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Canadian Museum of Human Rights: a global standard for accessibility
"The Canadian Museum of Human Rights (CMHR) in Winnipeg, Manitoba was established by an Act of Parliament in 2008 and opened in September 2014 as one of the world’s most accessible museums"



"The result is an in-gallery experience that champions accessibility and usability as parallel experiences. Exceptional features include 120 Universal Access Points (UAP), which have Braille, tactile numbers and “cane-stop” floor strips to alert visitors that information is available on key exhibit highlights. There is inclusive video and audio, a mobile app and innovations such as an Interactive Universal Keypad (IUK) for those who cannot use a Touch Screen Interface (TSI).

The museum has embedded inclusive design features into more than 100 hours of video with American Sign Language (ASL) and Langue des Signes Québécoise (LSQ) and descriptive audio, which describes what’s happening in a scene as well as reading text that appears on the screen. The keypad, designed by Timpson and tested at OCAD, are located at each TSI interface and have accessible tactile controls, with few buttons for extra simplicity. The voice instructions also work in conjunction with the strict semantic structure of the TSI interface’s content."



"Throughout the design process the museum was able to develop its own standards, which are apparent throughout its 11 galleries and seven theatres. All of the seating in the theatres and exhibits offer a choice of bench seating and seating with backs and arms. As well as this, all of the exhibits adhere to strict graphic standards to ensure content is as accessible as possible. The exhibit fonts were chosen for typographic elements, such as anatomy and letter proportions, which contribute to legibility and clarity. Type sizes and placement were carefully measured and chosen based on probable viewing distances and line of sight for visitors of any physical ability.

Even the finer details such as paragraph alignment and specific line-lengths were studied to help reduce reader fatigue and make the content easier to read. Colour contrast and Light Reflectance Value contrasts were designed to ensure sufficient contrast between the text and background to make text easier to read with different lighting conditions or visual impairments."

[See also: https://humanrights.ca/ ]

[via: https://plus.google.com/u/0/112045150389781152468/posts/JkXHxzyLPS2

"I think I find myself looking to the Canadian Museum of Human Rights at least once each week for inspiration on how to best do inclusive design in museums -- they are definitely the highest standard. If you haven't checked them out yet, I recommend learning more. And see what elements of inclusive design you can begin implementing in your own museum."]
museums  accessibility  canada  humanrights  standards  winnepeg  mnitopa  inclusivity  design  usability  adaptability 
july 2016 by robertogreco
Bite-size pieces
"Over the years I've noticed that just about everyone believes that everyone else uses the web as they do.

People who skim believe everyone else does too. People who skip over ads can't believe anyone looks at, or even clicks on them. People who search can't believe others don't.

It's such an irrational behavior that psychologists should add it to their known list of cognitive biases. I suggest they call it the Malkovich Bias - and define it as "the tendency to believe that everyone uses the web as you do."

The Malkovich Bias is especially prevalent in design and product development processes. It's usually an ugly and frustrating experience. Odds are good that you and your teammates don't use the web in the same way. So you've had conversations like...

"That needs to go above the fold because no one scrolls."

"That's nonsense. People scroll all the time. I do it on Google all the time."

"You might, but 78% of people don't." (I've actually seen someone reference made up stats on numerous occasions).

Rationally we can all accept that people are different and their approaches to the web differ, but that rational thought can be super tough to internalize.

Which is why I love usability testing. Much like traveling in a foreign country, we often witness behavior so counter to our own, that it makes us question our own dogmas. Similarly watching someone use the web in the exact opposite way we do, confronts and shakes our Malcovich Bias.

In a team setting, usability testing shakes the Malkovich Bias in profound ways. User testing shifts the debate. If a team witnesses a user struggle through something, everyone has a shared experience and understanding of that user's experience which serves as the starting point of the discussion and the eventual solution."
design  film  internet  productdesign  psychology  storytelling  difference  ux  ui  usabilitytesting  usability  2010  andresglusman 
february 2016 by robertogreco
Long-Term Exposure to Flat Design: How the Trend Slowly Makes Users Less Efficient
"Summary: Clickable UI elements with absent or weak visual signifiers condition users over time to click and hover uncertainly across pages—reducing efficiency and increasing reliance on contextual cues and immediate click feedback. Young adult users may be better at perceiving subtle clickability clues, but they don’t enjoy click uncertainty any more than other age groups."



"Please don’t think that because your younger users can adapt to poorly designed interfaces you’ve got a blank check to design careless, signifier-free interfaces. When users aren’t sure where they can click, they lose that sense of empowerment that is so critical to a positive experience. They have to slow down to determine where they can go next, which is an unnecessary addition to their cognitive load.

The motivation behind minimalist and flat design was a desire to get the ugly distractions out of the interface, so that the focus is on the content and user tasks. It’s ironic, then, that the misuse of these design styles slows users down by forcing them to think harder about what options are available to them.

This article is the second of two articles on flat design. Read the first article: Flat Design: Its Origins, Its Problems, and Why Flat 2.0 Is Better for Users

(More on the special online behaviors of the Millennial generation and these users’ attitudes toward websites in our full-day course Designing for Millennials. More on signifiers in the full-day course User Interface Principles Every Designer Must Know.)"
ux  flatdesign  usability  design  webdev  webdesign  web  hypertext  navigation  2016 
january 2016 by robertogreco
WhatsApp Is How Facebook Will Dominate the World | WIRED
"HERE IN NORTH America, mobile Internet traffic is dominated by YouTube and Facebook. So says Sandvine, a company with an unusually good view of the world’s Internet activity. YouTube accounts for nearly 20 percent of all mobile traffic, and Facebook tops 16 percent.

This is what you’d expect. Streaming video from a service like YouTube eats up more network bandwidth than any other type of online application, and in recent years, our smartphones and wireless networks have matured to the point where watching video from a handheld device is a common thing. Facebook is a social networking service, and video is now a primary part of the way people use it.

But the situation elsewhere in the world may surprise you. Take Africa, for instance. In terms of mobile traffic, the continent’s most dominant service is a tool that many in the US haven’t even heard of: WhatsApp.

WhatsApp is the smartphone messaging app Facebook bought for about $22 billion last year, and according to Sandvine—which helps big ISPs monitor and manage all the bits moving across their networks—it accounts for nearly 11 percent of all traffic to and from mobile devices in Africa.

This shows just how popular WhatsApp is across the continent, in large part because it lets people exchange texts without paying big fees to carriers. And it shows that people are using the service for more than just texting. Like other messaging services, it’s a way of trading photos and videos, too. And this year, the company expanded the service so it can make Internet phone calls, echoing services like Skype. According to Dan Deeth—the author of a new report from Sandvine on Internet traffic trends—those high traffic numbers reflect a shift towards voice calling as well as photo and video sharing.

“It’s a mix,” he says. “The texting is the smallest part. Once you get into photos and sending videos to each other and voice calling, that’s when traffic really starts to creep up.”

[image]

Differences in Evolution

In a larger sense, this shows that the Internet is evolving differently in the developing world than it has here in the US. Because network and phone technologies aren’t as mature—and because people have less money to spend on tech—low-bandwidth messaging apps like WhatsApp have become a primary gateway onto the Internet as whole. In Africa, web browsing accounts for 22 percent of mobile traffic, about twice as much as WhatsApp. But no other individual service is even close to WhatsApp’s numbers. Not YouTube. Not BitTorrent. Not Facebook."

[via: "On what makes WhatsApp popular in low-income countries. But the piece overlooks stability. http://www.wired.com/2015/12/new-stats-show-whatsapp-is-how-facebook-will-dominate-the-world/ "
https://twitter.com/anxiaostudio/status/674604771177717761

"WhatsApp is stable and useable under very low/mixed bandwidth conditions. Unlike WeChat and Line it works well on small screens too."
https://twitter.com/anxiaostudio/status/674605226914000896

"Examples re WhatsApp: message queuing when you're offline; low bandwidth mode for voice calls (audio compression)" "@anxiaostudio Wow how do they optimize for the low bandwidth conditions?" https://twitter.com/judemwenda/status/674605980634783745 ""
https://twitter.com/anxiaostudio/status/674608959026675713

"The message queue in WhatsApp shouldn't be overlooked. Most messaging apps give you a permanent error when your note doesn't go through."
https://twitter.com/anxiaostudio/status/674609623236673536

"The little clock next to your note is an assurance from WhatsApp: we'll send this as soon as we can (i.e., you have a connection again)"
https://twitter.com/anxiaostudio/status/674609934135263233 ]
whatsapp  2015  facebook  messaging  mobile  phones  stability  bandwidth  usability  ux  applications  smartphones  connectivity  networking  communication  offline  voicecalls  compression  audiocompression 
december 2015 by robertogreco
What we do – Simply Secure
"In brief, we are a service organization. We’re here to help the existing open–source security community do what it does – better. We don’t want to own it, we don’t want to invent it. We believe in collaboration and portable resources, developed with a broad coalition of smart, enthusiastic practitioners.

In the coming months, we’ll be partnering with other groups on on activities such as:

• Researching and developing usability and security auditing practices. How do we measure the two in a single assessment?

• Bringing usable-security researchers from major institutes in contact with secure-software developers, and building an academic practice focused on practical implementation.

• Sponsoring usability studies for major secure-communications tools, and working with designers and developers to act on their findings.

• Convening usability researchers and software developers to identify big problems, and crafting collaborative ideas for solving them.

Ground rules

We work on open source projects.
Security and privacy technologies must be trustworthy; to be trustworthy, they need to be open to scrutiny and validation. At the heart of open source is an openness to this type of scrutiny, and a willingness to work collaboratively to fix problems and improve as a part of earning this trust.

We aim to enable broadly-useful communications technologies.
Usability isn’t just design. It means providing pleasant, workable technology that meets users needs and expectations. We believe that this means allowing users to continue using the platforms and services they’re comfortable with. For this reason, our primary focus will be on technology that secures communication on top of existing platforms and services. How can we encrypt on top of popular name-brand, consumer-facing cloud services?

We commit to running our organization transparently.
We’re working to solve unsolved problems, which means we’ll make mistakes. We believe that our mistakes can be as instructive as our successes, and we commit to being open about both in ways that help the community learn, recycle, and improve on our methodologies."
security  opensource  transparency  technology  usability 
september 2014 by robertogreco
Fast Path to a Great UX - Increased Exposure Hours
"As we've been researching what design teams need to do to create great user experiences, we've stumbled across an interesting finding. It's the closest thing we've found to a silver bullet when it comes to reliably improving the designs teams produce. This solution is so simple that we didn't believe it at first. After all, if it was this easy, why isn't everyone already doing it?

To make sure, we've spent the last few years working directly with teams, showing them what we found and helping them do it themselves. By golly, it actually worked. We were stunned.

The solution? Exposure hours. The number of hours each team member is exposed directly to real users interacting with the team's designs or the team's competitor's designs. There is a direct correlation between this exposure and the improvements we see in the designs that team produces."

[via: http://tinyletter.com/danhon/letters/episode-sixty-we-have-always-been-at-war-our-independence-day-spimes-duh ]
design  research  usability  ux  observation  understanding  empathy  2010  learning  administration  leadership  management  tcsnmy  attention  exposure  exposurehours  organizations  fieldwork  fieldvisits  ethnography  listening  noticing 
april 2014 by robertogreco
Reading Design · An A List Apart Article
"An Entirely Incomplete List of Things a Non–Illiterate Designer Should Know Before Being a Designer:

• That text will inevitably be read before it is looked at

• That words themselves make remarkably effective clip art

• That the self–conscious layering of messages usually subtracts more value than it adds

• That the practical value of white space towers over its value as a design element

• That the deep symbolism of a design decision, referring perhaps to a treasured memory of the designer, is irrelevant to the person attempting to glean something from the work

• That print designers who gauge their work on the screen, and web designers who gauge their work exclusively on their own machines, are arrogant in their disregard

• That the physiobiology of reading is one that demands easy points of exit and entry

• That simply paying attention to the design of type, or distinguishing it as “fine” or “invisible” or “classical” is like making a big deal about putting salt on a boiled egg

• That letters are not pictures of things, but things

• That words are not things, but pictures of things

• That arbitrarily altering (or allowing software to alter) the shapes of letters, and the spacing between letters and words, is done at one’s own risk

• That emphasis comes at a cost

• That overstating the obvious can be effective, but not all the time

• The precise point at which a quantity of information no longer requires assistance to be differentiated from another

• The knowledge to back up design decisions clearly without falling into a fog of hidden meaning, or so–called “creativity”"
deanallen  typography  design  webdesign  alistapart  2010  usability  ux  interactiondesign  graphicdesign  whitespace  reading  howweread  words  letters  webdev 
february 2014 by robertogreco
STET | Attention, rhythm & weight
"For better or worse, we live in a world of media invention. Instead of reusing a stable of forms over and over, it’s not much harder for us to create new ones. Our inventions make it possible to explore the secret shape of our subject material, to coax it into saying more.

These new forms won’t follow the rules of the scroll, the codex, or anything else that came before, but we can certainly learn from them. We can ask questions from a wide range of influences — film, animation, video games, and more. We can harvest what’s still ripe today, and break new ground when necessary.

Let’s begin."

[See also: http://publishingperspectives.com/2013/10/books-in-browsers-iv-why-we-should-not-imitate-snowfall/ and video of Allen's talk at Books in Browsers 2013 (Day 2 Session 1) http://www.ustream.tv/recorded/40164570 ]
allentan  publishing  writing  internet  web  timcarmody  2013  papermodernism  literacy  fluency  intuitiveness  legibility  metaphor  interaction  howweread  howwewrite  communication  multiliteracies  skills  touch  scrolling  snowfall  immersive  focus  distraction  attention  cinema  cinematic  film  flickr  usability  information  historiasextraordinarias  narrative  storytelling  jose-luismoctezuma  text  reading  multimedia  rhythm  pacing  purpose  weight  animation  gamedesign  design  games  gaming  mediainvention  media 
december 2013 by robertogreco
One-handed computing with the iPhone
"The easy single-handed operation of the iPhone1 is not one of its obvious selling points but is one of those little features that grows on you and becomes nearly indispensable. A portable networked computing and gaming device that can be easily operated with one hand can be used in a surprising variety of situations."

[See also: http://kottke.org/13/09/computers-are-for-people ]

[Update: see also (via @ablerism):
"It’s a Man’s Phone: My female hands meant I couldn’t use my Google Nexus to document tear gas misuse"
https://medium.com/technology-and-society/its-a-mans-phone-a26c6bee1b69 ]
computersareforpeople  iphone  usability  accessibility  apple  design  kottke  2009  timcarmody  jasonkottke 
november 2013 by robertogreco
The Pastry Box Project | 12 November 2013, baked by Erin Kissane
"Nothing quite underscores accessibility and usability knowledge like direct experience.

I'm just now creeping back onto the big-screen internet after spending the first six weeks of my daughter's life using only a smartphone to connect, with one free hand at most. Combine that with a slightly bumpy recovery from surgery and all the sleep deprivation you can expect from life with a newborn, and I've had plenty of very recent experience using the web while bleary, impatient, and on a device smaller than my hand. The highlights (and lowlights):

1. If someone in an emergency situation might need to contact you via your website, you need to have your main phone number and physical address (if applicable) in large type near the top of your homepage. Anything else is hostile and irresponsible.

2. Trimming content because you assume mobile users won't need it remains a terrible idea, as Karen McGrane's been telling us for years. Wikipedia, I'm looking at you.

3. Slow load times make me hate you. If I've been staring at my phone for 30 seconds while your site loads bushels of unnecessary files, not only am I going to back out of the site, I'm going to mentally put it on my Google results blacklist. Likewise, if you override my ability to pinch-zoom, use a mobilizer that makes me swipe instead of scrolling, or adds pagination, I will go out of my way to never use your site again.

4. If you sell things online and don't offer Amazon Payments or PayPal as an option, you're losing all the people using small screens who are never going to enter all their shipping and billing info in your tiny form fields with their thumbs.

This is miles away from a comprehensive list of mobile usability problems, but I noticed these again and again, often on the sites of organizations smart enough to know better. Mobile-only internet use is only expanding, and this group of users is much too large to ignore. And don't forget—if you're sufficiently unkind to a multi-device user stuck on a small screen, you may find they avoid you on the desktop as well."
mobile  usability  ux  webdeverinkissane  computersareforpeople  2013  accessibility 
november 2013 by robertogreco
Dark Patterns - User Interfaces Designed to Trick People
"A Dark Pattern is a type of user interface that has been carefully crafted to trick users into doing things, such as buying insurance with their purchase or signing up for recurring bills.

Normally when you think of “bad design”, you think of the creator as being sloppy or lazy but with no ill intent. This type of bad design is known as a “UI anti-pattern” Dark Patterns are different – they are not mistakes, they are carefully crafted with a solid understanding of human psychology, and they do not have the user’s interests in mind.

Watch the slidecast below for details:"
darkpatterns  patterns  ui  usability  design  ux  via:caseygollan  psychology  manipulation  tricks  trickery  illintent  deception 
july 2013 by robertogreco
DrupalCon Portland 2013: DESIGN OPS: A UX WORKFLOW FOR 2013 - YouTube
"Hey, the dev team gets all these cool visual analytics, code metrics, version control, revision tagging, configuration management, continuous integration ... and the UX design team just passes around Photoshop files?

Taking clues from DevOps and Lean UX, "DesignOps" advocates more detailed and durable terminology about the cycle of user research, design and production. DesignOps seeks to first reduce the number of design artifacts, to eliminate the pain of prolonged design decisions. DesignOps assumes that the remaining design artifacts aren't actionable until they are reasonably archived and linked in a coherent way that serves the entire development team.

This talk will introduce the idea of DesignOps with the assumption that the audience has experience with a basic user research cycle — iterative development with any kind of user feedback.

DesignOps is a general approach, intended to help with a broad array of questions from usability testing issues, documentation archiving, production-time stress, and general confusion on your team:

What are the general strategies for managing the UX design process?
How do you incorporate feedback without huge cost?
What happened to that usability test result from last year?
How much space goes between form elements?
Why does the design cycle make me want to drink bleach?
WTF why does our website look like THIS?
* Features turnkey full-stack (Vagrant ) installation of ubuntu with drupal 7 install profile utilizing both php and ruby development tools, with all examples configured for live css compilation"
chrisblow  contradictions  just  simply  must  2013  drupal  drupalcon  designops  fear  ux  terminology  design  audience  experience  shame  usability  usabilitytesting  work  stress  archiving  confusion  relationships  cv  canon  collaboration  howwework  workflow  versioncontrol  versioning  failure  iteration  flickr  tracker  creativecommons  googledrive  tags  tagging  labels  labeling  navigation  urls  spreadsheets  links  permissions  googledocs  timelines  basecamp  cameras  sketching  universal  universality  teamwork  principles  bullshitdetection  users  clients  onlinetoolkit  offtheshelf  tools  readymadetools  readymade  crapdetection  maps  mapping  userexperience  research  designresearch  ethnography  meetup  consulting  consultants  templates  stencils  bootstrap  patterns  patternlibraries  buzzwords  css  sass  databases  compass  webdev  documentation  sharing  backups  maintenance  immediacy  process  decisionmaking  basics  words  filingsystems  systems  writing  facilitation  expression  operations  exoskeletons  clarification  creativity  bots  shellscripts  notes  notetaking  notebo 
may 2013 by robertogreco
Magic Ink: Information Software and the Graphical Interface
"The ubiquity of frustrating, unhelpful software interfaces has motivated decades of research into “Human-Computer Interaction.” In this paper, I suggest that the long-standing focus on “interaction” may be misguided. For a majority subset of software, called “information software,” I argue that interactivity is actually a curse for users and a crutch for designers, and users’ goals can be better satisfied through other means.

#Information software design can be seen as the design of context-sensitive information graphics. I demonstrate the crucial role of information graphic design, and present three approaches to context-sensitivity, of which interactivity is the last resort. After discussing the cultural changes necessary for these design ideas to take root, I address their implementation. I outline a tool which may allow designers to create data-dependent graphics with no engineering assistance, and also outline a platform which may allow an unprecedented level of implicit context-sharing between independent programs. I conclude by asserting that the principles of information software design will become critical as technology improves.

#Although this paper presents a number of concrete design and engineering ideas, the larger intent is to introduce a “unified theory” of information software design, and provide inspiration and direction for progressive designers who suspect that the world of software isn’t as flat as they’ve been told."

[Via: http://www.technologyreview.com/view/514306/yahoos-weather-app-has-no-cool-interactions-and-thats-amazing/ ]

[See also: http://www.theonion.com/articles/internet-users-demand-less-interactivity,30920/ ]
design  interface  software  ui  usability  ux  interaction  interactiondesign  humans  bretvictor  via:johnpavlus  information  technology  infromationsoftware 
april 2013 by robertogreco
Open Dyslexic - Dyslexia Fonts
"Open-Dyslexic is a new open sourced font created to increase readability for readers with dyslexia. The typefaces includes regular, bold, italic and bold-italic styles. It is being updated continually and improved based on input from dyslexic users. There are no restrictions on using OpenDyslexic outside of attribution.

Download the newest package, and additional dyslexia typefaces in the downloads section."

[It's here too: http://www.dafont.com/open-dyslexic.font ]

[Download page, with extensions for Safar and Chrome: http://dyslexicfonts.com/downloads.php ]

[iOS browser: http://itunes.apple.com/app/openweb-dyslexia-friendly/id519348697?mt=8 ]

[via: http://blog.instapaper.com/post/31834532875 ]
browsers  free  opensource  opendyslexic  webdesign  typography  accessibility  usability  dyslexia  fonts  browser  webdev 
september 2012 by robertogreco
You Can’t Start the Revolution from the Country Club. — I.M.H.O. — Medium
"The answer’s simple: In today’s world, where the social web is mainstream, innovating on the core values of tools and technology while ignoring the value of inclusiveness is tantamount to building a gated community. Even with the promise that the less privileged might get a chance to show up later, you’re making a fundamentally unfair system.

Building a social tool for “just us geeks” permanently privileges the few people who get in the door first, which means you’re giving a huge leg up to those who already have a pretty good set of advantages to begin with."

"you can’t fix a broken culture once it’s been set on its way. You can’t take the power of privilege away from those who are gifted with it as a network is born. All you can do is try to distribute that power as broadly as possible early on, while your network is still forming, in order to allow for the serendipity and inclusiveness that will let a piece of technology reach its highest potential."
socialmedia  blogging  usability  opensocial  diaspora  openweb  democratic  democracy  egalitarian  egalitarianism  privilege  inclusiveness  svbtle  medium  tessrinearson  whitneyerinboesel  elitism  whiteflight  exclusion  internet  online  web  gatedcommunities  class  race  anildash  2012  app.net  simplicity  shrequest1 
august 2012 by robertogreco
7 myths about paper prototyping
Myth 1: “I can't draw well enough to create a paper prototype.”

Myth 2: “Wireframes are the same as paper prototypes.”

Myth 3: “I can do it just as well with Visio.”

Myth 4: “Whiteboarding is just as effective.”

Myth 5: “Users behave differently with a paper prototype than with a real system.”

Myth 6: “It looks unprofessional.”

Myth 7: “I can't prototype interactivity.”

[via: http://paige.saez.usesthis.com/ ]
paper  paperprototyping  ui  wireframes  design  webdesign  ux  usability  prototyping  webdev 
july 2012 by robertogreco
Tellart | Experience Design & Engineering
"People don’t interact with computers or devices, they interact with each other and the world around them; a world in which the borders between natural, material and virtual have blurred.

Tellart builds where these borders blur.

As we come to understand that the network isn’t in computers but inside everything we touch, we learn that “form” isn’t what we see, it’s what we use. Every day there’s a new surface to interact with. But, underneath these surfaces lie familiar human needs, desires, habits and hopes.

Emerging technologies aren’t built with the same tools or the same talents we know from the past. We are Tellart: we’re inventors and explorers. We believe the best way to explore an idea is to make it real. We don’t just dream and sketch, we prototype and manufacture. We are in the business of making things real.

For twelve years, Tellart has been building interactive objects and environments that connect to the web.

Twelve years of marketing stunts, building control systems, museum exhibitions, games for health, consumer electronics, and medical simulations. Technologies emerge, and we’ve set out to give them culturally and economically relevant form.

In a small factory in New England, we’ve been housing the brains, hands, and hearts of industrial designers, electrical engineers, graphic designers and software architects. We’ve built our own tools and we use them every day.

We are proud of our clients and partners and the work we’ve done together. Sometimes our work starts with workshops to reveal needs and goals, or to identify potential strategies and tactics. Sometimes we create long-term agreements over years to build out innovative lines of business. But we always share the same goals as our partners: to actually make things that change the way the world thinks and acts.

Tellart starts where you start: with a hunch, an idea, a stray piece of technology, a carefully articulated demand, a broad sense that something is possible if addressed with courage, care, attention, and commitment."

[via: http://twitter.com/moleitau/statuses/225703421397831680 ]
manufacturing  sketching  internetofthings  form  toolmaking  tools  uk  studios  interactive  design  interaction  webdesign  agency  technology  usability  prototyping  making  tellart  iot  webdev 
july 2012 by robertogreco
Nielsen is wrong on mobile | Opinion | .net magazine
"Mobile isn't just 'mobile'. It's also the couch, the kitchen, the three-hour layover, all places where we have time and attention to spare. 42 per cent of mobile users say they use it for entertainment when they're bored. Those aren't 10-second sessions. That means we shouldn't design only for stunted sessions or limited use cases. Nielsen is confusing device context with user intent. All that we can really know about mobile users is that they're on a small screen, and we can't divine user intent from that. Just because I'm on a small screen doesn't mean I'm interested in less content or want to do less. Stripping out content from a mobile website is like a book author stripping out chapters from a paperback just because it's smaller. We use our phones for everything now; there's no such thing as "this is mobile content, and this is not." … Mobile isn't less. In fact, I think the real question is often, "how can I do more on mobile?" Because these devices, despite their smaller size, can do more than desktop. They're full of sensor superpowers. In many cases, there are opportunities to add content and features to mobile experiences, rather than strip them away. The ideal that we should all start with is that we should build a single website and then gradually enhance the experience to adapt to the capabilities of the specific device. With more mobile phones being sold than PCs, with a growing number of people using phones as their exclusive web client, the idea that we should treat the desktop as the 'real' website is simply becoming quaint."
usability  mobile  design  web_design  2012  via:Preoccupations 
april 2012 by robertogreco
BenjaminKeen.com: Responsive Design Test Bookmarklet
"This was inspired by, and based on @lensco's excellent Simple Responsive Design Test Page. It lets you view any webpage in multiple screen sizes, simulating the viewport of different devices. After getting such a positive response to my original post, I thought I'd expand on it a little. Since people are obviously targeting different device screen sizes with their projects, the form below now lets you generate a custom bookmarklet that displays only those device sizes you're interested in.

A big thanks to Alaska Airlines for the delayed flight that made this possible, and the really boring project that I know I should be working on, but can't find the motivation. Urgh."
usability  tools  bookmarklet  webdesign  webdev  responsivedesign  responsivewebdesign 
january 2012 by robertogreco
Use pictures to direct the user’s gaze - The Web Usability Blog
"You can influence where people look<br />
<br />
Photographers know that the eye gaze direction of the person in a picture dictates the eye gaze direction of the person who’s looking at the picture. It’s in just about every book on photography ever published.<br />
<br />
What does this mean for your website?<br />
<br />
If you use pictures of people on your website, make sure they’re looking at something you want your visitors to look at as well."
design  usability  ui  graphicdesign  layout  webdev  photography  eyegaze  webdesign 
august 2011 by robertogreco
The Usability of Passwords (by @baekdal) #tips
"Security companies and IT people constantly tells us that we should use complex and difficult passwords. This is bad advice, because you can actually make usable, easy to remember and highly secure passwords. In fact, usable passwords are often far better than complex ones.<br />
<br />
So let's dive into the world of passwords, and look at what makes a password secure in practical terms."
security  passwords  usability  hacking  web  privacy 
april 2011 by robertogreco
Kid Design - Research>Education>Current Projects
"At the Human Computer Interaction Lab at the University of Maryland we believe that children should have a voice in making new technology for kids. Children's ideas need to be heard throughout the entire technology design process. Therefore, in 1998 we began a unique technology design team.  Seven children, ages seven to eleven, join with researchers from computer science, education, art, robotics, and other disciplines, twice a week. Together we have become an intergenerational, interdisciplinary design team.  The team pursues projects, writes papers and creates new technologies.<br />
<br />
We have a chance to change technology, but more importantly we have a chance to change the life of a child. Every time a new technology enables a child to do something they never dreamed of, there are new possibilities for the future."
design  children  research  usability  ui  ux  humancomputing  hcil  human  technology 
february 2011 by robertogreco
Daring Fireball: Title Junk
"That’s a good rule of thumb for designing and writing page titles: pick a name (and, for CMS templates, a pattern) that makes sense as the name of a bookmark for that page. Most bookmarking tools — the ones built into web browsers, and bookmarklets for third-party apps — do use the page title as the default bookmark name. Tools that help people tweet links to articles use the page title as the default description. So make titles useful. Write them for humans, not search engine spiders. Putting SEO keywords in the page title (a) doesn’t actually help your page’s rank in search engine indexes, and (b) makes things harder for people trying to tweet a link, bookmark your page, or scan it from a list of currently open windows and tabs in their browser. Trust the Googlebot to figure it out."
seo  web  html  webdesign  johngruber  daringfireball  titles  standards  consistency  usability  bookmarks  bookmarking  del.icio.us  webdev 
december 2010 by robertogreco
Don’t listen to Le Corbusier—or Jakob Nielsen : Cheerful Sofware Manifesto
"Cheerful software, above all, honors the truth about humanity:

Humans are not rational beings.

A human is a walking sack of squishy meat and liquids, awash in chemicals.

We laugh. We cry. Sometimes we laugh while crying. We love, and hate, and dream about tomorrow while paying no attention to today. We do ridiculous things in pursuit of love or happiness or self-esteem. We sabotage ourselves. We see faces in inanimate objects, clouds, rock formations, and unevenly toasted bread. Then we sell them on eBay.

We pray to giant humans up in the sky. We think that a fly could be our grandmother. We work for free because we’re bored. We create art, dance, and sing even if we are starving. We give to others when we have little, or we give none when we have a lot, even if we gain no clear survival benefit either way."

[via: http://twitter.com/jeeves/status/6585252130594816 ]
architecture  software  lecorbusier  interactiondesign  jakobnielsen  emotion  love  usability  ui  soul  psychology  philosophy  webdesign  ux  manifesto  interaction  advice  design  manifestos  webdev 
november 2010 by robertogreco
Derek Powazek - Design for Serendipity
"1. Designers of digital media: There are many serendipitous routes that lead people to your stuff. Understand what they are and nurture them. But don’t become over-reliant on them. Design your stuff to create serendipitous connections between things. Look for every opportunity to hint that there’s much more to be discovered. Take the time to design the serendipity in to the experience.

2. Lovers of print: I love print, too, and yes, there’s something very special about that moment when you’re flipping through a book or a magazine and you discover something new. But that experience can just as easily happen online, especially if designers are doing their jobs (see #1). But just because you have’t yet had a serendipitous experience in digital media, doesn’t mean it can’t happen. It just means designers have more work to do. But mostly you should just stop pretending that digital media cannot also be serendipitous. It just makes you look old, honey. Sorry."
serendipity  derekpowazek  oldmedia  online  webdesign  usability  ux  web  paper  discovery  information  media  design  wikipedia  stumbleupon  webdev 
november 2010 by robertogreco
Yiibu - About this site...
"The site is designed using the ‘mobile first’ principle. Also incorporated are elements of responsive design.

The base content and default presentation are mobile, and optimized for the very simplest devices first. We've defined this as 'basic' support.

Devices with small screens and media query support are served an enhanced layout—and occasionally—more complex content. We've called this 'mobile'.

Finally, the layout and content are enhanced to reflect the 'desktop' context.

On the first visit, the server checks for a 'properties' cookie containing specific browser 'feature support' results (obtained from tests carried out by a little bit of JavaScript). Devices that don't supply a 'properties' cookie, or have JavaScript disabled are always served the basic version of the site."

[See also http://www.slideshare.net/bryanrieger/rethinking-the-mobile-web-by-yiibu AND http://www.metaltoad.com/blog/stop-you-are-doing-mobile-wrong AND http://www.lukew.com/ff/entry.asp?933 ]
mediaqueries  mobilefirst  responsive  webdesign  web  mobile  html5  standards  browsers  adaptive  yiibu  mobileweb  webdev  via:preoccupations  development  design  usability  ux  progressiveenhancement  browser 
october 2010 by robertogreco
LukeW | Mobile First
"More often than not, the mobile experience for a Web application or site is designed and built after the PC version is complete. Here's three reasons why Web applications should be designed for mobile first instead."

[See also http://www.slideshare.net/bryanrieger/rethinking-the-mobile-web-by-yiibu AND http://www.metaltoad.com/blog/stop-you-are-doing-mobile-wrong AND http://yiibu.com/about/site/ ]
via:preoccupations  mobile  mobilefirst  mobileweb  webdev  development  design  webdesign  usability  ux  mediaqueries  progressiveenhancement 
october 2010 by robertogreco
Stop! You are doing mobile wrong! | Metal Toad Media
"For as long as mobile sites have been around the conventional wisdom has been: build your website first and then create a mobile site as an add-on; creating a distilled, streamlined version of the desktop site. This makes sense, no? A few weeks ago I discovered that we've been doing it wrong*. Here's why:

Mobile devices will outpace traditional computers.
Devices with fewer capabilities need to be the default.
There is no mobile…"

[See also http://www.slideshare.net/bryanrieger/rethinking-the-mobile-web-by-yiibu AND http://yiibu.com/about/site/ AND http://www.lukew.com/ff/entry.asp?933 ]
iphone  mobile  drupal  ipad  tutorials  development  web  glvo  webdev  mobilefirst  via:preoccupations  mobileweb  design  webdesign  usability  ux  mediaqueries  progressiveenhancement 
october 2010 by robertogreco
The Most Popular Phone in the World
"This is what the next generation of the mega-selling phone will look like. They'll be rough facsimiles of the high-end smartphones forged for well-heeled buyers, stripped of fat and excess—an embodiment of compromise. They'll be 90% of the phone for 20% of the price, with FM radios instead of digital music stores, and flashlights instead of LED flashes. This is how the other half will smartphone, if you want to be so generous as to call the developing world's users a half. We're not even close."
via:blackbeltjones  gizmodo  development  nokia  mobile  phones  technology  usability  design  developingworld  smartphones 
october 2010 by robertogreco
Could an Obama Dollar Bill Help Rebrand the U.S.? | Co.Design
"Dowling Duncan wants to put Obama on it now. In blue.

The Obama bill anchors their sweeping concept for redesigning U.S. banknotes, which also includes plastering a tepee on the five, the Bill of Rights on the 10, & FDR on the 100 -- each in its own technicolor hue. The impetus: The greenback has an image problem. It has come to represent everything that’s wrong with the American economy, & worse, w/ its cartoonish graphics & vaguely sinister styling, it actually looks the part…scheme, though purely hypothetical is about imbuing U.S. currency w/ sunny new meaning. Their bills are designed to be educational, intuitive & make America feel like it sucks a little bit less.

Part of their idea is just making U.S. banknotes easier to handle…each bill has its own color for simple identification…also come in different lengths so when you stack your bills, you can instantly eyeball how much you’ve got. Varying size is especially useful to help blind people distinguish btwn notes."
art  currency  design  money  us  usability  layout  size  image  classideas 
august 2010 by robertogreco
Swype | Text Input for Screens
"Swype provides a faster and easier way to input text on any screen. With one continuous finger or stylus motion across the screen keyboard, the patented technology enables users to input words faster and easier than other data input methods—at over 40 words per minute. The application is designed to work across a variety of devices such as phones, tablets, game consoles, kiosks, televisions, virtual screens and more."
android  keyboard  mobile  input  swype  applications  writing  touchscreen  usability  ui  typing  interface  iphone  ios 
august 2010 by robertogreco
Ability Maps, #deaf Mayors and $1000 Strollers - Anil Dash
"In short, users label themselves with self-descriptive tags. Then they check in to venues as normal. The site that's tracking them aggregates their visited venues by tags, and allows maps (or simple search queries) by tags to show patterns or popular venues. Voila: An imperfect, but perfectly usable, map of the places that welcome people of all abilities. And nobody is individually trackable to the places that they hang out."
accessibility  anildash  unintendedconsequences  technology  mobile  maps  collaboration  community  userexperience  geolocation  design  geo  ada  tagging  selftagging  usability  disabilities  disability 
august 2010 by robertogreco
Every user a developer, part II, or: Momcomp « Adam Greenfield's Speedbird
"The things which I’ve painted as trivial here are admittedly anything but. But they are, I sincerely believe, how we’re going to handle — have to handle — the human interface to this so-called Internet of Things we keep talking about. Each of the networked resources in the world, whether location or service or object or human being, is going to have to be characterized in a consistent, natural, interoperable way, and we’re going to have to offer folks equally high-level environments for process composition using these resources. We’re going to have to devise architectures and frameworks that let ordinary people everywhere interact with all the networked power that is everywhere around them, and do so in a way that doesn’t add to their existing burden of hassle and care.

Momcomp, in other words. It’s an idea whose time I believe has come."
programming  future  internetofthings  development  design  adaptive  ux  ui  tools  momcomp  usability  android  everyware  adamgreenfield  participation  google  appinventor  interaction  invention  literacy  computing  content  mobile  making  technology  alankay  hypercard  jefraskin  bencerveny  junrekimoto  tednelson  dougengelbart  spimes  iot 
july 2010 by robertogreco
Another Nail in the Pageview Coffin | Mike Industries
"Think of how a typical user session works on most news sites these days. A user loads an article (1 pageview), pops open a slideshow (1 pageview), flips through 30 slides of an HTML-based slideshow (30 pageviews). That’s 32 pageviews and a lot of extraneous downloading and page refreshing.
advertising  pageviews  analytics  usability  msnbc  strategy  userexperience  webdesign  digitalmedia  journalism  news  webdev 
june 2010 by robertogreco
What Apple needs to do now « Adam Greenfield’s Speedbird
"Oh, but that interface. Or more particularly, the design of applications and utilities. The worrisome signs that first cropped up in the iPhone 3G Compass app, and clouded the otherwise lovely iPad interaction experience, are here in spades. What’s going on here is an unusual, unusually false and timid choice that, in the aggregate, amounts to nothing less than a renunciation of what these devices are for, how we think of them, and the ways in which they might be used.
apple  design  osx  ux  iphone  ipad  adamgreenfield  skeuomorph  userinterface  applications  ui  interaction  metaphor  affordance  interface  usability  2010  ios 
june 2010 by robertogreco
Daring Fireball: Tynt, the Copy/Paste Jerks
"All of this nonsense — the attribution appended to copied text, the inline search results popovers — is from a company named Tynt, which bills itself as “The copy/paste company”.
daringfireball  usability  seo  spam  copypaste  attribution  javascript  webdev  publishing  wastingourtime  copyright  chrome  ads  internet  web  advertising  webdesign 
may 2010 by robertogreco
I have some opinions about the RWW Facebook login hilarity - Quiet Babylonian
"If you are an interface designer, understand that the current state of URLs and bookmarking is so confusing and obscure to many people that they'd rather just type in the name of the thing they want into a search engine and go. And when they get there, the whole system of website logins is so confusing that they just look for the nearest thing looking like a login field and hope that it works. ...
2010  informationliteracy  ui  usability  users  readwriteweb  facebook  empathy  security  design  passwords  computing  computers  internet  ipad  culture  technology  ux  web 
may 2010 by robertogreco
Books in the Age of the iPad — Craig Mod
"With the iPad we finally have a platform for consuming rich-content in digital form. What does that mean? To understand just why the iPad is so exciting we need to think about how we got here. I want to look at where printed books stand in respect to digital publishing, why we historically haven't read long-form text on screens and how the iPad is wedging itself in the middle of everything. In doing so I think we can find the line in the sand to define when content should be printed or digitized. This is a conversation for books-makers, web-heads, content-creators, authors and designers. For people who love beautifully made things. And for the storytellers who are willing to take risks and want to consider the most appropriate shape and media for their yarns."
ipad  books  bookdesign  ebooks  publishing  reading  usability  design  printing  change  craigmod  future  technology  typography  layout 
march 2010 by robertogreco
Mule Design Studio's Blog: The Failure of Empathy
"The iPad isn’t the future of computing; it’s a replacement for computing.
ipad  apple  computing  usability  empathy  ict  iphone  trends  computers  interface  disruption  technology  2010  future  culture  simplicity  design 
february 2010 by robertogreco
Fraser Speirs - Blog - Future Shock: "What you're seeing in the industry's reaction to the iPad is nothing less than future shock."
"I'm often saddened by the infantilising effect of high technology on adults. From being in control of their world, they're thrust back to a childish, mediaeval world in which gremlins appear to torment them & disappear at will & against which magic, spells & the local witch doctor are their only refuges.
design  technology  culture  future  software  iphone  ipad  computers  interaction  futureshock  interface  usability  apple  computing  ux  ui  ipod  2010  operatingsystems  fraserspeirs  edtech  teaching  learning  intuition  simplicity  complexity 
january 2010 by robertogreco
Pen v keyboard v Newton v Graffiti v Treo v iPhone (Phil Gyford’s website)
"I’m surprised by some of this. I thought that typing on a full-size keyboard would be a lot quicker than the iPhone and Treo than it is, although a real touch-typist could have beaten my 68 words per minute.
ui  newton  design  interface  usability  iphone  keyboard  typing  philgyford 
january 2010 by robertogreco
Here's to the crazy ones: a decade of Mac OS X reviews
From page four via Daring Fireball: "The reason is simple: the desktop is the one “place” on the computer that every user knows how to get to. People don’t even think of it as existing in the file hierarchy (though, of course, it does); to them it’s a location in the physical sense, and items placed within it behave almost as if they were real objects. A file can be “lost” in the file hierarchy — irretrievably, as far as novice users are concerned — but finding something on the desktop will never be any worse than rummaging through the messiest real-life junk drawer. And that bargain, that task of keeping things neat by placing, removing, and arranging, is something that people are comfortable with, and that their innate human abilities are tailored for."
johnsiracusa  arstechnica  design  macosx  history  business  usability  osx  software  mac  desktop  desktops 
january 2010 by robertogreco
Why Tumblr is kicking Posterous’s ass « PEG on Tech
"Posterous has everything to win:...Y Combinator company...top-tier investors...founders experienced software engineers w/ compsci degrees from Stanford. How come it’s eating dust from small startup by high school dropout?...Tumblr is a NY company & Posterous is a SV company... Posterous...engineered product... Tumblr...designed product. Posterous is extremely well engineered...nothing wrong with it...well thought out. But it’s not just that it’s less pretty (though it is). It’s just not designed as well as Tumblr is...Posterous is typical of the SV engineering mindset where everything is measured, ranked, weighted. It’s like Google. & having terrible design like Google is great if you have a technology edge. But if you’re in a market where what matters is design edge, that’s not enough. There needs to be great design...how it works for end user. Meanwhile, Tumblr is typical of new NY startups, that have great engineering talent, but care about design, UI & UX."
blogging  siliconvalley  usability  technology  webdesign  startups  posterous  design  business  ux  webdev  strategy  newyork  comparison  interface  interaction  blogs  engineering  web  tumblr  ui  nyc  bayarea 
january 2010 by robertogreco
Derek Powazek - Spammers, Evildoers, and Opportunists
"Which brings us to the One True Way to get a lot of traffic on the web. It’s pretty simple, & I’m going to give it to you here, for free: Make something great. Tell people about it. Do it again. That’s it. Make something you believe in. Make it beautiful, confident, & real. Sweat every detail. If it’s not getting traffic, maybe it wasn’t good enough. Try again. Then tell people about it. Start with your friends. Send them a personal note – not an automated blast from a spam cannon. Post it to your Twitter feed, email list, personal blog. (Don’t have those things? Start them.) Tell people who give a shit – not strangers. Tell them why it matters to you. Find the places where your community congregates online & participate. Connect with them like a person, not a corporation. Engage. Be real. Then do it again. & again. You’ll build a reputation for doing good work, meaning what you say, & building trust. It’ll take time. A lot of time. But it works. & it’s the only thing that does."
derekpowazek  seo  searchengine  search  google  diy  webdev  advice  usability  marketing  business  web  advertising  spam  evil  howto  entrepreneurship  content  tcsnmy  webdesign 
october 2009 by robertogreco
Call Me Fishmeal.: Pimp My Code, Part 16: On Heuristics and Human Factors
"Heuristics are the key to designing programs that work well with humans, that make humans smile. In college computer science classes, we learn all about b*trees and linked lists and sorting algorithms and a ton of crap that I honestly have never, ever used, in 25 years of professional programming. (Except hash tables. Learn those. You'll use them!)
wilshipley  humanfactors  heuristics  software  programming  usability  ui  userexperience  ux  coding 
august 2009 by robertogreco
Tools of Engagement: The New Practice of User-Centered Design, by Robert Fabricant - Core77
"We have been operating under the assumption that the primary challenge is to convince businesses to focus on fulfilling user needs with higher quality products, with more meaningful experiences? But what if the 'users' themselves are the problem? ... Our design decisions are just one influence among many, not categorically different, and often not the most effective in motivating the user to achieve their desired aims. ... If we want to impact these ecosystems on a large scale we must increasingly design for social systems, not individual needs. ... Designers can exert tremendous influence by what we choose to (and choose not to) make tangible. ... John Thackara explains, we are "moving away from the idea that we have to make all of these decisions in advance, as designers or engineers. We need to enroll the creativity of our fellow citizens who used to be call consumers.""
robertfabricant  design  culture  behavior  experience  designthinking  usability  ethics  userexperience  ux  frogdesign  engagement  research  user-centered  innovation  diy  johnthackara  community  core77 
july 2009 by robertogreco
Design - The Demise of ‘Form Follows Function’ - NYTimes.com
"Misused though Sullivan’s quote has been, his point, that the style of architecture should reflect its purpose, made sense at the time, and continued to do so for much of the last century, not just for buildings, but objects too. That was then. Thanks to digital technology, designers can squeeze so many functions into such tiny containers that there is more computing power in a basic cellphone (not a fancy model, like a BlackBerry or iPhone, just a cheap one) than at NASA’s headquarters when it began in 1958. That is why the appearance of most digital products bears no relation to what they do."
design  usability  function  technology  ux  simplicity  functionality  appearance 
june 2009 by robertogreco
Jesse James Garrett: The Memphis Plenary
"the real action is in these last two areas, cognition and emotion. This, to my mind, is the manifest destiny for information architecture. We may not have fully recognized it before because the phrase "information architecture" puts the emphasis on the wrong thing. It's never been about information. It's always been about people: how they relate to that information, how that information makes them think, how it makes them feel, and how the structure of that information influences both things. This is huge, unexplored territory. ... Here's Michael Wesch quoting Marshall McLuhan again: "We shape our tools, and then our tools shape us.""
michaelwesch  via:preoccupations  informationarchitecture  usability  reference  web  design  experience  ux  trends  technique 
march 2009 by robertogreco
arc90 lab : experiments : Readability
"Reading anything on the Internet has become a full-on nightmare. As media outlets attempt to eke out as much advertising revenue as possible, we’re left trying to put blinders on to mask away all the insanity that surrounds the content we’re trying to read.
readability  plugin  bookmarklets  browsers  reading  distraction  attention  online  web  javascript  bookmarklet  plugins  usability  onlinetoolkit  clutter  filter  browser 
march 2009 by robertogreco
Refreshing Cities: design, technology, usability, and standards
"Refresh is a community of designers and developers working to refresh the creative, technical, and professional culture of New Media endeavors in their areas. Promoting design, technology, usability, and standards."
design  cities  sandiego  technology  culture  web  development  social  media  webdesign  usability  collaboration  networking  local  accessibility  developers  organization  creative  standards  webstandards  webdev 
february 2009 by robertogreco
Requested Reading Recommendations — School of Visual Arts — MFA in Interaction Design
"Upon the request of readers, we asked faculty to recommend books for an interaction design reading list. These could be landmark texts, underdogs, or critical reads, or stepping stones to other fields. The following is what resulted from our request, comprising in part: a sneak preview of what will be assigned in courses; what some consider to be cornerstone interaction design texts; and what some consider important connections to other fields."
via:kottke  books  reading  design  interactiondesign  usability  ux  webdesign  ui  mfa  interaction  interface  interactive  learning  education  culture  art  web  microcontrollers  electronics  arduino  information  informationdesign  visualization  webdev 
february 2009 by robertogreco
IDEO Labs » LiveView: an iPhone app for on-screen prototyping
"iPhone is on the same wifi network and launch the LiveView iPhone app. Instantly you should see the name of your mac (and any others running ScreenCaster at the time). Clicking on your machine instantly brings up just the portion of the screen that you’ve ‘highlighted’."
interactiondesign  ui  iphone  applications  usability  screencapture  prototyping  csiap  ios 
january 2009 by robertogreco
A computer revolution through a child's eyes | Underexposed - CNET News
"I have proof from an expert that the iPhone interface really is better. Who's the expert? My 3-year-old son. "
iphone  interface  usability  userexperience  ux  design  technology  interactiondesign  ui  via:preoccupations 
january 2009 by robertogreco
» Adaptive Path’s - Subject to Change at angusf : personal website of Angus Fraser
"Definition of empathy:”…empathy is an understanding of a person or groups subjective experience by sharing that experience vicariously. Sharing an experience avoids the distance of pity while vicariousness maintains an observers level of objectivity. Thus, we could say that empathy is something like a balanced curiosity that can lead to a deeper understanding of another person.” ... on maintaining focus: “This is where experience strategy and system design intersect. In designing a system, you get caught up in all the opportunities that technology makes available. A strong experience strategy makes clear not just what to do, but what not to do” ... “where a plan is based on prediction, a strategy is designed to encompass unforeseeably changing conditions.”"

[see also quotes from pages 101, 111, 125, 126, 140, 142 ]
usability  ui  experiencedesign  books  empathy  tcsnmy  understanding  design  research  lcproject  complexity  focus  experience  stewartbrand  planning  leadership  administration  management  freedom  open  change  adaptivepath  adaptability 
november 2008 by robertogreco
MIT Mobile Experience Laboratory
"The MIT Mobile Experience Lab focuses on radically reinventing and creatively designing connections between people, information and physical places using cutting-edge information technology to improve peopleʻs lives through meaningful experiences. With a multidisciplinary team, we research and design new technologies along with their impact in societies, spaces and communities."
mit  mobile  ict  information  technology  usability  mobility  phones  interaction  location  design  education  future 
october 2008 by robertogreco
adaptive path » aurora concept video
"This is Part 1 of Aurora, a concept video created by Adaptive Path in partnership with Mozilla Labs. With Aurora, we set out to define a plausible vision of how technology, the browser, and the Web might evolve in the future by depicting that experience in a variety of real-world contexts."
adaptivepath  aurora  browsers  usability  webdesign  ux  future  internet  ui  interactiondesign  visualization  interaction  interface  mozilla  prototype  design  browser  webdev 
august 2008 by robertogreco
How Buildings Learn - Uploaded by Stewart Brand Himself | Smashing Telly - the best full length free tv programs on the web, updated every day
"The premise of How Buildings Learn could be applied to the book itself, it could be improved by being re-worked, based upon feedback. Equally, a book could be written about taking architectural approaches to software design called: ‘How Software Learns’."
architecture  web  software  softwaredesign  stewartbrand  via:preoccupations  video  towatch  documentary  design  time  flexibility  usability 
august 2008 by robertogreco
Amazon To Target $5.5 Billion Textbook Market With New Kindle?
"Earlier this week Crunchgear broke the news on two new upcoming Kindle models: a smaller form factor Kindle to be released this year ahead of the holidays, and a large screen (probably 8.5×11) to come sometime next year. A couple of commenters in that post have pointed out that the large screen Kindle is perfect to target the college/university textbook market, a $5.5 billion market annually in the U.S. alone."
amazon  kindle  textbooks  education  ebooks  usability  business  books  markets  colleges  universities  schools  publishing 
august 2008 by robertogreco
Playing to Type by Virginia Postrel
"A revolution in typeface design has led to everything from more-legible newspapers and cell-phone displays to extra-tacky wedding invitations."
typography  design  fonts  atlantic  virginiapostrel  typeface  typesetting  economics  culture  graphic  formatting  usability  theatlantic  type 
july 2008 by robertogreco
kung fu grippe - The Loopt SMS Mess
"If Loopt chooses not to see this nonsense as an invasive and potentially costly breach of many peoples’ privacy, then I pity the actual Loopt users who agreed to let these people publicly announce where they are all the time."
loopt  sms  privacy  usability  viral 
july 2008 by robertogreco
Seth's Blog: Let me see..."map of my town with the location of pedestrian accidents highlighted by color...
"listing of all houses in my city sorted by (value of house/taxes paid)...Sort car models by crash & repair data...When I watch TV online, recognize the pundit & flash historical accuracy rates on screen while she talks...Blank out comments on posts that
sethgodin  data  metadata  statistics  usability  kindle  information  web 
july 2008 by robertogreco
In Japan, Cellphones Have Become Too Complex to Use
"These handsets have been the envy of consumers in the United States, where cell technology has trailed an estimated five years or more. But while many phones would do Captain Kirk proud, most of the features are hard to use or not used at all."
japanese  mobile  japan  mobility  phones  features  usability  iphone  complexity 
june 2008 by robertogreco
Stanford Persuasive Technology Lab
"creates insight into how computing products — from websites to mobile phone software — can be designed to change what people believe and what they do...We specialize in "mobile persuasion""
technology  mobile  phones  society  computing  research  stanford  persuasion  captology  design  usability  psychology  arg  ubiquitous  sociology  socialmedia 
may 2008 by robertogreco
The Stats Are In: You're Just Skimming This Article - ReadWriteWeb
"Are there people who have a natural ability to scan and process massive amounts of information, yet still be able to find the signal amongst the noise?"
reading  web  productivity  usability  internet  information  statistics  overload  readwriteweb  feeds  rss 
may 2008 by robertogreco
Usability News 72 - Baker - Is Multiple-Column Online Text Better? It Depends!
"Results showed a significant column x justification interaction with reading speed significantly faster for the two-column full-justified text than for one-column full-justified, and significantly faster for one-column left-justified than for one-column
interface  reading  usability  web  online  webdev  design  webdesign 
may 2008 by robertogreco
Textism: Please stop doing this [making user choose between multiple feed formats]
"Surely any semantic machine doing semantic machine-reading will be semantically smart enough to know what to look for. Do we really need to think about it every time? Just a feed that works will do nicely kthxbai."
rss  trends  usability  feeds  simplicity  format  web  deanallen  textism 
april 2008 by robertogreco
From Pixels to Plastic, Matt Webb - O'Reilly Emerging Technology Conference 2007
"As the internet sensibility hits the stuff in our homes, our product world is undergoing a massive transformation. But once there, what will we build?" see slides and notes at: http://schulzeandwebb.com/2007/plastic/
mattwebb  etech  technology  presentations  design  web  internet  social  software  interaction  products  physical  objects  networking  fabrication  socialsoftware  interactiondesign  wow  hardware  usability  future  manufacturing  diy  make 
april 2008 by robertogreco
It's All About Experience: "Companies that try to create holistic experiences by emotionally engaging their consumers are flourishing"
"Companies intending to be relevant today must learn the art of creating experiences that genuinely engage their customers...This type of engagement requires much more than the latest technological breakthrough: It requires emotional engagement.”
design  experience  interactiondesign  usability  ux 
april 2008 by robertogreco
innovation playground Idris Mootee: Service Design and Experience Design: Starbucks Vs Le Pain Quotidien
"traditional distinctions between products & services are beginning to blurr...product was physical & discrete, something obviously demarcated in space and time...has become a node connecting to other both from a data and social perspectives."
business  design  experience  food  retail  service  starbucks  lepainquotidien  usability  strategy  brands  services  slow  slowfood 
march 2008 by robertogreco
cabel.name: Japan: URL's Are Totally Out
"No more printed URL's. The replacement? Search boxes! With recommended search terms! It makes sense, right? All the good domain names are gone. Getting people to a specific page in a big site is difficult"
japan  trends  advertising  urls  search  browser  metadata  usability  browsers 
march 2008 by robertogreco
Democratizing Innovation by Eric Von Hippel
"describes how people participate in the development of products they use. For example, von Hippel in the fifth chapter uses the history of mountain biking to propound that users can also "be sophisticated developers"."
books  usability  infrastructure  Innovation  collaboration  wikipedia  trends  cooperation  community  cocreation  business  technology 
march 2008 by robertogreco
Tantek's Thoughts: Three Human Interface Hypotheses Update: Email is Efail
"number of factors why email is failing for me while IM & Twitter are scaling...2 specific reasons in combination account for most of problem: Point to point communications do not scale; Emails tend to be bloated with too many details and different topics
email  im  twitter  usability  scaling  scalability  communication  via:smbro  writing  interface  ux  scale 
february 2008 by robertogreco
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