- •Improving Your Website Usability Tests
- •Design your usability test script to answer specific research questions
- •Key takeaway
- •Give participants the confidence to behave naturally
- •Key takeaway
- •Leave room for user freedom to complete the task in their way
- •Key takeaway
- •Relax, shut up and see what unfolds
- •Key takeaway
- •Tailor the tasks to the participant in front of you
- •Key takeaway
- •Always include tasks on peer or competitor websites
- •Key takeaway
- •Don’t let them know which website you are testing straight away
- •Key takeaway
- •In summary
- •We are multifaceted
- •Personas, user journeys, mental models?
- •Modelling user groups
- •Exploring our assumptions about users
- •Step 1: draw your matrix
- •Step 2: identify important axes
- •Step 3: identify key questions
- •Step 4: fill it up
- •Step 5: iterate
- •Analysis and key insights
- •Assumptions vs. Knowledge
- •Common factors
- •Priority and dependencies
- •Core value proposition
- •Taking it further
- •When does it work best?
- •Further reading
- •Acknowledgements
- •50 Design Problems In 50 Days: Real Empathy For Innovation
- •Tube congestion
- •Real empathy
- •Innovation via immersion
- •Methods for anyone and everyone
- •Get into a cold sweat
- •Meet people
- •Everyone is a designer
- •Prototype in situ
- •The solution… not quite
- •The solution: play
- •Conclusion
- •Challenging bars and buttons
- •The power of gesture-driven interfaces
- •Removing ui clutter
- •An interface that fits
- •Think in terms of time, dimension and animation
- •The learning curve
- •Stop talking, start making
- •Setting the stage: a few things to consider
- •The desktop
- •The shift in the way we interact with machines
- •Imagine a cooking website for people who can’t cook
- •Social gets back to the real world
- •Social ux in the future: a use case
- •How wearable technology interacts with desktops
- •What can we do about this today?
- •Conclusion
- •About The Authors damian rees
- •Pete smart
- •Robert hoekman jr
- •Stephanie troeth
- •Thomas joos
- •Tommy walker
- •About Smashing Magazine
The solution… not quite
So, what was the result of getting on that underground train, being squashed among busy commuters and feeling people’s anxiety for myself?
Initially, the result was another pretty predictable solution.
Leveraging
the closing doors of the underground trains.
I leveraged the closing of the train doors to suggest that people move closer together. This didn’t feel good enough — more like a public-service announcement than an effective solution.
The solution: play
So, I thought harder, drawing on my experiences and instinctive responses, and I ended up asking myself the question, “How can I turn a logistical problem into an enjoyable experience that people actually want to engage with?”
The solution? To introduce “play”. I transformed the floors of the underground carriage into a game of Monopoly. Rather than standing in jail, people are encouraged to move down the carriage, towards Mayfair — an engaging and participatory solution to a complex problem.
Computer
Arts Magazine called it, “A playful way to encourage people to move
away from Tube train doors. Top hat and flat iron optional.”
Since being published, 50 Problems in 50 Days4 has received some super press and some unexpected awards. This particular solution was one of the most discussed and has been one of the most widely shared.
Conclusion
Empathetic understanding is a vital tool in fostering innovation. If we can better understand the people we are designing for, the better our decisions, designs and results will be. Travelling 2517 miles taught me that if we wish to innovate, we must go beyond analyzing people’s experiences and try and make them our own.
Understanding people better often requires us to get outside and get our hands dirty but, in doing so, allows us to better analyze and solve. In the words of Diego Rodriguez5, partner at IDEO:
“In doing, there is knowing. Doing is the resolution of knowing.”
—
1.http://www.50problems50days.com
2.http://www.flickr.com/photos/montuschi/
3.http://www.flickr.com/photos/joshrussell/2713032593/in/pool-78307073@N00/
4.http://www.50problems50days.com
5.http://metacool.typepad.com/metacool/2010/10/shinya-kimura-and-the-primacy-of-doing.html
Beyond The Button: Embracing The Gesture-Driven Interface
BY THOMAS JOOS
https://www.safaribooksonline.com/library/view/rethinking-ux/9783944540498/chapter-6.xhtml
As a mobile UI or UX designer, you probably remember the launch of Apple’s first iPhone as if it was yesterday. Among other things, it introduced a completely touchscreen-centered interaction to an individual’s most private and personal device. It was a game-changer.
Today, kids grow up with touchscreen experiences like it’s the most natural thing. Parents are amazed by how fast their children understand how a tablet or smartphone works. This shows that touch and gesture interactions have a lot of potential to make mobile experiences easier and more fun to use.
Challenging bars and buttons
The introduction of “Human Interface Guidelines” and Apple’s App Review Board had a great impact on the quality of mobile applications. It helped a lot of designers and developers understand the core mobile UI elements and interactions. One of Apple’s popular suggestions, for instance, is to use UITabBar1 and UINavigationBar2 components — a guideline that many of us have followed, including me.
In fact, if you can honestly say that the first iPhone application you designed didn’t have any top or bottom bar elements, get in touch and send over a screenshot. I will buy you a beer and gladly tweet that you were ahead of your time.
My issue with the top and bottom bars is that they fill almost 20% of the screen. When designing for a tiny canvas, we should use every available pixel to focus on the content. In the end, that’s what really matters.
In this innovative industry, mobile designers need some time to explore how to design more creative and original interfaces. Add to that Apple’s frustrating rejection of apps that “think outside the box,” it is no surprise that experimental UI and UX designs such as Clear3 and Rise4 took a while to see the light of day. But they are here now. And while they might be quite extreme and focused on high-brow users and early adopters, they show us the great creative potential of gesture-driven interfaces.
Pulling
to refresh feels very intuitive.
