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Что я понял на usability-
  week и как нам это
       поможет
         best practice
Building power

• give facts, not emotion
• translate your numbers into their numbers
• convert results into benefits
Henry Dreyfuss,
    Industrial designer
• Design is a process — an intimate
  collaboration between engineers,
  designers, clients
Counterpoint
         technique

• designers stay one and only one step ahead
  of the engineers
New features


• don’t just tack on new feature
• part of the price of a new feature is the
  time to integrate it properly
Quality Assurance

• provide HCI checklists
• ensure HCI bugs are flagged as real bugs
• put aside a percentage of time & money for
  fixing the old
Tool-tips

• teach them only when the need it
• teach them only if the need it
• track lessons learned, so not repeated
Where to concentrate
• New trend: Lower overall quality but raise
  user-experience quality
• Examples:
• mp3 vs audio-dvd
• You-tube vs HDTV
• Wii vs Playstation and Xbox
• Drone vs $350 million fighter jet
Too rich

• app doesn't track user tasks — all tools
  always available to user
• unsupported belief that these tools are
  quicker than menu bar
• just-right: Google, Amazon
Embrace new context
• Accelerate progress with new, clear,
  simplified way of looking at the world
• Clinging to old ways in changing conditions
  will only retard progress
• It took Microsoft 20 years to copy the Mac
  because, fundamentally, they “just didn’t get
  it”
Create shared context

• brainstorming: keep it small, make it user-
  centric, engineers can’t say “it’s impossible”
• funnel method: start general — end specific
• make rich notes filling the walls, avoid
  electronic white-boards
Sources of noise and
         low signal
•   instruction for future tasks
•   graphics
•   advertising
•   branding
•   confusing layout
•   missing information
•   ambiguous information
Guidelines for high s/n
    ratio on web
•   offer full instruction for only the immediate task
•   remove all tools not needed for the immediate task
•   only necessary graphic
•   limit and separate advertising
•   beware of branding overload: first user success than
    branding
•   use writer
•   test, test, test
Information Guidelines

• structure so main points visible at a glance
• prioritize all by frequency and importance
• test
Promote your designs

• Yes, your work is wonderful, but you still
  need to “sell” it
• Cover the walls with your work
• Keep everyone in the loop
• work to maintain continuos “buy in”

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Что я понял на London usability-week 2011 и как нам это поможет

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

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