on to the idea of "Universal Design." It's not so much a new idea to me as the fact that it had a name was new to me. I love it as a theory. So often we think of things as well designed because they're beautiful, and that's definitely part of it. But beauty is worthless if you can't use the thing. And think about the commercial impacts of creating accessible products that are functional AND beautiful. How many more could you sell? 

    Twenty years after the passage of the ADA, we need to make sure that we as designers (whatever your particular flavor of design happens to be) aren't taking the strides we've made in the last 20 years for granted. Accessibility needs to be at the top of the design considerations list for everything for a design to be truly successful, and for us to keep pushing the limits of good design.  
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  • A quick fix to the iPhone notification system

    • 9 Jul 2010
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    • Proposed Fix UX Usability
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    Before I jump in, yes I realize this is my 4th or 5th post and it's the second one about the damn iPhone. Well, this is mostly because I own an iPhone, and as it's my only phone I use it a lot during the day and I think about ways to fix the annoyances that ultimately come up with it. I have a feeling if I had any other smartphone, I'd be writing similarly about it. Or to put it another way, no I'm not an Apple fan boy.

    My biggest complaint: the iPhone notification system

    This isn't a unique complain about the phone, but it is a big one and one that is easy to fix (or at least I think it is) without having to totally rework Apple's current design thinking. Before I get any nearer a solution, let's review the model I'm complaining about. 

    The iPhone offers notifications via one, all interrupting modal (aka popup) window.  It doesn't matter what kind of notification it is or what application on the phone it's coming from. As the iPhone is essentially a unitasker (this has been discussed many other places, I'll come back and add links soon), this doesn't really feel out of place. Each window contains only one message, and to clear them you have to view them linearly, one at a time. It also interrupts everything else that's going on, unless it's a phone call. It's not great, but Cupertino thinks this is "the best" way to do it, and to some extent they're right. Here's why. 

    The iPhone, at it's core, is a phone. I know, shocking, it's only 5/6 of the products name, but don't feel bad about missing that, almost everyone has. Is it a mobile computing platform? Yes. Is it a media player? Yes. A portable gaming device? Yes. Is it an internet access point? Yes. You know what else does all those things? the iPod touch and the iPad. That functionality is what all the iOS devices share, but the thing that makes the iPhone different is the phone part. Without it, it's just an iPod touch (literally, remove the radios and it's the same damn thing.)

    So, keeping the phone in mind what do you expect your phone to do? It's only job really is to ring when someone calls and then let the magic of telephone communications take place (in this case it has to do with radio waves, but that part of it isn't important.) In fact when it doesn't do that people get mad. If you don't believe me ask someone who spends any time in Manhattan and has an iPhone. But there are times when you don't want it to ring. When you don't want to see SMS messages, foursquare notifications, twitter notifications, or any other push notifications. There are times when you want to put the phone part of the phone on hold. 

    Apple was very smart here, because instead of their usual line of "we know best" they decided that the iPhone wouldn't be smart enough to decide when you didn't want your incoming communications front and center. This makes sense, your game of Plants vs Zombies isn't more important than a call from a family member most of the time. The phone simply just didn't have a way to prioritize it's core function, being a communications device, against everything else it can do. What they failed to do, as they have all across iOS, is let the user tell the iPhone what she wants. 

    The Solution: "iPhone, hold my calls." 

    Just like in the low tech days, when you didn't want to be bothered by the phone you simple made it not ring. This could mean something as simple as telling your assistant to hold you calls (if you're one of those lucky people with an assistant) or it could be as drastic as unplugging the phone from the wall. But you can't unplug you iPhone from the wall. Sure, you can put it in airplane mode, but what if you want to use the GPS? What if you still want the phone to ring, but you don't want all those popup notifications? What if you only want push notifications but not calls or SMS? Enter, Do not Disturb. 

    Add a new panel to the system settings, or a new app, to manage these Do not Disturb states. The light switch style on/off toggles are already a familiar element in the iOS UI. Lets just add 3 more that, when turned on hold your calls/sms/push. "Holding your calls" in this instance would really mean: sending phone calls straight to voicemail (a function that already exists in the OS and is mapped to the hardware lock button), and supressing the popup windows. This would solve the "oh man, I just got a text and it killed ______!" and it would do it in a way that doesn't totally alter the way Apple had envisioned the iPhone.   

    Don't get me wrong. I'd love to see an Android or webOS style notification system come to the iPhone, but I'm not holding my breath. In it's 4th major revision, iOS still doesn't even really support multitasking. The Do not Disturb model might serve as a nice compromise, at least until iOS9. 
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