This document provides a summary of a presentation on usability principles. It discusses 5 key ideas:
1) Design with the user in mind, not as a programmer. Understand how users think and what tasks they need to accomplish.
2) Ensure interactions are consistent with expectations based on real-world analogues and platform conventions.
3) Provide timely feedback for all user interactions to maintain a sense of control.
4) Keep navigation visible and intuitive to avoid disorienting the user.
5) Test usability principles against edge cases to ensure guidelines actually improve the user experience.
Lliçó final de curs, a càrrec del prof. emèrit Santiago Fabregat. Acte de Cloenda de la promoció 2010-2012 de Batxillerat. IES matilde Salvador- Castelló de la Plana
Telecommunication has evolved greatly over time from early forms like smoke signals to modern technologies like the internet. It began with the telegraph and telephone in the late 1800s, allowing for voice and text-based communication over distances. Television and radio emerged in the early-mid 1900s as broadcast media. Computers and the internet revolutionized distance learning in the 1970s by facilitating virtual classrooms and degree programs for remote students. Modern telecommunication technologies like video conferencing, educational television programs, and internet-based learning have expanded access to education on a global scale.
European countries colonized other lands in the 1500s due to overpopulation and lack of resources at home. This allowed colonists to acquire new lands and opportunities but resulted in the genocide and enslavement of millions of Native Americans. European colonialism in the Americas was one of the bloodiest and most horrific periods in human history, as colonists not only killed and enslaved indigenous people but also brought African slaves to work on plantations after Native Americans died in slavery. Colonialism essentially meant death, slavery, and the destruction of entire communities for the expansion of colonial powers.
Colonization involves a group taking over a new land and often oppressing or killing the indigenous people. Historically, European countries were the largest colonizers, colonizing areas that became Latin America, the United States, Canada, and Brazil. However, other countries also engaged in colonization, such as Indonesia colonizing West Papua, China colonizing Tibet, and Russia attempting to colonize Afghanistan.
The ROPES of presentations - Technical CommunicationApril_Walters
For Technical Communication (ENGL393) at UMBC, uses the ROPES model (Review, Overview, Presenting, Exercises, Summary) as a guiding structure for group presentations. Follows the ROPES model as it presents it. Also has bonus "paraphrase yourself" advice at end
Importance of UX-UI in Android/iOS Development- Stackonnajam gs
This document provides an overview of interaction design principles. It begins with a quote about designing for people and then defines the user interface. It discusses early examples like punched cards and command line interfaces, and more modern examples like graphical user interfaces. The document then covers basic interaction design principles like being consistent, meaningful, sensible, and making things visible. It emphasizes the importance of understanding the user's mental model and meeting their needs. Other principles discussed include providing intuitive design, feedback, and allowing for mistakes. The document stresses that interaction design should be user-centered and help users easily operate and interact with products. It concludes with tips for designing user interfaces like keeping them simple, creating consistency, using layout strategically, and considering principles of psychology
The document provides an overview of Lean UX, designing for mobile, and why enterprise UX is awesome. It discusses Lean UX methodology and practices like defining goals, designing, and testing and refining. It also covers principles of mobile design like designing for touch, legibility, and speed. Finally, it notes that while enterprise software is often seen as dull, startups are shifting perceptions by making enterprise tools easy to use, adopt, and roll out.
Lliçó final de curs, a càrrec del prof. emèrit Santiago Fabregat. Acte de Cloenda de la promoció 2010-2012 de Batxillerat. IES matilde Salvador- Castelló de la Plana
Telecommunication has evolved greatly over time from early forms like smoke signals to modern technologies like the internet. It began with the telegraph and telephone in the late 1800s, allowing for voice and text-based communication over distances. Television and radio emerged in the early-mid 1900s as broadcast media. Computers and the internet revolutionized distance learning in the 1970s by facilitating virtual classrooms and degree programs for remote students. Modern telecommunication technologies like video conferencing, educational television programs, and internet-based learning have expanded access to education on a global scale.
European countries colonized other lands in the 1500s due to overpopulation and lack of resources at home. This allowed colonists to acquire new lands and opportunities but resulted in the genocide and enslavement of millions of Native Americans. European colonialism in the Americas was one of the bloodiest and most horrific periods in human history, as colonists not only killed and enslaved indigenous people but also brought African slaves to work on plantations after Native Americans died in slavery. Colonialism essentially meant death, slavery, and the destruction of entire communities for the expansion of colonial powers.
Colonization involves a group taking over a new land and often oppressing or killing the indigenous people. Historically, European countries were the largest colonizers, colonizing areas that became Latin America, the United States, Canada, and Brazil. However, other countries also engaged in colonization, such as Indonesia colonizing West Papua, China colonizing Tibet, and Russia attempting to colonize Afghanistan.
The ROPES of presentations - Technical CommunicationApril_Walters
For Technical Communication (ENGL393) at UMBC, uses the ROPES model (Review, Overview, Presenting, Exercises, Summary) as a guiding structure for group presentations. Follows the ROPES model as it presents it. Also has bonus "paraphrase yourself" advice at end
Importance of UX-UI in Android/iOS Development- Stackonnajam gs
This document provides an overview of interaction design principles. It begins with a quote about designing for people and then defines the user interface. It discusses early examples like punched cards and command line interfaces, and more modern examples like graphical user interfaces. The document then covers basic interaction design principles like being consistent, meaningful, sensible, and making things visible. It emphasizes the importance of understanding the user's mental model and meeting their needs. Other principles discussed include providing intuitive design, feedback, and allowing for mistakes. The document stresses that interaction design should be user-centered and help users easily operate and interact with products. It concludes with tips for designing user interfaces like keeping them simple, creating consistency, using layout strategically, and considering principles of psychology
The document provides an overview of Lean UX, designing for mobile, and why enterprise UX is awesome. It discusses Lean UX methodology and practices like defining goals, designing, and testing and refining. It also covers principles of mobile design like designing for touch, legibility, and speed. Finally, it notes that while enterprise software is often seen as dull, startups are shifting perceptions by making enterprise tools easy to use, adopt, and roll out.
This document discusses user interface design and provides examples of window switching interfaces in different operating systems. It analyzes the Alt-Tab interface in Microsoft Windows, noting its simplicity but also potential errors from overshooting the target window. It also analyzes the Exposé feature in Mac OS X, praising its use of the actual window as a visual representation and ability to cancel without cycling through windows. The document advocates for direct interaction with users to understand their needs and context in order to design effective interfaces.
C:\Documents And Settings\Deanne\My Documents\Stc Stuff\From Other Stc Chapte...deannewilson
Top 10 Tips to Increase Usability of User Documentation:
1. Start at the Top by understanding business goals and measuring documentation success according to those goals.
2. Create detailed user personas to represent target user groups and provide insight into how they might use the product.
3. Match documentation to users' mental models and real-world experience by using natural language and order.
4. Understand the difference between a programmer and user perspective and document obstacles users face rather than just how the program should work.
5. Focus documentation on the complex problems users are trying to solve rather than just how to use specific features.
6. Provide troubleshooting assistance by expecting errors and focusing
Document with the most important design principles in the field of HCI.
It lists HCI principles in a quick way with examples of the real world, and links to research for further information. Use it to guide and base your decision rationale, wether you're designing software apps, websites, physical objects, marketing, etc.
This document discusses requirement engineering and techniques for requirements elicitation. It defines requirements and describes the different levels of requirements from business to functional to non-functional. The key techniques discussed for eliciting requirements include interviewing stakeholders, holding requirements workshops, brainstorming with users, creating storyboards and use cases, and building prototypes. Prototyping in particular is highlighted as an effective way to address common issues in requirements elicitation like the "yes, but" syndrome and discovering additional undisclosed needs.
This is a deck i would often use highlighting the mess of website irrelevance I call today, Microsoft.com and its associate sites.
There is way to much noise and not enough signal and the deck hopefully highlights one slice of this reasoning.
Scanned by CamScanner11. INTRODUCTIONPrototy.docxkenjordan97598
Scanned by CamScanner
1
1. INTRODUCTION
Prototypes are widely recognized to be a core means
of exploring and expressing designs for interactive
computer artifacts. It is common practice to build
prototypes in order to represent different states of
an evolving design, and to explore options. How-
ever, since interactive systems are complex, it may
be difficult or impossible to create prototypes of a
whole design in the formative stages of a project.
Choosing the right kind of more focused prototype
to build is an art in itself, and communicating its
limited purposes to its various audiences is a criti-
cal aspect of its use.
The ways that we talk, and even think about pro-
totypes, can get in the way of their effective use.
Current terminology for describing prototypes cen-
ters on attributes of prototypes themselves, such as
what tool was used to create them, and how re-
fined-looking or -behaving they are. Such terms
can be distracting. Tools can be used in many dif-
ferent ways, and detail is not a sure indicator of
completeness.
We propose a change in the language used to talk
about prototypes, to focus more attention on fun-
damental questions about the interactive system
being designed: What role will the artifact play in
a user’s life? How should it look and feel? How
should it be implemented? The goal of this chapter
is to establish a model that describes any prototype
in terms of the artifact being designed, rather than
the prototype’s incidental attributes. By focusing
on the purpose of the prototype—that is, on what
it prototypes—we can make better decisions about
the kinds of prototypes to build. With a clear pur-
pose for each prototype, we can better use proto-
types to think and communicate about design.
In the first section we describe some current diffi-
culties in communicating about prototypes: the
complexity of interactive systems; issues of multi-
disciplinary teamwork; and the audiences of pro-
totypes. Next, we introduce the model and illus-
trate it with some initial examples of prototypes
from real projects. In the following section we
present several more examples to illustrate some
further issues. We conclude the chapter with a sum-
mary of the main implications of the model for
prototyping practice.
2. THE PROBLEM WITH PROTOTYPES
Interactive computer systems are complex. Any
artifact can have a rich variety of software, hard-
ware, auditory, visual, and interactive features. For
example, a personal digital assistant such as the
Apple Newton has an operating system, a hard case
with various ports, a graphical user interface and
audio feedback. Users experience the combined
effect of such interrelated features; and the task of
designing—and prototyping—the user experience
is therefore complex. Every aspect of the system
must be designed (or inherited from a previous sys-
tem), and many features need to be evaluated in
combination with others.
Prototypes provide the means for examining de-.
The document summarizes key concepts from Don Norman's book "The Design of Everyday Things" regarding interaction design principles. It discusses Norman's definition of design as concerning how things work, how they are controlled, and the interaction between people and technology. It then summarizes Norman's six main principles of interaction design: affordances, signifiers, constraints, mappings, feedback, and conceptual models. It provides examples to illustrate each principle.
HCI is the study of the interaction between humans and computers. The goal of HCI is to improve this interaction by designing systems that are more user-friendly and responsive to user needs. Key principles of user interface design include structure, visibility, feedback, affordances, mapping, constraints, consistency, simplicity, and tolerance. Following these principles can help create intuitive interfaces that reduce barriers to users achieving their goals.
The document discusses software requirements and requirement engineering. It defines what requirements are, including different levels like business, user, and functional requirements. It explains that requirement engineering determines the goals, functions, and constraints of software systems. The document outlines the requirement engineering process and discusses common challenges like the "yes, but" syndrome where users provide additional feedback, and the "undiscovered ruins" syndrome where further requirements are uncovered. It provides examples of techniques to elicit requirements like interviewing stakeholders, workshops, brainstorming, storyboarding, use cases, and prototyping.
WORKSHOP: Making the World Easier with Interaction DesignCheryl Platz
Interaction designers aim to make technology intuitive and easy to use. Their goal is to prevent user frustration by ensuring products function as expected. The presentation discusses interaction design through an example of redesigning a microwave user interface. It encourages brainstorming ideas, sketching prototypes, and testing designs with others. The key is an iterative process of researching user needs, exploring solutions, testing, and refining designs.
UCD / IxD Introduction - User centric design, interaction designsdavis6b
This document provides an introduction to user-centric design (UCD) and interaction design (IxD) principles for building software. It discusses how UCD tools like personas, goals, and interaction loops can help design coherent experiences and increase agility, sanity and quality. While earlier software was system-centric, the focus is now on designing intuitive experiences through iterative collaboration using UCD and pairing it with Agile development methods.
This document provides guidance on creating a user story map to plan a software product. It discusses capturing user tasks, activities, assumptions and details on cards and arranging them on a board. The cards are organized chronologically from left to right and by priority on the y-axis. Cards are grouped into slices that represent discrete features. The process involves brainstorming tasks, capturing user and system activities, arranging the cards into a narrative flow and refining the map. Designing and refining the mapping process allows aligning user-centered design with agile development.
This document discusses user experience (UX) and user interface (UI) considerations for immersive design using extended reality (XR) technologies. It covers topics like approachable design, seamless user flow, understanding the audience, accessibility, and safety. Specific UX elements discussed include personal space, agency, social signifiers, feedback, affordances, and interactions. UI elements like the z-axis, 3D interface metaphors, microinteractions, and time/space are also covered. The goal is to create intuitive, comfortable and safe immersive experiences through thoughtful UX/UI design.
This document discusses interaction design and user interface design. It covers key concepts like goals, constraints, tradeoffs in design. It also discusses understanding users and materials. The design process involves requirements analysis, design, prototyping, and deployment. User focus is important through personas and scenarios. Navigation, local structure, and global hierarchical and dialog-based organization are discussed. Screen design principles like grouping, order, alignment and white space are also covered.
28c3 version of "The engineering part of social engineering"theAluc
The document discusses social engineering techniques for gaining unauthorized access to information systems or physical locations. It covers relevant skills, methods of gathering intelligence on targets, infiltration strategies, finding and accessing data, and exfiltrating data without being detected. The goal is to demonstrate security vulnerabilities by modeling potential attacks to help clients improve their defenses.
Designing visualisations and dashboards can be a difficult task. It involves working out how to condense large amounts of data into easy to understand visualisations, understanding how the information presented will be used, and even choosing the right kinds of charts.
This presentation covers elements of design thinking, usability, and an understanding of human perception. The goal end goal is to try and enhance the user experience of visualisations and dashboards.
[OReilly Superstream] Occupy the Space: A grassroots guide to engineering (an...Jason Yip
The typical problem in product engineering is not bad strategy, so much as “no strategy”. This leads to confusion, lack of motivation, and incoherent action. The next time you look for a strategy and find an empty space, instead of waiting for it to be filled, I will show you how to fill it in yourself. If you’re wrong, it forces a correction. If you’re right, it helps create focus. I’ll share how I’ve approached this in the past, both what works and lessons for what didn’t work so well.
In the realm of cybersecurity, offensive security practices act as a critical shield. By simulating real-world attacks in a controlled environment, these techniques expose vulnerabilities before malicious actors can exploit them. This proactive approach allows manufacturers to identify and fix weaknesses, significantly enhancing system security.
This presentation delves into the development of a system designed to mimic Galileo's Open Service signal using software-defined radio (SDR) technology. We'll begin with a foundational overview of both Global Navigation Satellite Systems (GNSS) and the intricacies of digital signal processing.
The presentation culminates in a live demonstration. We'll showcase the manipulation of Galileo's Open Service pilot signal, simulating an attack on various software and hardware systems. This practical demonstration serves to highlight the potential consequences of unaddressed vulnerabilities, emphasizing the importance of offensive security practices in safeguarding critical infrastructure.
This document discusses user interface design and provides examples of window switching interfaces in different operating systems. It analyzes the Alt-Tab interface in Microsoft Windows, noting its simplicity but also potential errors from overshooting the target window. It also analyzes the Exposé feature in Mac OS X, praising its use of the actual window as a visual representation and ability to cancel without cycling through windows. The document advocates for direct interaction with users to understand their needs and context in order to design effective interfaces.
C:\Documents And Settings\Deanne\My Documents\Stc Stuff\From Other Stc Chapte...deannewilson
Top 10 Tips to Increase Usability of User Documentation:
1. Start at the Top by understanding business goals and measuring documentation success according to those goals.
2. Create detailed user personas to represent target user groups and provide insight into how they might use the product.
3. Match documentation to users' mental models and real-world experience by using natural language and order.
4. Understand the difference between a programmer and user perspective and document obstacles users face rather than just how the program should work.
5. Focus documentation on the complex problems users are trying to solve rather than just how to use specific features.
6. Provide troubleshooting assistance by expecting errors and focusing
Document with the most important design principles in the field of HCI.
It lists HCI principles in a quick way with examples of the real world, and links to research for further information. Use it to guide and base your decision rationale, wether you're designing software apps, websites, physical objects, marketing, etc.
This document discusses requirement engineering and techniques for requirements elicitation. It defines requirements and describes the different levels of requirements from business to functional to non-functional. The key techniques discussed for eliciting requirements include interviewing stakeholders, holding requirements workshops, brainstorming with users, creating storyboards and use cases, and building prototypes. Prototyping in particular is highlighted as an effective way to address common issues in requirements elicitation like the "yes, but" syndrome and discovering additional undisclosed needs.
This is a deck i would often use highlighting the mess of website irrelevance I call today, Microsoft.com and its associate sites.
There is way to much noise and not enough signal and the deck hopefully highlights one slice of this reasoning.
Scanned by CamScanner11. INTRODUCTIONPrototy.docxkenjordan97598
Scanned by CamScanner
1
1. INTRODUCTION
Prototypes are widely recognized to be a core means
of exploring and expressing designs for interactive
computer artifacts. It is common practice to build
prototypes in order to represent different states of
an evolving design, and to explore options. How-
ever, since interactive systems are complex, it may
be difficult or impossible to create prototypes of a
whole design in the formative stages of a project.
Choosing the right kind of more focused prototype
to build is an art in itself, and communicating its
limited purposes to its various audiences is a criti-
cal aspect of its use.
The ways that we talk, and even think about pro-
totypes, can get in the way of their effective use.
Current terminology for describing prototypes cen-
ters on attributes of prototypes themselves, such as
what tool was used to create them, and how re-
fined-looking or -behaving they are. Such terms
can be distracting. Tools can be used in many dif-
ferent ways, and detail is not a sure indicator of
completeness.
We propose a change in the language used to talk
about prototypes, to focus more attention on fun-
damental questions about the interactive system
being designed: What role will the artifact play in
a user’s life? How should it look and feel? How
should it be implemented? The goal of this chapter
is to establish a model that describes any prototype
in terms of the artifact being designed, rather than
the prototype’s incidental attributes. By focusing
on the purpose of the prototype—that is, on what
it prototypes—we can make better decisions about
the kinds of prototypes to build. With a clear pur-
pose for each prototype, we can better use proto-
types to think and communicate about design.
In the first section we describe some current diffi-
culties in communicating about prototypes: the
complexity of interactive systems; issues of multi-
disciplinary teamwork; and the audiences of pro-
totypes. Next, we introduce the model and illus-
trate it with some initial examples of prototypes
from real projects. In the following section we
present several more examples to illustrate some
further issues. We conclude the chapter with a sum-
mary of the main implications of the model for
prototyping practice.
2. THE PROBLEM WITH PROTOTYPES
Interactive computer systems are complex. Any
artifact can have a rich variety of software, hard-
ware, auditory, visual, and interactive features. For
example, a personal digital assistant such as the
Apple Newton has an operating system, a hard case
with various ports, a graphical user interface and
audio feedback. Users experience the combined
effect of such interrelated features; and the task of
designing—and prototyping—the user experience
is therefore complex. Every aspect of the system
must be designed (or inherited from a previous sys-
tem), and many features need to be evaluated in
combination with others.
Prototypes provide the means for examining de-.
The document summarizes key concepts from Don Norman's book "The Design of Everyday Things" regarding interaction design principles. It discusses Norman's definition of design as concerning how things work, how they are controlled, and the interaction between people and technology. It then summarizes Norman's six main principles of interaction design: affordances, signifiers, constraints, mappings, feedback, and conceptual models. It provides examples to illustrate each principle.
HCI is the study of the interaction between humans and computers. The goal of HCI is to improve this interaction by designing systems that are more user-friendly and responsive to user needs. Key principles of user interface design include structure, visibility, feedback, affordances, mapping, constraints, consistency, simplicity, and tolerance. Following these principles can help create intuitive interfaces that reduce barriers to users achieving their goals.
The document discusses software requirements and requirement engineering. It defines what requirements are, including different levels like business, user, and functional requirements. It explains that requirement engineering determines the goals, functions, and constraints of software systems. The document outlines the requirement engineering process and discusses common challenges like the "yes, but" syndrome where users provide additional feedback, and the "undiscovered ruins" syndrome where further requirements are uncovered. It provides examples of techniques to elicit requirements like interviewing stakeholders, workshops, brainstorming, storyboarding, use cases, and prototyping.
WORKSHOP: Making the World Easier with Interaction DesignCheryl Platz
Interaction designers aim to make technology intuitive and easy to use. Their goal is to prevent user frustration by ensuring products function as expected. The presentation discusses interaction design through an example of redesigning a microwave user interface. It encourages brainstorming ideas, sketching prototypes, and testing designs with others. The key is an iterative process of researching user needs, exploring solutions, testing, and refining designs.
UCD / IxD Introduction - User centric design, interaction designsdavis6b
This document provides an introduction to user-centric design (UCD) and interaction design (IxD) principles for building software. It discusses how UCD tools like personas, goals, and interaction loops can help design coherent experiences and increase agility, sanity and quality. While earlier software was system-centric, the focus is now on designing intuitive experiences through iterative collaboration using UCD and pairing it with Agile development methods.
This document provides guidance on creating a user story map to plan a software product. It discusses capturing user tasks, activities, assumptions and details on cards and arranging them on a board. The cards are organized chronologically from left to right and by priority on the y-axis. Cards are grouped into slices that represent discrete features. The process involves brainstorming tasks, capturing user and system activities, arranging the cards into a narrative flow and refining the map. Designing and refining the mapping process allows aligning user-centered design with agile development.
This document discusses user experience (UX) and user interface (UI) considerations for immersive design using extended reality (XR) technologies. It covers topics like approachable design, seamless user flow, understanding the audience, accessibility, and safety. Specific UX elements discussed include personal space, agency, social signifiers, feedback, affordances, and interactions. UI elements like the z-axis, 3D interface metaphors, microinteractions, and time/space are also covered. The goal is to create intuitive, comfortable and safe immersive experiences through thoughtful UX/UI design.
This document discusses interaction design and user interface design. It covers key concepts like goals, constraints, tradeoffs in design. It also discusses understanding users and materials. The design process involves requirements analysis, design, prototyping, and deployment. User focus is important through personas and scenarios. Navigation, local structure, and global hierarchical and dialog-based organization are discussed. Screen design principles like grouping, order, alignment and white space are also covered.
28c3 version of "The engineering part of social engineering"theAluc
The document discusses social engineering techniques for gaining unauthorized access to information systems or physical locations. It covers relevant skills, methods of gathering intelligence on targets, infiltration strategies, finding and accessing data, and exfiltrating data without being detected. The goal is to demonstrate security vulnerabilities by modeling potential attacks to help clients improve their defenses.
Designing visualisations and dashboards can be a difficult task. It involves working out how to condense large amounts of data into easy to understand visualisations, understanding how the information presented will be used, and even choosing the right kinds of charts.
This presentation covers elements of design thinking, usability, and an understanding of human perception. The goal end goal is to try and enhance the user experience of visualisations and dashboards.
[OReilly Superstream] Occupy the Space: A grassroots guide to engineering (an...Jason Yip
The typical problem in product engineering is not bad strategy, so much as “no strategy”. This leads to confusion, lack of motivation, and incoherent action. The next time you look for a strategy and find an empty space, instead of waiting for it to be filled, I will show you how to fill it in yourself. If you’re wrong, it forces a correction. If you’re right, it helps create focus. I’ll share how I’ve approached this in the past, both what works and lessons for what didn’t work so well.
In the realm of cybersecurity, offensive security practices act as a critical shield. By simulating real-world attacks in a controlled environment, these techniques expose vulnerabilities before malicious actors can exploit them. This proactive approach allows manufacturers to identify and fix weaknesses, significantly enhancing system security.
This presentation delves into the development of a system designed to mimic Galileo's Open Service signal using software-defined radio (SDR) technology. We'll begin with a foundational overview of both Global Navigation Satellite Systems (GNSS) and the intricacies of digital signal processing.
The presentation culminates in a live demonstration. We'll showcase the manipulation of Galileo's Open Service pilot signal, simulating an attack on various software and hardware systems. This practical demonstration serves to highlight the potential consequences of unaddressed vulnerabilities, emphasizing the importance of offensive security practices in safeguarding critical infrastructure.
Fueling AI with Great Data with Airbyte WebinarZilliz
This talk will focus on how to collect data from a variety of sources, leveraging this data for RAG and other GenAI use cases, and finally charting your course to productionalization.
The Microsoft 365 Migration Tutorial For Beginner.pptxoperationspcvita
This presentation will help you understand the power of Microsoft 365. However, we have mentioned every productivity app included in Office 365. Additionally, we have suggested the migration situation related to Office 365 and how we can help you.
You can also read: https://www.systoolsgroup.com/updates/office-365-tenant-to-tenant-migration-step-by-step-complete-guide/
HCL Notes und Domino Lizenzkostenreduzierung in der Welt von DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-und-domino-lizenzkostenreduzierung-in-der-welt-von-dlau/
DLAU und die Lizenzen nach dem CCB- und CCX-Modell sind für viele in der HCL-Community seit letztem Jahr ein heißes Thema. Als Notes- oder Domino-Kunde haben Sie vielleicht mit unerwartet hohen Benutzerzahlen und Lizenzgebühren zu kämpfen. Sie fragen sich vielleicht, wie diese neue Art der Lizenzierung funktioniert und welchen Nutzen sie Ihnen bringt. Vor allem wollen Sie sicherlich Ihr Budget einhalten und Kosten sparen, wo immer möglich. Das verstehen wir und wir möchten Ihnen dabei helfen!
Wir erklären Ihnen, wie Sie häufige Konfigurationsprobleme lösen können, die dazu führen können, dass mehr Benutzer gezählt werden als nötig, und wie Sie überflüssige oder ungenutzte Konten identifizieren und entfernen können, um Geld zu sparen. Es gibt auch einige Ansätze, die zu unnötigen Ausgaben führen können, z. B. wenn ein Personendokument anstelle eines Mail-Ins für geteilte Mailboxen verwendet wird. Wir zeigen Ihnen solche Fälle und deren Lösungen. Und natürlich erklären wir Ihnen das neue Lizenzmodell.
Nehmen Sie an diesem Webinar teil, bei dem HCL-Ambassador Marc Thomas und Gastredner Franz Walder Ihnen diese neue Welt näherbringen. Es vermittelt Ihnen die Tools und das Know-how, um den Überblick zu bewahren. Sie werden in der Lage sein, Ihre Kosten durch eine optimierte Domino-Konfiguration zu reduzieren und auch in Zukunft gering zu halten.
Diese Themen werden behandelt
- Reduzierung der Lizenzkosten durch Auffinden und Beheben von Fehlkonfigurationen und überflüssigen Konten
- Wie funktionieren CCB- und CCX-Lizenzen wirklich?
- Verstehen des DLAU-Tools und wie man es am besten nutzt
- Tipps für häufige Problembereiche, wie z. B. Team-Postfächer, Funktions-/Testbenutzer usw.
- Praxisbeispiele und Best Practices zum sofortigen Umsetzen
For the full video of this presentation, please visit: https://www.edge-ai-vision.com/2024/06/how-axelera-ai-uses-digital-compute-in-memory-to-deliver-fast-and-energy-efficient-computer-vision-a-presentation-from-axelera-ai/
Bram Verhoef, Head of Machine Learning at Axelera AI, presents the “How Axelera AI Uses Digital Compute-in-memory to Deliver Fast and Energy-efficient Computer Vision” tutorial at the May 2024 Embedded Vision Summit.
As artificial intelligence inference transitions from cloud environments to edge locations, computer vision applications achieve heightened responsiveness, reliability and privacy. This migration, however, introduces the challenge of operating within the stringent confines of resource constraints typical at the edge, including small form factors, low energy budgets and diminished memory and computational capacities. Axelera AI addresses these challenges through an innovative approach of performing digital computations within memory itself. This technique facilitates the realization of high-performance, energy-efficient and cost-effective computer vision capabilities at the thin and thick edge, extending the frontier of what is achievable with current technologies.
In this presentation, Verhoef unveils his company’s pioneering chip technology and demonstrates its capacity to deliver exceptional frames-per-second performance across a range of standard computer vision networks typical of applications in security, surveillance and the industrial sector. This shows that advanced computer vision can be accessible and efficient, even at the very edge of our technological ecosystem.
Programming Foundation Models with DSPy - Meetup SlidesZilliz
Prompting language models is hard, while programming language models is easy. In this talk, I will discuss the state-of-the-art framework DSPy for programming foundation models with its powerful optimizers and runtime constraint system.
Your One-Stop Shop for Python Success: Top 10 US Python Development Providersakankshawande
Simplify your search for a reliable Python development partner! This list presents the top 10 trusted US providers offering comprehensive Python development services, ensuring your project's success from conception to completion.
Have you ever been confused by the myriad of choices offered by AWS for hosting a website or an API?
Lambda, Elastic Beanstalk, Lightsail, Amplify, S3 (and more!) can each host websites + APIs. But which one should we choose?
Which one is cheapest? Which one is fastest? Which one will scale to meet our needs?
Join me in this session as we dive into each AWS hosting service to determine which one is best for your scenario and explain why!
Generating privacy-protected synthetic data using Secludy and MilvusZilliz
During this demo, the founders of Secludy will demonstrate how their system utilizes Milvus to store and manipulate embeddings for generating privacy-protected synthetic data. Their approach not only maintains the confidentiality of the original data but also enhances the utility and scalability of LLMs under privacy constraints. Attendees, including machine learning engineers, data scientists, and data managers, will witness first-hand how Secludy's integration with Milvus empowers organizations to harness the power of LLMs securely and efficiently.
Discover top-tier mobile app development services, offering innovative solutions for iOS and Android. Enhance your business with custom, user-friendly mobile applications.
Crafting Excellence: A Comprehensive Guide to iOS Mobile App Development Serv...
Usability 101
1. Usability 101
P Jones
hilip
Welcome to Usability 101. You know me, I’m Philip Jones, and I’m going to share some of the
lessons I’ve learned over my extensive years as an interface designer and usability consultant.
2. Slide 2
Y A N T U
ou re ot he ser.
BC
e onsistent.
C m teS
om unica ystemS tus.
ta
D Inform tion.
esign a
H ndleE
a rrors. U A IL Y101
S B IT
You see things differently than the person you’re designing for
Let them meet halfway – expect, trust that you’ll be consistent
Communicate with them. Let them know what’s going on with the system
Think about how you’re presenting information, get out of the way
Don’t panic, don’t make your user panic either
3. Slide 3
W ho?
T sks, not T
a ools
T inology
erm
Y UA E O T E SR
O R N T H U E.
Talk about users, customers, and programmers
How differently each broad type of person sees their computing environment
Part of that is “tasks, not tools”
Touch on usage of terminology
4. Slide 4
Y uA N t T U r
o re o he se
Usersa not pro m
re gram ers.
C m ight not beusers.
usto ersm
You are not the user.
They aren’t programmers (unless you’re fortunate enough to be developing for your peers)
Might not even be POC, or customer spouting feature requests.
Pretty difficult to stand in the shoes of every different user that you’re asked to design for in
each project
This is the underlying idea that should be drilled into your brain whenever you’re tempted to
design something the way that makes sense intuitively for you.
5. Slide 5
T sks, N t T o
a o o ls
“Techies” usetools.
E
veryoneelsedoestasks.
One thing I’ve noticed, coming from an analytical, programmatic mindset to computers myself,
is that most people don’t care about the tools they use
Some of us might have deep allegiances to certain workflows, certain software suites, and
particular settings in the programs we use each and every day
A contractor might be attached to a certain brand of hammer with certain characteristics
The rest of us just want to hang a picture
Large majority of people that use technology only want to complete a task that is externally
important
Traverse confusing rows of menus, buttons, and links in order to fight the software into
producing the best approximation of the concept kicking around in their mind.
That’s what I call “TASKS, NOT TOOLS”, and it’s the first step into the user’s shoes.
In general, people don’t figure out how things work. We muddle through. We get the job done,
good enough.
We don’t read instructions or even necessarily understand how our tools work.
We forge ahead and make up a vaguely-plausible explanation for what’s going on and why it’s
going to get the job done.
6. Slide 6
U rsta Y ur U r
nde nd o se
Mental
Im entation
plem Model
If you aren’t your user, then you need to do your best to understand them
Taking on theirmental model, not yourimplementation model
Best way to design a database may not map to the way that someone wants to enter
information
Most convenient way to dump a class’s data into a text box or table might not make any sense
to different types of readers with domain expertise
The first way to get a handle on this divergence is GOOD METAPHORS
Put the data and interaction model into real-world terms that map to a particular environment
Try to get them to adopt the conceptual model by appealing to perception (all senses) and
memory (from having used other apps)
Interesting dynamics in our particular situation working to implement solutions requested by
specific customers with specific needs, but often no idea how to accomplish that functionality
Comparing our government to commercial side to other small / large, public / private, software
firms is going to be one of the challenges that we discuss today, and I’d love to get your take on
these complexities.
7. Slide 7
U rsta Y ur U r
nde nd o se
S
U ser
ystem E
fficiency
An interesting aspect of this concept is to maximize user efficiency, not necessarily system
efficiency
You’re I/O-bound most of the time, as you wait for the user to read and act, and then it’s your
turn to process with a computer that’s many orders of magnitude faster
Timing that matters is how long it takes the user from starting to finishing a task
Silly example: whether it’s faster to microwave something for 1:10 or 1:11
You’d think, “Duh, 1:10”, but some users may take more than a second to locate and re-orient
their finger on the zero key after pressing the one key twice, which means that pressing the one
key three times might end up getting the job done quicker
That’s a little bit of a stretch, but I think you get that we’re talking about end-to-end perceived
efficiency from the POV of the user.
8. Slide 8
T rm lo
e ino gy
W ords
P ses
hra
Concepts
Jargon
Good thing: familiar words, phrases, and concepts
Language used by people who work in a particular area is what you want for very domain-
specific applications
When you misuse a word, or simply pick the wrong term, it’s doubly frustrating to the user
when a mismatch occurs with their expectations
Might have misled them down the wrong path when they were looking to accomplish the task
that was implied by your chosen terminology
Now they’ve lost trust in your understanding of their domain, and they’re not sure whether to
let your software take the reins.
Caveat: competing jargon
- FAA vs. ANSP
- ICAO vs. IATA standards
- FAA’s “customers”? Airlines not passengers
9. Slide 9
W ho?
T sks, not T
a ools
T inology
erm
Y UA E O T E SR
O R N T H U E.
Talked about users, customers, and programmers, and how differently each broad type of
person sees their computing environment.
Focus on “tasks, not tools”
The user knows a set of terminology that you should strive to reproduce
10. Slide 10
E
xpectations
R lW
ea orld
P tform
la
B CN IS E T
E OS TN .
Stick to expectations that come with a certain paradigm, whether in the real world or down to a
specific platform
11. Slide 11
E c tio
xpe ta ns
S e= sam
am e
Different = different
Essentially,
elements act similarly, make them appear to be similar
going to act differently (whether a little or a lot), make them look and behave correspondingly
different
EXAMPLE:
3 different types
-Menu (text label, expect dropdown text)
-Simple button (icon label, expect either:
- one instance of action – press and bounce back
or
- toggle feature on/off – stay depressed
-Menu button (icon label with arrow(s), expect dropdown)
You may not have seen this before but you probably expected everything I just said
This is a case of uniformity and similarity on your side
But can also be an enemy if everything looks too similar or too different, happy medium
as with everything else, really up to iteration and testing to decipher specific situations
12. Slide 12
Ra W rld
el o Ra W rld
el o
E
xistingexpertise
N tura logica order
a l, l
Remember: users living in a different world than you
Familiar with domain terminology and conventions
Expect your application to pander to these styles
Particularly when representing the real-world, be very careful to be accurate, faithful to user’s
environment
EXAMPLE – Surface
Since users are intimately familiar with this map, anything inconsistent about it would damage
credibility
Match their understanding of context
Avoid misleading, out-of-context information
When presenting data (will get back to) take minimal extra time to determine whether they are
already interacting with the same or similar data in a different context.
Ever tried to enter data from a paper form that doesn’t match the digital input form?
Seen a representation of a familiar object, but just one or two little things are off?
Very frustrating, suggests a lack of effort on the design side
Essentially, show them what they want to see, in the form they expect
13. Slide 13
P tfo
la rm
H a Interfa G
um n ce uidelines
–F AH a F ctorsD S nda
A um n a esign ta rd
–G O E D H a Interfa G
N M/K E um n ce uidelines
–W indowsU E
ser xperienceIntera G
ction uidelines
–A H a Interfa G
pple um n ce uidelines
Platforms have standards. I’m talking about standard conventions within operating systems, and
there are human interface guidelines for each of these. So follow the HIG!
While many developers follow guidelines at the OS or platform level, in our domain, the FAA
Human Factors Design Standard may be one of the more important sets of guidelines
More high-level, mandate the lowest-common-denominator usable interface rather than a
particular visual style, but they are valuable for FAA systems and promote good ideas for most
platforms
Many of these policies are backed by human-computer interaction research, but platform
guidelines for an OS or the web tend to follow more arbitrary conventions that have become
the standard through popularity or recommended architecture decisions.
*CLICK+ Just because you like putting beveled dots in your column dividers doesn’t mean you
should if it’s not draggable.
Of course, much of the reasoning behind consistency with platform conventions is to be in line
with user expectations developed through their experience with similar systems. This allows for
a huge reduction in the learning curve from application to application, as iconography and
interaction minutia behave as expected …
14. Slide 14
P tfo
la rm P tfo
la rm
…*CLICK+
Minutia including OK/Apply/Cancel/Close/Save buttons – stick to platform!
[CLICK]
Sometimes web standards emerge to be better than native: OK is obvious button while Cancel is
less-salient link
While these conventions are written for a reason—to unify look and feel across a common user
experience—doesn’t mean set in stone (thus the name “Guidelines”)
Recommend starting with the standard recommendation for a particular situation, when that
isn’t working with the user’s mental model or could be vastly improved by tweaking the
implementation, test it versus a competing version
Diverting from these guidelines needs to be significantly better than the alternative in order to
outweigh the cost of disrupting a user’s expectations
15. Slide 15
E
xpectations
R lW
ea orld
P tform
la
B CN IS E T
E OS TN .
(Recap)
Any time an application behaves similarly when performing a similar function, and just as
importantly behaves differently when performing a different function, the learning curve is
sharply reduced
Written and visual guidelines exist to promote platform consistency, with the aim of making
compliant applications more intuitive and quickly learnable.
Hopefully, your applications will be more pleasant (or at least less unpleasant) to use as the
consistency increases.
16. Slide 16
T elyfeedba
im ck
U em
ser powerm ent
V llyobvious
isua
CM U IC T S S E S A U .
O MN A E YT M T T S
Up-to-date
At a glance
17. Slide 17
Fe c
e dba k
Action Reaction
Something you don’t always notice until it isn’t there: feedback. Whether visual, audible, or
even tactile in some contexts, every action should have a reaction to confirm to the user that
the system received that action.
On a more specific, system operation level, make sure that anything reflecting the status of the
system is displaying timely, easily accessible information
18. Slide 18
A kno dgeInput
c wle
T e(s )
im ec U eels
IF ...
0.1 Insta neous
nta
1 R esponsive
10 S low
Source: http://www.useit.com/papers/responsetime.html
Continuing on feedback, this is a surprisingly key element to a user’s impression of the UI
responsiveness (and even on a higher level, their overall perception of its “usability”).
You’ve witnessed frustration from multiple clicks when the interface doesn’t react fast enough.
Think about the last time you watched someone click a UI element and, when it doesn’t
respond instantly, continue clicking again and again. Not only is this potentially confusing the
system, but it’s confusing the user, and damaging their perception of your application’s
capability.
Reacting to a user’s click within 0.1 seconds offers a feeling of instantaneous response, and
there’s no intermediary feedback necessary. This is the best case, as it aligns with their real-
world expectation of interacting with a physical object with no delay.
Closer to 1 second, the user will notice a slight delay but will not lose their train of thought. This
can be the difference between a click-and-drag experience in a native application versus some
older web applications. Lose feeling of operating directly on the data as response time grows.
When that response time grows to 10 seconds, you’re running out of time to keep them
focused. Attention spans will slip, particularly as technology continues improving and our
expectations are heightened in parallel. Especially if the response time is particularly variable, it
can be very helpful to have an indication of progress. …
19. Slide 19
A kno dgeInput
c wle A kno dgeInput
c wle
T e(s )
im ec U eels
IF ... T e(s )
im ec U eels
IF ...
0.1 Insta neous
nta 0.1 Insta neous
nta
1 R esponsive 1 R esponsive
10 S low 10 S low
Source: http://www.useit.com/papers/responsetime.html Source: http://www.useit.com/papers/responsetime.html
…*CLICK+ A full-fledged modal progress bar may be overkill in this situation, but a busy cursor
and maybe a [CLICK] less-salient bar or incrementing percent-done number in the bottom
corner would fit in relatively unobtrusively.
If a task takes longer than 10 seconds, you’ve lost their attention for the time being, so you
need some feedback indicating (first,) when a task is expected to be done (probably with a %-
done indicator), and (second,) when the task actually is completed. Of course, you’ll also want a
way to interrupt that lengthy operation.
Don’t lie with a progress bar that reaches “100%” over and over
Again, we write software for some pretty specific edge cases that seem to be well-suited
towards making my hard-and-fast rules not always apply, so I’d be interested if anyone’s
thinking of any particular situation where these guidelines don’t work for you.
20. Slide 20
F e InCntro
el o l
H la
ide tency
E power theuser
m
You clicked the wrong item, lose control for seconds, minutes, 10 or 20 even. You’re not in
control—the system is taking you along for the ride. Really, our goal is to support the user by
making them feel in control. I like to think of it as “user empowerment”.
Really, to go back to our maxim of “Tasks, not Tools” and really push it to the limit, the goal is to
make the interface completely disappear. If it fits closely enough to the user’s mental model,
the cognitive workload required to proceed through tasks shouldn’t be elevated at all. When
good feedback makes the system feel responsive, and the user feels in complete control, you’ve
empowered the user to command that system and trust it to respond appropriately.
21. Slide 21
V llyA re
isua ppa nt V llyA re
isua ppa nt
A invisiblenavigation
void
Not always obvious, but often a series of tasks can take you into a rabbit hole from which you
can’t see how to get home. Things like breadcrumbs and progress meters can give a sense of
location awareness
It’s much easier to keep track of navigation that you can see. If you’ve ever navigated someplace
for the first time using a GPS or map application, seeing from your POV gets you to where you’re
going, but most people don’t have a good sense of the overall journey until they switch to the
2D overhead map view.
Another example on phone, new screen slides L/R/U/D to switch to new mode
If it could be zoomed out, see entire application map
The more visually apparent, the more straightforward (and often simpler) the interface feels,
because the user knows what to expect. This goes back to when we talked about allowing the
user to use the interface entirely within their mental models, with trustworthy predictability.
22. Slide 22
T elyfeedba
im ck
U em
ser powerm ent
V llyobvious
isua
CM U IC T S S E S A U .
O MN A E YT M T T S
The more visually apparent, the more straightforward (and often simpler) the interface feels,
because the user knows what to expect. Goes back to when we talked about allowing the user
to use the interface entirely within their mental models, with trustworthy predictability
Empower the user with constant feedback as well as the up-to-date status at a glance or at a
click
23. Slide 23
R da
ea bility
Aesthetics
Custom tion
iza
DS NINOM T N
EIG F R A IO .
Now that you’re communicating the system status to the degree that the interface disappears,
the focus can remain on the true purpose of your system: input and output of information
I’ll mainly focus on output, but either side could make up an entire presentation on its own.
24. Slide 24
Ra bility
e da Ra bility
e da
Legibility THIS IS AN
Legibility
–F style
ont EXAMPLE OF –F style
ont
Serif
–F size
ont
HOW DIFFICULT
IT IS TO SCAN –F size
ont
Sans serif
CENTERED TEXT Monospace
–B text
ody IN ALL CAPS –B text
ody Decorative
W t toshow...
ha W t toshow...
ha
The first part of readability is what I classify as legibility—the physical ease of intaking
characters through your eyeballs.
ALL CAPS always decreases reading speed, since we don’t normally process every character, but
instead the combinations of different large and small shapes. When skimming through text,
you’re probably just observing the outlines of each word.
I shouldn’t have to tell you that weird ornamental fonts are probably not your best bet, *CLICK+
but even choosing monospace, serif, or sans-serif fonts can make a difference in certain
contexts. EXPLAIN SERIF (decorative pieces that smooth the flow of your eye between letters)
Large or small body text can also be difficult to make out.
While we’re on the subject of body text, I have to mention that paragraph-style text often
comes in narrow columns for a reason
General rule: make even a single column of text no wider than about 55-75 characters
Gives me a hard time on the wiki when you might see only a few lines of text (or worse, more)
that run the entire width of your full-screen monitor
I know we’re not generally displaying huge swaths of text on the screen (except in reports, the
wiki, and documentation), but be mindful of the appearance of the text.
Making decisions about what information to show also involves deciding what information not
to show. This can be the deciding factor between a good and a bad design, as extraneous
information simply splits the focus
When it comes time for a user to make a decision, and they need to know some information to
make an informed decision, display it or at least try to make it a low-hassle, easily visible option
so as to not disrupt the workflow.
25. Slide 25
A sthe Dsign
e tic e
O nized
rga
M a
inim list
L veit out
ea
These are generally just good style tips.
You know to keep things organized. Put like with like, and separate different types of
information as well as the tools to interact with it.
Leave out anything unnecessary. If it’s data that should be available but not very often, it might
be worth putting it in a separate view (although that can create quite a bit of friction, especially
when trying to compare multiple elements). The point is that any extraneous information only
serves to decrease the relative visibility of the information that they actually care about.
26. Slide 26
Clo
or
C olorisinfo
R vs. green
ed
Vischeck.com
Don’t go overboard, but don’t forget that color is information too
Carefully choosing a few attributes that can be distinguished with a tasteful color scheme often
adds quite a bit of depth and intuitive interaction to an otherwise-drab interface which we
would never design here at Metron
BUT, be careful. 8-10% of men have red-green colorblindness (protanomaly and deuteranomaly)
Affects ability to quickly distinguish differences
Ran picture through a simulator (one is freely available at Vischeck.com) to show just how much
colorblindness can affect your interface design …
27. Slide 27
Clo
or Clo
or
C olorisinfo C olorisinfo
R vs. green
ed R vs. green
ed
Vischeck.com Vischeck.com
…Ran picture through a simulator (one is freely available at Vischeck.com) to show just how
much colorblindness can [CLICK] affect your interface design
Here, the required fields aren’t obvious
This is a better idea
Allows user to visually group similar elements through an additional dimension, just be careful
28. Slide 28
C m tio
usto iza n
U profiles
ser
D decisions
esign
A llowed?
User profiles are a good way to allow customization
Extent to which an interface may be customized is absolutely a design decision
While I recommend you allow a feeling of flexibility and relative freedom, don’t allow users to
shoot themselves in the foot.
It’s almost like the difference between Myspace and Facebook. Myspace became known for the
jungle that you enter when users are allowed extensive, almost complete control over the
layout, presentation, and behavior of an interface.
On the other hand, Facebook has been condemned for restricting profile customization to a
bare minimum. Most users get a functional grid-based layout that reflects Facebook’s vision of
fitting as much content as possible.
Of course, I’ve also heard of anecdotes where customizing the interface whatsoever was
explicitly forbidden by the customer (starts with an F and ends with two As). This makes sense
when it’s a station used by multiple people for varying periods of time, with no time or
necessity for individual logins or profiles. Constraining an interface to a single permutation
certainly cuts down on training, documentation, and support issues, not to mention design and
development work that would otherwise have to allow elements to be thrown around
haphazardly.
Of course, if that single product is intended for many uses, than this level of customization and
modularity should be designed in from the get-go.
Again, another situation that is very situationally-dependent, so make sure you’re considering
all your options.
29. Slide 29
R da
ea bility
Aesthetics
Custom tion
iza
DS NINOM T N
EIG F R A IO .
Readability and legibility are always important
Make sure that your information is presented in an appropriate way for what you’re showing,
and that you’re highlighting the appropriate data.
This means to keep things minimal and organized, but don’t forget to use small amounts of
color where helpful.
Finally, watch out for customization
It tends to require a lot more decisions about allowing appropriate designs, and in some
instances may be forbidden
Again, information design is very situationally-dependent.
30. Slide 30
Understa ble
nda
Reversible
Forgiving
H N L ER R.
A DE ROS
In a phrase, “stuff happens”. Make sure that you’re handling errors in a user-friendly rather than
user-hostile way. It may not be the most fun to go back and make your error messages
accessible, but it certainly helps your user trust your application.
31. Slide 31
U rsta ble
nde nda U rsta ble
nde nda
C prehensible
om C prehensible
om
P inla ge
la ngua P inla ge
la ngua
First off, don’t be cryptic
If you’re putting an error message on the screen, it’s a human you’re trying to communicate
with, not a developer or an error log or another computer
Use plain language to indicate the problem, as well as the solution
This doesn’t mean you can’t use error codes, as they can help you narrow the specific problem
down in support or bug-hunting situations, but when you’re not around and *CLICK+ the system
throws EXCEPTION 0x0000FF33 on the screen with a simple “OK” button...
That’s not helpful to the user at all.
32. Slide 32
Rve
e rsible
F ble
ixa
F m r pa
a ilia th
Inspire
Reversible Exploration
You know the saying: “Everyone makes mistakes.” That says to me that mistakes should be
expected, and thus recoverable, fixable, reversible
Now, most people don’t want to stray off the familiar path:
Might have been burned before by going outside their comfort zone
Maybe they just don’t care about doing anything other than the sequence of steps they learned
Can be frustrating for more advanced users, watching people act if not say, “I’m in a hurry, so I’ll
do it the long way.” That’s generally because the up-front confidence in the tried-and-true
method is hard to break.
BUT, all that said, a good portion of users will want to explore a little, whether due to interest in
undiscovered features or simply being lost and trying to find something in particular
Design for and encourage this exploration and everyone will feel more comfortable.
33. Slide 33
F rgiving
o
D losework
on’t
Protect their feet
D for user errors
esign
Never lose the user’s work. Just as simple as that.
Now, of course, maybe it can never be just that simple, as I’ve heard a couple anecdotes where
the state of the interface or data was required to return to a default after each user was
finished, which seems like a valid exception to the rule especially in some of the oddball
government environments we have to deal with. So as with any rule, make sure you’ve thought
it through and have a good reason for choosing a different path.
Still, the underlying message is to try to avoid letting the user shoot themselves, in the foot or
anywhere else, as they (and we) are prone to doing.
Said another way, hide the ejector seat levers.
Maybe it’s as simple as moving the “Erase Database” button far away from the “Save Database”
button (though that should be confirmed and/or undo-able, and it’s obviously a pretty silly
example).
But it might not be as obvious until you test it and find all the ingenious ways users are able to
mess themselves up.
...which is absolutely going to happen, bringing us to my third point here.
If possible, eliminate that condition where you find particularly error-prone usage.
If not, design to accommodate the lessons you learned from watching these errors arise in all
sorts of unique, creative ways, that only your users can devise.
34. Slide 34
Understa ble
nda
Reversible
Forgiving
H N L ER R.
A DE ROS
Your job is to support the user in every task they desire, and at the same time to get out of their
way. Unfortunately, something always goes wrong. Users will run into errors, and this is where
they really get an accurate feeling about your application’s competency and trustworthiness.
When you throw up an error message, make sure it’s readable by a human, since that’s who’s
trying to recover and, maybe if you’re lucky, alert you to a problem.
Just like every app has bugs, every human makes mistakes, but it’s going to be seen as the
application’s fault if it doesn’t give you a safety net. Make sure you design for these problems.
Forgive your users, for they know not what they click. Let them get the sense that clicking
around isn’t going to irreversibly damage anything. Even if they aren’t going to stray off the
beaten path of training, it’s still up to you to avoid losing their work in case of an errant click or
two.
35. Slide 35
Y A N T U
ou re ot he ser.
BC
e onsistent.
C m teS
om unica ystemS tus.
ta
D Inform tion.
esign a
H ndleE
a rrors. U A IL Y101
S B IT
That’ll about cover the main points I wanted to talk about.
Remind yourself that you see things differently than the person you’re designing for
Let them try to meet you halfway by expecting and trusting that you’ll be consistent
Let them know what’s going on with the system
Think about the way you’re presenting information, and get out of the way
Don’t panic when everything goes haywire, and don’t make your user panic either
We’re all in this together.
36. Slide 36
T nks!
ha
Q ET N ?
US IO S
Anything you wanted to know about something I covered, or really anything else?