Peter Stahl & Josh Damon - Checking the feel of your UI with an interaction audit (arrived 15 mins late) eBay example - cycled through ebay property screen shots to see how jarring the different designs were. Proposed was far less jarring because some standard elements were consistently on the screen. Josh - shows eBay site diagram, includes metrics of page traffic. Show example user flows through the system Audit checklist for different defined flows Catalog ui elements on page, icons, help text, interaction they are reviewing Flows as storyboards Ideas for presenting findings - page density Radial charts to track feel metrics Recommendations: - Affordances - visual cues that an interaction is being offered (e.g., click link inconcistencies)
- Tasks - path to accomplish an immediate goal (e.g., form filter, click tab, click criteria, enable/disable section of form)
- Data object - representation of data record (e.g., representing eBay members differently)
Actions and Future Directions - interaction goals - 1) low learning curve 2) consistent cues for actions 3) predictable behavior of affordances 4) instant recognition of interface elements 5) allow (eBay) member content to shine.
- clean up teams - clcikers, swappers, submitters, shufflers, disclosures
Design Pattern - Pattern name
- description
- when to use
-ability to search pattern library Example: customize page layout
Todd Zaki Warfel - Data Driven Design Research Personas Personas can be for marketing and for design Why use them? - Make sure design matches up with user and biz goals
- The average user does not exist
- They keep you out of the user
- communicate: knowledge, activities, interests, influencers, (what would influence you to use the system or prevent you from using it) goals, and pain points
- Can be used for recruiting
- Can be used for training
Tips for making better data-driven personas - Have to use multiple resources - multiple sources keep things in balance
- quantitative vs. qualitative strengths and weaknesses Quantitative will not tell you why? Self-rating is unreliable. Qualitative tells you why but not what they do.
- Internal sources can be stakeholders, web analytics, and customer support
- external sources can be customers and someone you know (online forums)
- Basing them on someone you know keeps them grounded and realistic. It also increases buy-in.
- Only build what you need.
- Getting it all on one page is tricky (goals, activities, behaviors)
- Primary and secondary personas
One page should include one sentence quote, a few paragraph description, key characteristics, "persona DNA" Persona DNA is most important. - knowledge
- activities, interests (how important), lifecycle
Austin Govella & Christian Crumlish - designing with patterns in the real word (Yahoo! and Comcast) Christian- Brief history Yahoo Pattern Library (YPL) in 2005 Christian is the curator of the library Do design patterns stifle innovation? No. Spend innovation time on things that haven't been figured out. What exactly is a pattern - problem
- solution
- context
- example
- high level, based on principles
- linking to related specs and documentation (which can change more frequently)
How ux designers contribute - check the library
- give feedback
- suggest a pattern
- help write or review a pattern
Interview the designer Pattern Gallery (Flickr - xian > collections) Old article on YPL on Boxes and Arrows Rating the Patterns - working solution (recommended starting point)
- best practice (strongly recommended)
- the Yahoo! way (a must)
Keeping patterns fresh - age-dating patterns
- quarterly review of existing patterns
- tuning in to user feedback
- revision and upkeep
Wireframe and diagram stencils - give designers tools that make it easier to adopt the patterns
Pattern + Stencil + Code = very useful building block Austin - patterns - WTF Patterns important for organizational memory - put in people's heads (see, hear, do) Design literacy (Jess McMullin) Patterns should make your life easier, but they should also make your team embers easier. Documentation, code, and design patterns Email best practices. A pattern
Nathan Curtis - Audiences and Artifacts Different audiences = need for different deliverables to communicate design Deliverable lifecycle - preparation - use old stuff, templates
- concepts - concept maps, etc.
- variations
- details
Aspects of the lifecycle - iteration
- descoping (cutting things)
- evolution
- disruption - stakeholder that throws in some crazy new idea
- consumer population growth
Document metadata - information design of deliverables Track changes - be detailed. useful, auditable Focused - move away from one size fits all deliverable, Use layers Modularity - create linked hierarchy of files (8shapes uses Creative Suite) Predictable - create learnable deliverable page structures - "page patterns", ways to connect words with patterns Be prepared - think before you speak Recipes: description, ingredients (page patterns), preparation. Formalize the recipe Topics, content, calls to action - once you realize the need, map out how this fits a particular document. Automating a recipe - use XML to codify starting points Investigative - 1) plan deliverables collaboratively, 2) test the deliverable to see if audience can use it witout reading it to them, 3) iterate and improve your deliverable to your audience Mechanized - create fluid relationships with other teams so you can create targeted deliverables Sun web design standards How to keep wireframes and HTML in sync, cost, context, process, audience Scripting a wireframe page: template + definition + grid
Vera Rhoads - Web Maturity Models How do you measure the quality of a web site Goal: "The overarching goal is to enhance the understanding of the interrelations and specific dependencies between a multitude of factors that contribute to the success of the web property." Three attributes - knowledge element
- assessment element
- improvement element
Innovation lifecycles - stage 1: entry
- stage 2: adoption
- stage 3: adaptation
- stage 4: appropriation
- stage 5: invention
Standard CMM - initial - ad hoc
- repeatable - stable
- defined - consistent
- managed
- optimizing
Model Creation and Its components - company categorization (size, business model, web property existence, precedence, strategy prioritization, availability of sufficient funding)
- ...
Practical Prototyping - warfel, conley, ramsay, wood Introductions by presenters Q&A based session... Adobe Flex can use some pre-built templates for interactions. Prototype interactions to see what works. Adobe Fireworks allows you to create clickable prototypes without knowing code "Less important the specific tool and more important to get something out quickly for the conversation" - Anders Ramsey iRise and Axure have something, but rather use production tools to create an artifact that can be reused. - Start with paper prototyping. Then you might want something higher fidelity to show behavior, interactions.
- Get a cross section of stakeholders to debate the design to understand strengths and pain points.
- Using user-built prototypes to get information about priorities and rationale.
- Hardware-based prototyping kits (makingthings.com)
- Paper is a fantastic took for hardware designs - do simulation by cutting paper. Get basic fundamental actions validated.
- Conley - "Use prototypes to explore alternatives, not to get it right. Build 3-5 things that are as different as you can. You make decisions based on how you feel or experience it, which is what you are trying to design."
- Warfel - have users play with two versions of a prototype and put it in their hands to determine what is right. (users preferred simple form that they click to expose more features).
- Austin - 2 streams. Prototype to brainstorm vs. prototype for final
- Conley - requirements writing is broken. corrupt and fundamentally flawed. Have prototypes delivered with requirements hand-in-hand.
- Warfel - we have 1 client where their prototypes actually drive requirements
- How do you work with a client that loves their own design? Conley - show respect and collaborate. Ask what this person is trying to achieve. Use as a vehicle to understand how solving problem. Come back and show something to review and refer to their prototype. The all of a sudden you are co-creating. Warfel - keep core concept, ask them to talk you through what "drove" this. The we can decide if that's the best delivery method. You then create something and have them play around with it.
- Warfel - Prototypes that are for production vs. for throw-away. Set the expectation up front.
- When to use design (color) and when to use b/w? Warfel - we do it iteratively, but typically attack it holistically (have colors, complete ui) Ramsey - whatever is needed to communicate design.
John Ferrara - Extending the gaming experience Characteristics of games - static objectives
- environmental constraints
- formal constraints
What makes games compelling? - Operant conditioning - Includes rewards and punishments
- currencies
- joy of interactivity
- audio/visual sophistication
Example - Brain Age (makes mundane tasks compelling) Example: Google Image Labeler ( images.google.com/imagelabelerExample: Yahoo Answers - people compete for best answer. Points aggregate on leaderboard. Example: NASA online game Top Coder: Compete to create software Personal Finance - use interface to arbitrate success
- Give the interface access to currencies
- issue rewards when goals are met
Education - After correct answers, catch monster and keep in zoo, showcase, trade
Game Patterns - 1. physical presence of the user in the game (game: rich, web: cursor)
- Second Life is not a game b/c no objective, but uses physical presence.
- Wii - make Mii and use in UI
- 2. Temporal motion - passage of time mirrors temporal motion. as events occur, players must react
- Would be interesting to see past activities
- 3. Adaptive experiences - characters can work towards around preferred attributes
- web sites could build different experiences
- 4. Uncertainty - puts outcome in doubt
- Woot - one item per day
- Turbo tax - running tally of tax return amount
- 5. Micro/macro readings
- detail and context (google maps)
- 6. Health Bars
- 7. Tutorial levels - gameplay elements with lower stakes
- 8. Collaboration
- headsets allow for real time coordination
New innovations in game interfaces - Nintendo Wii - detects motion in 3 dimensions (baseball - swing bat, feel rumble of connect and hear feedback)
- Nintendo DS - voice recongnition, gestures, stylus, tochscreen
- Sony EyeToy - project user and touch screen - no instructions required
worldwideintertubes.comYahoo! Group on game design
Luke Wroblewski - Content page design best practices We optimize for static structures - move towards dynamic movement within a site. Communication, display interfaces, content creators, content aggregators, search How much traffic comes from within site and how much from the web ecosystem? Communication:IM, email, twitter, Yahoo mash, Facebook, etc. Content creation tools (blog) Content aggregators (rss, digg, yahoo buzz) Search People come from different contexts. What happens when they arrive? Landing page: - actual content - primary focus
- related - engage people in related content
- context (navigation)
Content: - Keep links and titles in sync
- content should be the majority focus and should take up most of the page
- utilize visual hierarchy principles
People don't stay very long. 75% do not finish article. Read a little, scan a lot. Keep it short. Example: a brief message.comExample: CNN - story highlights - Nielsen did a study and determined people had better retention Take aways - deliver on content promises, favor visual hierarchy over site hierarchy, short, concise Related: Spare people the full navigation menu, site map Call out related content - access to what matters now Change navigation based on selection "The paradox of choice" - too much choice can be paralyzing, people choose what's simple. People are great at tuning things out - how do people notice related content? If viewing a link falls from 80-60%, the probability it will be selected falls by 50% Best practices: - related calls to action welcome
- do not overwhelm people with choices
- think through presentation of calls to action (CTA) - aka. related
Context: Stanford web credibility research - people quickly evaluate a site by visual design alone
- batelle searchblog - welcomes searcher from where they came from - show related content
- highlight search term in resulting page, both on main and related content
- show what's popular related on site you just came from
Discount code - IAS08WFD
Peter Morville - Search Patterns Search relates to: ixd, ia, km, future studies, patterns, wayfinding, discovery Christopher Alexander - "The timeless way of building" -Only through examination of patterns can we hope to build great buildings, spaces -100s of design patterns proven to work Peter points to his patterns on Flickr Behavior Patterns - narrow
- search & browse & ask
- Pearl grow (use metadata from resulting doc to grow more relevant docs)
Design Patterns - faceted navigation
- best bets
- federated search - across databases
- auto-suggest
Search Metrics Structured Results - Google shows a deeper dive to deeper breadcrumbs
- speed is important - google shows speed to encourage more searches
Social search - interestingness
- show other content - mashup of other site results - images, news, blogs, etc.
Visual search Mobile search
Bryce Glass - Design a Reputation System Examples: Amazon - Harriet Klausner is the top reviewer, but she must read 7 books/day developer.yahoo.com/ypatterns- Levels - numbered (e.g., level 2) or named (e.g., fanatic) - earned through activity
- Identifying labels - used to reward users (could be role name)
- Points - cautious about competition
- Collectible Achievements - things you can earn, milestones (e.g., Yahoo trophy).
- Ranking - leader boards
- Temporal Rewards - awards in a given time frame (you cannot lose them)
- Statistical Evidence - member since, number posts, average rating, photos favorited, number of friends)
- Peer testimonials
- User-to-user rewards - do make qualitative statements (e.g., Bravo nation)
So, which pattern do I use? - What are you business goals? drive user engagement? Tara Hunt (fostering metrics for healthy communities), promote a specific feature, acknowledge top contributors, increasing content quality, build loyalty
- What community spirit do you want to encourage? The competitive spectrum - caring, collaborative, cordial, competitive, combative)
- What motivates your community members? Your answer better not be the incentive system, do not rely on altruism alone. Self-interest, interest in others, interest in the object being rated. Yelp includes 1st reviewer motivation, useful, funny, and cool
- Which entitities will accrue reputation (the same principles apply for people and content).
- Which inputs should you pay attention to?
Leah Buley - How to be a UX team of One Generative Design - in order to get to goal design, start with volume and variety of ideas. Then turn corner and narrow ideas that have strongest elements. 1) generate ideas 2) refine ideas Goal for today - techniques for generative design - Brainstorm a lot
- Assemble an ad hoc team
- Pick the best ideas
Use conceptual frameworks: - spectrums ("What does evite look for the first timer vs. the expert?")
- 2 x 2s (first timer/expert, automatic/manual)
- grids (give you a large amount of categories between user types and goals)
- word associations
- keep an inspiration library - screen grab
- Make sketchboards
- host open design sessions - involve many people
- Decorate your space - you can get feedback on designs
How to keep focus? - Business needs are not enough. Business needs + user needs = design principles
- e.g.. Biz need - increase registrations, user need - help me manage communications = make addictive. encourage everyone associated with the event to keep coming back.
- Design principles help you defend design decisions.
Conclusion - start sketching - 5 prototypes
- Schedule some workshops
- Draft design principles - what experience do you want the product to provide
Claude Steinberg - Blind Ambition Have students draw the behavior before writing it. Encourage reenactment of everyday activities. Interactive Multimedia Learning (e.g., thinkaboutit.com) Examples of accessible Flash: crossword, kid site Getting sound feedback would make more fun. Expand/collapse metaphor is meaningless to visually impaired user."Becomes about making the thing work rather than how the site makes me feel." As users what they get out of the site - you can create an auditory equivalent. Auditory correlates: Describe the experience JAWS - dual stream of text and audio file. Audio web demo. Audio hyperlinks. User can say "click" Nike free example - click experience and sudio As Is - sounds "acceptable" To be - sound expressive
Stephen Anderson - Inspiration from the edge for interface design
How has the iphone interface influenced web/desktop design application interface design? Where do you get ideas for design?
Just say no to default thinking.
wundrbar travel search
Jared Spool - customer engagement
- eyetracking
- UCD has never worked
- Site Analytics - what inference do we make?
3 Core UX Attributes: vision, research, right culture Key questions: Vision - Can anyone on the team describe the experience of using your design 5 years from now? Feedback - In the last 6 weeks, have you spent more than 2 hours watching someone use yours or a competitor's design? Culture - In the last 6 weeks, have you rewarded bad design and have lessons learned. Do you have feedback mechanisms? Think in terms of tricks rather than methodologies. Informed Design - build a reward system based on informed measures.
Hallie Wilfert - Web Analytics Tools - urchin, webtrends, analog, clicktracks, ACSI/foresee survey - Start small - use a portion of the site
- You do not need to be a statistician, but you need to be a good communicator
- Make sure to exclude bots and internal visitors (exclude certain ip addresses)
- Has the report been set up correctly?
- Make results interesting
Ting Jiang Folksonomy, IA, and exploratory search Social tagging systems - hierarchical classification
- faceted categorization
- clustering
- social tagging
- type of structure: rigid, hierchical facted, topical, flat
- creatord
- users
- process
- vocabulary
- domains
- examples
hierarchical: citiviz, webTOC faceted: flamenco clustering: grokker, clusty social tagging: del.icio.us, flickr Activities: browsing, searching, being aware, monitoring Elements: resources, users, tags Recommendations: recent/popular, users of interest, tags of interest
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