A rather long overview of Usability. Mainly taken from elsewhere on the internet. Can be used to see how well you are doing with usability as a behavior your company involves itself in.
The document discusses usability and user experience (UX) in several contexts:
1. It defines usability according to ISO usability standard 9241 as how effectively, efficiently, and satisfactorily users can achieve goals within a specified context.
2. It lists 47 common usability activities including heuristic evaluation, personas, usability testing, and more.
3. It describes how to measure usability through effectiveness, efficiency, and satisfaction metrics like tasks completed, time on task, errors, and user ratings.
4. It notes that usability is complex and interdisciplinary, drawing on fields like information architecture, interaction design, industrial design, and more.
5. It suggests that
The document provides an overview of the UX designer's portfolio, including research methods like field studies, surveys, competitive analysis and design documentation. It also lists analysis methods like affinity diagrams, user profiles, task analysis and design solutions like user scenarios, design patterns and prototypes. The portfolio highlights experience conducting user research through contextual inquiry and interviews, as well as design work like creating personas, storyboards, wireframes and prototypes across various industries. Evaluation methods employed include heuristic evaluations, usability testing and focus groups.
The webinar organized by Endeavour - The Mobility Company provides insights on Role of User Experience, popularly known as UX in the Mobility Landscape.
The document discusses how design mapping can help user experience designers working in agile environments. It begins by noting some challenges of agile UX design, such as not having enough time to fully design and build all desired features. It then introduces design mapping as a way to plan and prioritize designs. Design mapping involves brainstorming ideas, organizing them on a map based on user workflows, and designing in layers from basic requirements to more advanced features. This ensures the most important user needs are met first while allowing for enhancements later. The document provides examples of how design mapping was used at ProQuest to plan new administrator functionality.
The Essentials of Great Search Design (ECIR 2010)Vegard Sandvold
This document outlines an essential search design process called "Sprint 0" that involves cross-disciplinary collaboration. It emphasizes learning from stakeholders, users, and technical experts to understand business goals, user needs, and technological capabilities. Concepts are developed through inspiration, ideation, and iterative prototyping and testing of interaction and technical designs. The goal is to unite business goals, user needs, and technological possibilities to discover solutions and innovate through an inclusive design process.
This document provides an overview of Joe Sokohl's presentation on detailed design for preserving the user experience vision. The presentation covers what detailed design is, where it breaks down, and potential solutions. It applies to agencies, independent UX practitioners, and distributed or cross-border teams. The presentation compares typical documentation approaches to detailed design processes like VIEWW and FiveDs and discusses activities at each stage to refine requirements and designs for development.
This document discusses strategies for implementing user experience design policies to influence product development. It describes the evolution of Primax Electronics' UX team from initial usability testing to integrating interaction design and user-centered design processes earlier. To strengthen the UX team's strategic influence, the document proposes establishing UX governance, re-engineering the organization structure, and setting regular communication channels. It suggests leveraging existing product development processes and using a balanced scorecard to define and measure UX's value and return on investment. The changes aim to empower the UX team to directly impact products and evaluate performance using defined metrics.
The document discusses usability and user experience (UX) in several contexts:
1. It defines usability according to ISO usability standard 9241 as how effectively, efficiently, and satisfactorily users can achieve goals within a specified context.
2. It lists 47 common usability activities including heuristic evaluation, personas, usability testing, and more.
3. It describes how to measure usability through effectiveness, efficiency, and satisfaction metrics like tasks completed, time on task, errors, and user ratings.
4. It notes that usability is complex and interdisciplinary, drawing on fields like information architecture, interaction design, industrial design, and more.
5. It suggests that
The document provides an overview of the UX designer's portfolio, including research methods like field studies, surveys, competitive analysis and design documentation. It also lists analysis methods like affinity diagrams, user profiles, task analysis and design solutions like user scenarios, design patterns and prototypes. The portfolio highlights experience conducting user research through contextual inquiry and interviews, as well as design work like creating personas, storyboards, wireframes and prototypes across various industries. Evaluation methods employed include heuristic evaluations, usability testing and focus groups.
The webinar organized by Endeavour - The Mobility Company provides insights on Role of User Experience, popularly known as UX in the Mobility Landscape.
The document discusses how design mapping can help user experience designers working in agile environments. It begins by noting some challenges of agile UX design, such as not having enough time to fully design and build all desired features. It then introduces design mapping as a way to plan and prioritize designs. Design mapping involves brainstorming ideas, organizing them on a map based on user workflows, and designing in layers from basic requirements to more advanced features. This ensures the most important user needs are met first while allowing for enhancements later. The document provides examples of how design mapping was used at ProQuest to plan new administrator functionality.
The Essentials of Great Search Design (ECIR 2010)Vegard Sandvold
This document outlines an essential search design process called "Sprint 0" that involves cross-disciplinary collaboration. It emphasizes learning from stakeholders, users, and technical experts to understand business goals, user needs, and technological capabilities. Concepts are developed through inspiration, ideation, and iterative prototyping and testing of interaction and technical designs. The goal is to unite business goals, user needs, and technological possibilities to discover solutions and innovate through an inclusive design process.
This document provides an overview of Joe Sokohl's presentation on detailed design for preserving the user experience vision. The presentation covers what detailed design is, where it breaks down, and potential solutions. It applies to agencies, independent UX practitioners, and distributed or cross-border teams. The presentation compares typical documentation approaches to detailed design processes like VIEWW and FiveDs and discusses activities at each stage to refine requirements and designs for development.
This document discusses strategies for implementing user experience design policies to influence product development. It describes the evolution of Primax Electronics' UX team from initial usability testing to integrating interaction design and user-centered design processes earlier. To strengthen the UX team's strategic influence, the document proposes establishing UX governance, re-engineering the organization structure, and setting regular communication channels. It suggests leveraging existing product development processes and using a balanced scorecard to define and measure UX's value and return on investment. The changes aim to empower the UX team to directly impact products and evaluate performance using defined metrics.
UX Designers play many roles on a project. They must conduct primary end-user research, then utilize the findings to Design intuitive information architecture and interaction design, within the constraints of technical platforms.
This document provides information about a training project called "DE-SME - Intelligent Furniture - Training for Design, Environment and New Materials in SMEs". It lists the contact information for several individuals involved from the Kuopio Academy of Design in Finland. It then outlines several topics to be covered in the training, including an introduction to user centered design and examples using a case study of a company called "Suupirssi".
UX strategy lacks strategy, it is usually just a glorified waterfall process, even agile processes are just incremental waterfall. This presentation tells the current state of UX strategy in pictures while it outlines a real UX Strategy in words.
Certus - User Centred Design - Maximising the Use of PortalVincent Kwon
The document discusses user centered design (UCD) and its importance in maximizing the use of portals. It describes the iNTERACT methodology, which is a modular UCD approach. The methodology includes activities like card sorting, personas and scenarios, heuristic evaluation, and usability testing. Applying UCD techniques to a portal solution helps satisfy diverse user needs and expectations. Examples are provided of portal projects where UCD was used, including an extranet portal for Honda.
SADT & IDEF0 for Augmenting UML, Algile & Usability EngineeringDavid Marca
Correct and complete context for software engineering requires domain modeling. Structured Analysis and Design Technique (SADT/IDEF0) is a proven way to model any kind of domain. This talk explains how SADT/IDEF0 domain modeling can bring correct and complete domain knowledge, including all required context, to today’s commonplace disciplines of Agile System Development, Unified Modeling Language (UML) methodology, and Usability Engineering methods.
This document discusses human factors and ergonomics in software, hardware, and workplace design. It covers types of software interfaces like command-based, menu-based, and icon-based interfaces. It also discusses principles of user interface design, screen layout, and performance support systems. For hardware, it examines monitor, keyboard and mouse design. It analyzes workplace design including office layout models, workstation design, and behavioral concerns like territoriality and socialization. The goal is to apply knowledge of human physical and cognitive abilities to optimize people's interaction with technology and their work environment.
User experience design (UXD) encompasses all aspects of a user's interaction with a company, service, or product. It aims to meet customer needs and provide products that are enjoyable to own and use. UXD includes interaction design, visual design, graphic design, communication design, content design, sound design, service design, ergonomics, human factors, information architecture, and industrial design. UXD focuses on understanding user behavior, context, and putting the user first rather than features. It is an ongoing, team-based process involving research, concept development, prototyping, and product refinement. Great UX is simple and ensures users can successfully use products.
Siblings or Step Siblings? Common Connections Between Technical Communication...Chris LaRoche
The most recent version of a presentation to a technical communication audience describing the increasing connections and merging of the technical communication and UX/Usability professions.
On Tuesday, December 13th, Bill Albert, co-author of Beyond the Usability Lab, and one of the most knowledgable experts in Remote Usability Testing, presented an update on Remote User Testing methods and tools to optimize your UX Roadmap. If you were not able to attend the live webinar please feel free to view the slideshare below!
The webinar was co-hosted with 3 special guests:
Dave Garr, Co-Founder, UserTesting.com
Andrew Mayfield, CEO, Optimal Workshop
Matt Paulus, Director of US Sales, UserZoom
A short presentation I gave at Krishna Engineering College, Coimbatore on what exactly is user experience. The audience were both graduate and under-graduate students of engineering.
Storymapping is a technique to organize user stories visually. It shows how stories fit together and helps prioritize them. The user story map has two parts - a backbone describing the overall experience or workflow, and individual stories placed underneath corresponding to the backbone. This helps facilitate rich discussion about the product among stakeholders.
The document discusses key aspects of human-computer interaction (HCI), including understanding HCI, types of user interfaces, guidelines for dialog design, and designing queries. It covers topics like ensuring usability and user experience in HCI, different types of user interfaces like menus, forms, and graphical user interfaces. It provides guidelines for meaningful communication, minimal user actions, and consistency in dialog design. It also discusses different types of queries that can be performed on databases and methods for building more complex queries.
Modeling: the holy grail for designing complex systems?xmoneva
presentation given at the ESI Symposium 2009 (Eindhoven, The Netherlands); abstract: http://www.esi.nl/events/esi_symposium_2009/programme/2_1_abstract.html
This document provides an overview of an SD5509 Prototyping & Scripting project that involves designing a web-based system called "i Est" to help people in Hong Kong, especially college students, search for and rent apartments more easily. The system aims to address common problems in the rental process like high costs, lack of facilities, and difficulty comparing options. It proposes designing i Est using technologies like RFID cards, virtual/augmented reality, and speech recognition to allow simulated apartment views and direct contact with owners. The document outlines the project objectives, target users, problems, design concepts, proposed technologies, and provides examples of use cases and scripted interactions within a prototype of the i Est interface.
Integration of a Regular Application into a User Interface Adaptation Engine ...icchp2012
Virtual User Models for Designing and Using Inclusive Products - Integration of a Regular Application into a User Interface Adaptation Engine in the MYUI Project - Sanchez, Victor (s)
Ready for some practical guidance on the consumerization of IT? Although many see consumerization as a growing trend, it’s fast becoming a permanent fixture in the enterprise environment. Chances are, it’s already happening in your own organization.
To minimize the risks associated with unsecured and unmanaged technologies in the enterprise, it’s important to take a proactive approach. This practical guide to the consumerization of IT explains how IT managers can adopt a user-centered strategy—one designed to optimize the computing experience and keep the user productive on any device—all while maintaining the performance, security, and manageability that IT demands. Moreover, this new approach gives IT a powerful opportunity to retain the organization’s reputation as a technology innovator—especially when it comes to Bring Your Own Device (BYOD) programs. This guide also includes insights and best practices for supporting employee-owned devices and selecting the right employer-provided tools for diverse roles and responsibilities and a range of technology needs.
Jesse James Garrett outlines the key elements of user experience on the web. Originally, the web was conceived as a hypertext system, but it has increasingly become a software interface. This dual nature has caused confusion in terminology. The goal is to define these terms in their appropriate contexts and clarify the relationships between elements. A diagram is presented that maps elements such as visual design, navigation, information architecture and user needs for both conceptualizations of the web. The model is incomplete as it does not account for all influences on design or define a development process.
User Experience - More Than Just a Pretty StickC4Media
Video and slides synchronized, mp3 and slide download available at http://bit.ly/YLazIT.
Lane Halley advises on building and organizing a User Experience process based on the Lean Startup cycle. Filmed at qconsf.com.
Lane Halley uses lean design & agile development methods to create Web & mobile products. Prior to joining Carbon Five, Lane worked as a UX coach and trainer (LUXr), an in-house design manager (Liquidnet), an agency designer (Cooper, Hot Studio), a director of User Experience (SenSage) and a video game producer (Mindscape/Electronic Arts).
This document discusses how to maintain a core user experience process when project scope and budgets change. It recommends structuring deliverable selection using a task table to allocate time based on factors like lifespan, screens, complexity, user inputs, novelty, timeline, budget, and other stakeholders. Shortcuts can be taken when leveraging existing information, but entire steps should not be skipped as that could lead to regret. The document concludes by emphasizing the importance of keeping user experience at the core of the process even when dealing with variable project sizes and scopes.
ALE 2012 session description: In this highly collaborative workshop, we will apply a couple of UX practices and techniques, such as empathy maps, stakeholder maps, storyboards, sketchboards and paper prototype usability testing that will allow teams to focus on quick validation and delivery of killer apps that will work for users.
Adaptation of my IA 7/ UX 1 deck for an InnovationLab talk at Stabilo International, Heroldsberg on 10/17/2012.
Credits & image credits within the presentation.
Mobile Applications Development - Lecture 3
User-Centered Design
Information Architecture (sitemaps, wireframes, ...)
UI Design
This presentation has been developed in the context of the Mobile Applications Development course at the Computer Science Department of the University of L’Aquila (Italy).
http://www.di.univaq.it/malavolta
UX Designers play many roles on a project. They must conduct primary end-user research, then utilize the findings to Design intuitive information architecture and interaction design, within the constraints of technical platforms.
This document provides information about a training project called "DE-SME - Intelligent Furniture - Training for Design, Environment and New Materials in SMEs". It lists the contact information for several individuals involved from the Kuopio Academy of Design in Finland. It then outlines several topics to be covered in the training, including an introduction to user centered design and examples using a case study of a company called "Suupirssi".
UX strategy lacks strategy, it is usually just a glorified waterfall process, even agile processes are just incremental waterfall. This presentation tells the current state of UX strategy in pictures while it outlines a real UX Strategy in words.
Certus - User Centred Design - Maximising the Use of PortalVincent Kwon
The document discusses user centered design (UCD) and its importance in maximizing the use of portals. It describes the iNTERACT methodology, which is a modular UCD approach. The methodology includes activities like card sorting, personas and scenarios, heuristic evaluation, and usability testing. Applying UCD techniques to a portal solution helps satisfy diverse user needs and expectations. Examples are provided of portal projects where UCD was used, including an extranet portal for Honda.
SADT & IDEF0 for Augmenting UML, Algile & Usability EngineeringDavid Marca
Correct and complete context for software engineering requires domain modeling. Structured Analysis and Design Technique (SADT/IDEF0) is a proven way to model any kind of domain. This talk explains how SADT/IDEF0 domain modeling can bring correct and complete domain knowledge, including all required context, to today’s commonplace disciplines of Agile System Development, Unified Modeling Language (UML) methodology, and Usability Engineering methods.
This document discusses human factors and ergonomics in software, hardware, and workplace design. It covers types of software interfaces like command-based, menu-based, and icon-based interfaces. It also discusses principles of user interface design, screen layout, and performance support systems. For hardware, it examines monitor, keyboard and mouse design. It analyzes workplace design including office layout models, workstation design, and behavioral concerns like territoriality and socialization. The goal is to apply knowledge of human physical and cognitive abilities to optimize people's interaction with technology and their work environment.
User experience design (UXD) encompasses all aspects of a user's interaction with a company, service, or product. It aims to meet customer needs and provide products that are enjoyable to own and use. UXD includes interaction design, visual design, graphic design, communication design, content design, sound design, service design, ergonomics, human factors, information architecture, and industrial design. UXD focuses on understanding user behavior, context, and putting the user first rather than features. It is an ongoing, team-based process involving research, concept development, prototyping, and product refinement. Great UX is simple and ensures users can successfully use products.
Siblings or Step Siblings? Common Connections Between Technical Communication...Chris LaRoche
The most recent version of a presentation to a technical communication audience describing the increasing connections and merging of the technical communication and UX/Usability professions.
On Tuesday, December 13th, Bill Albert, co-author of Beyond the Usability Lab, and one of the most knowledgable experts in Remote Usability Testing, presented an update on Remote User Testing methods and tools to optimize your UX Roadmap. If you were not able to attend the live webinar please feel free to view the slideshare below!
The webinar was co-hosted with 3 special guests:
Dave Garr, Co-Founder, UserTesting.com
Andrew Mayfield, CEO, Optimal Workshop
Matt Paulus, Director of US Sales, UserZoom
A short presentation I gave at Krishna Engineering College, Coimbatore on what exactly is user experience. The audience were both graduate and under-graduate students of engineering.
Storymapping is a technique to organize user stories visually. It shows how stories fit together and helps prioritize them. The user story map has two parts - a backbone describing the overall experience or workflow, and individual stories placed underneath corresponding to the backbone. This helps facilitate rich discussion about the product among stakeholders.
The document discusses key aspects of human-computer interaction (HCI), including understanding HCI, types of user interfaces, guidelines for dialog design, and designing queries. It covers topics like ensuring usability and user experience in HCI, different types of user interfaces like menus, forms, and graphical user interfaces. It provides guidelines for meaningful communication, minimal user actions, and consistency in dialog design. It also discusses different types of queries that can be performed on databases and methods for building more complex queries.
Modeling: the holy grail for designing complex systems?xmoneva
presentation given at the ESI Symposium 2009 (Eindhoven, The Netherlands); abstract: http://www.esi.nl/events/esi_symposium_2009/programme/2_1_abstract.html
This document provides an overview of an SD5509 Prototyping & Scripting project that involves designing a web-based system called "i Est" to help people in Hong Kong, especially college students, search for and rent apartments more easily. The system aims to address common problems in the rental process like high costs, lack of facilities, and difficulty comparing options. It proposes designing i Est using technologies like RFID cards, virtual/augmented reality, and speech recognition to allow simulated apartment views and direct contact with owners. The document outlines the project objectives, target users, problems, design concepts, proposed technologies, and provides examples of use cases and scripted interactions within a prototype of the i Est interface.
Integration of a Regular Application into a User Interface Adaptation Engine ...icchp2012
Virtual User Models for Designing and Using Inclusive Products - Integration of a Regular Application into a User Interface Adaptation Engine in the MYUI Project - Sanchez, Victor (s)
Ready for some practical guidance on the consumerization of IT? Although many see consumerization as a growing trend, it’s fast becoming a permanent fixture in the enterprise environment. Chances are, it’s already happening in your own organization.
To minimize the risks associated with unsecured and unmanaged technologies in the enterprise, it’s important to take a proactive approach. This practical guide to the consumerization of IT explains how IT managers can adopt a user-centered strategy—one designed to optimize the computing experience and keep the user productive on any device—all while maintaining the performance, security, and manageability that IT demands. Moreover, this new approach gives IT a powerful opportunity to retain the organization’s reputation as a technology innovator—especially when it comes to Bring Your Own Device (BYOD) programs. This guide also includes insights and best practices for supporting employee-owned devices and selecting the right employer-provided tools for diverse roles and responsibilities and a range of technology needs.
Jesse James Garrett outlines the key elements of user experience on the web. Originally, the web was conceived as a hypertext system, but it has increasingly become a software interface. This dual nature has caused confusion in terminology. The goal is to define these terms in their appropriate contexts and clarify the relationships between elements. A diagram is presented that maps elements such as visual design, navigation, information architecture and user needs for both conceptualizations of the web. The model is incomplete as it does not account for all influences on design or define a development process.
User Experience - More Than Just a Pretty StickC4Media
Video and slides synchronized, mp3 and slide download available at http://bit.ly/YLazIT.
Lane Halley advises on building and organizing a User Experience process based on the Lean Startup cycle. Filmed at qconsf.com.
Lane Halley uses lean design & agile development methods to create Web & mobile products. Prior to joining Carbon Five, Lane worked as a UX coach and trainer (LUXr), an in-house design manager (Liquidnet), an agency designer (Cooper, Hot Studio), a director of User Experience (SenSage) and a video game producer (Mindscape/Electronic Arts).
This document discusses how to maintain a core user experience process when project scope and budgets change. It recommends structuring deliverable selection using a task table to allocate time based on factors like lifespan, screens, complexity, user inputs, novelty, timeline, budget, and other stakeholders. Shortcuts can be taken when leveraging existing information, but entire steps should not be skipped as that could lead to regret. The document concludes by emphasizing the importance of keeping user experience at the core of the process even when dealing with variable project sizes and scopes.
ALE 2012 session description: In this highly collaborative workshop, we will apply a couple of UX practices and techniques, such as empathy maps, stakeholder maps, storyboards, sketchboards and paper prototype usability testing that will allow teams to focus on quick validation and delivery of killer apps that will work for users.
Adaptation of my IA 7/ UX 1 deck for an InnovationLab talk at Stabilo International, Heroldsberg on 10/17/2012.
Credits & image credits within the presentation.
Mobile Applications Development - Lecture 3
User-Centered Design
Information Architecture (sitemaps, wireframes, ...)
UI Design
This presentation has been developed in the context of the Mobile Applications Development course at the Computer Science Department of the University of L’Aquila (Italy).
http://www.di.univaq.it/malavolta
This is a presentation we gave at the Microsoft Gen Appathon on November 9th, 2012. It is an introduction to the user centered design process and Windows 8 design.
Exploring ux practices 4 product development agile2012drewz lin
This document describes a workshop on exploring Lean UX techniques and when they should be applied. [1] The goals of the workshop are to learn about Lean UX techniques that can be used at different development stages and do a collaborative design session to develop a minimum viable product (MVP) mobile app. [2] The workshop involves reviewing development stages and commonly used Lean UX techniques, brainstorming additional techniques, and doing a collaborative design exercise where teams research, scope, prototype, test and pitch a mobile networking app for conference attendees. [3] A retrospective is held at the end to discuss lessons learned.
This document discusses Lean UX techniques that can be applied at different stages of product development. It begins with an overview of the goals of learning about Lean UX techniques and practicing collaborative design. Various techniques are then mapped to different development stages. Meeting participants are asked to suggest additional techniques and vote on ones they want to learn more about. Selected techniques are then briefly described, including contextual inquiry, stakeholder mapping, user experience mapping, personas, empathy mapping, elevator pitches, inception decks, user stories, story mapping, journey maps, and storyboards.
The document discusses user experience design (UXD) and the importance of including UXD professionals on product development teams. It provides examples of how UXD can improve outcomes at various stages, including helping understand customer needs during pre-sales, conceptualizing digital strategies during project inception, prototyping and testing designs during development, and iterating based on user feedback. The overall message is that involving UXD from the start of a project can lead to happier end users, more sales and profits for businesses, and the delivery of greater overall value.
The document introduces the eDesign HCI team and their user-centered design process. The team is comprised of 6 members with diverse educational and professional backgrounds. They follow a contextual design methodology which involves studying users in their environments to understand needs, creating shared models and visions, then developing prototypes. The deliverables include consolidated models, personas, storyboards, prototypes and a functional design. The team welcomes questions.
This was the presentation I gave at the Ross Net Impact 2011 conference at the Ross School of Business at the University of Michigan on the topic of Design Thinking for Social Innovation.
Application Prototyping - Pablo González - Capturing and Managing RequirementsVisure Solutions
The document discusses user-centered design and the importance of prototyping in software development. It notes that user-centered design is a process that gives extensive attention to end users' needs, wants and limitations at each stage of the design process. Effective prototyping methods like creating clickable mockups and high-fidelity prototypes are recommended to validate functional requirements with users and gain approval for applications. Prototyping helps reduce costs, risks and time to market compared to relying only on requirements documents or wireframes.
Designing an MVP that works for users (2 and 1/2 hours) @Lean UX NYC 2013Ariadna Font Llitjos
2 and 1/2 hour workshop that covers contextual inquiry, empathy map, user experience map, MVP, elevator pitch, flow diagrams, stories, paper prototype and guerrilla usability testing.
First of a series of workshops, aimed to give business managers and engineers an exposure to design concepts. This presentation covers User Experience Concepts, Graphic Design Fundamentals, UI Trends, Cool tools people can use, and an overview of iOS/Android technical specs for UI.
The document outlines the SIPs (Strategic Innovation Processes) process which includes four main phases: 1) Define & Discovery, 2) Design & Architecture, 3) Development & Execution, and 4) Roll Out. It also lists the roles involved in a project including founders, partners, team members, and users/stakeholders.
Usability & Interface Design for HiTech ProductsPinkesh Shah
Slides from the Product Professionals Networking event hosted by AIPMM and Adaptive Makreting in Hyderabad, India on Feb 3rd.
Usability & Interface Design
www.adaptivemarketing.in
User Experience Design: 5 Techniques for Creating Better Websites and Applica...nForm User Experience
The document discusses five techniques for improving user experience in website and application design:
1. Design early by incorporating user experience design into requirements gathering to better understand user needs.
2. Test early and often through prototyping, usability testing, and engaging users to iterate on designs before development is complete.
3. Make prototypes like sketches, flows, and mockups to generate ideas, get stakeholder buy-in, and test designs at low cost before implementing.
4. Focus on user behavior by asking open-ended questions about what users actually do rather than what they say they want.
5. Make "good mistakes" through exploratory prototyping to learn about problems and
Agile and UX both put user's needs at their center, but their foundational beliefs have set them at odds over the years.
Presented at part of "24 Hours of UX" 2022.
BizSpark SF Lightning Talk: "Design Patterns for Designers" by Stephan OrmeMark A
The document discusses design patterns for product design. It explains that design patterns originate from Christopher Alexander's work and capture solutions to common design problems. The document then outlines the key components of the product design process, including understanding needs, agreeing with stakeholders, and providing direction. It describes discovery and design processes that involve user research, diagramming solutions, and developing models, views, and controls. The goal is to understand needs, get stakeholder agreement, and provide clear direction for developers.
This document provides an overview of prototyping for software development. It defines prototyping as using simplified models to explore design ideas, requirements, and functionality. Prototyping benefits include verifying assumptions, clarifying requirements, identifying issues early, and minimizing risks. The document outlines best practices for prototyping, including following a process of planning, preparation, design, results, and deployment. This process involves verifying requirements, defining users, developing task flows, determining prototype characteristics, and reviewing and validating the design.
This document discusses integrating user experience (UX) design into agile development processes. It describes common UX activities like user research, prototyping, and testing. It then provides examples of how companies have structured UX work within sprints, including frontloading UX work, biweekly design reviews, and participatory sketching sessions. The goal is to embed UX designers in teams to inform decisions early while still allowing flexibility.
Similar to Usability behaviors: Usability and the SDLC (20)
Portal / BI 2008 Presentation by Ted TschoppTed Tschopp
This document summarizes how Southern California Edison used a service oriented architecture approach to integrate legacy web applications into its SAP NetWeaver portal. It discusses the problems with existing legacy applications and integration approaches. It then describes how SCE transformed legacy applications into web services, integrated those services into the portal using XML and XSLT, and demonstrated the new application architecture. The document emphasizes that most websites can be converted to web services quickly and that this approach solves user problems without needing "sexy" IT solutions.
The document provides guidance on how to blog effectively in 4 key steps:
1) Create a topic by keeping a journal of ideas and combining notes into blog topics. Consider turning topics into a series.
2) Draft the blog beginning with an opening line, main points, and call to action. Revise by adding depth, links, and editing.
3) Finalize the draft with good writing that is useful, scannable, and uses a plain style and style guide. Consider the audience.
4) Post the blog and continue engaging by responding to feedback, updating posts, and promoting conversation.
A long presentation that gives a primer on how Gamification can be used to build collaboration in a corporate community. I am rather proud of the information I collected and synthesized in this presentation, but I was never able to convince enough people its value.
This document provides an overview of different Christian denominations' views on the Eucharist, also known as Communion or the Lord's Supper. It discusses the Roman Catholic, Eastern Orthodox, Calvinist, Anglican, Baptist, Methodist, and Lutheran perspectives on elements such as the real presence of Christ's body and blood, transubstantiation, and the purpose of the ritual. The Lutheran view is explained in more depth, drawing on Martin Luther's Large Catechism. It emphasizes that Christ's true body and blood are really present "in, with and under" the bread and wine, and that one receives spiritual benefits through faith.
This document provides an agenda and discussion topics for a catechism class. The agenda includes introductions, objectives, prayers, and discussions on various theological topics like the two kingdoms, civil government, and Christian duties. Tables of duties are also provided that outline biblical teachings on roles like pastors, congregants, husbands, wives, children, employees and employers. Questions for Christian instruction are also listed that cover basic doctrines of sin, salvation through Christ, and the Trinity.
This document provides an overview and analysis of the Lord's Prayer. It breaks down the prayer into its main components, including the invocation, seven petitions, doxology, and closing. The document aims to teach about how God has asked us to communicate with Him through prayer, and examines what the Lord's Prayer reveals about how we should pray.
This document contains a prayer for confession of sins and receiving forgiveness from God. It includes several forms or templates to guide self-examination of one's life, considering sins in areas like thoughts, words, deeds, relationships, and duties. The goal is to thoughtfully review one's life, acknowledge sins, and pray for cleansing and renewal through God's mercy.
The document discusses various Christian creeds and hymns of praise. It mentions the Apostles' Creed and its articles of faith. It also references the Athanasian Creed and lists parts of the hymn "Te Deum Laudamus". The majority of the document consists of the lyrics to the hymn praising God, Jesus Christ, and asking for protection from sin.
This document provides an overview and breakdown of the 10 Commandments. It begins with introducing information from a previous talk and providing a source to access it. The document then discusses what defines a law and different types of covenants before examining the three uses of the law. It concludes by listing and likely explaining each of the 10 Commandments individually.
This document provides an agenda and objectives for a series of catechism classes. It includes introductions, prayers, bible verses, discussions of confession and the office of the keys. The document outlines the schedule and objectives for upcoming classes which will cover topics like the sacraments of communion and baptism, as well as the Christian life. Sample questions for catechism are provided. The overall purpose is to give participants a greater understanding of Lutheran Christian doctrine and theology.
The document provides an explanation and summary of the Lord's Prayer in 7 sentences or less for each part of the prayer. It begins with an introduction on the importance of prayer and why we should pray. It then proceeds to summarize each line of the Lord's Prayer, explaining the meaning and what is being requested. For example, it states that the first petition "Hallowed be Thy name" means we pray God's name is holy among us through His word being taught and lived rightly. The summary concludes by briefly discussing the doxology and closing "Amen."
Ocean lotus Threat actors project by John Sitima 2024 (1).pptxSitimaJohn
Ocean Lotus cyber threat actors represent a sophisticated, persistent, and politically motivated group that poses a significant risk to organizations and individuals in the Southeast Asian region. Their continuous evolution and adaptability underscore the need for robust cybersecurity measures and international cooperation to identify and mitigate the threats posed by such advanced persistent threat groups.
Monitoring and Managing Anomaly Detection on OpenShift.pdfTosin Akinosho
Monitoring and Managing Anomaly Detection on OpenShift
Overview
Dive into the world of anomaly detection on edge devices with our comprehensive hands-on tutorial. This SlideShare presentation will guide you through the entire process, from data collection and model training to edge deployment and real-time monitoring. Perfect for those looking to implement robust anomaly detection systems on resource-constrained IoT/edge devices.
Key Topics Covered
1. Introduction to Anomaly Detection
- Understand the fundamentals of anomaly detection and its importance in identifying unusual behavior or failures in systems.
2. Understanding Edge (IoT)
- Learn about edge computing and IoT, and how they enable real-time data processing and decision-making at the source.
3. What is ArgoCD?
- Discover ArgoCD, a declarative, GitOps continuous delivery tool for Kubernetes, and its role in deploying applications on edge devices.
4. Deployment Using ArgoCD for Edge Devices
- Step-by-step guide on deploying anomaly detection models on edge devices using ArgoCD.
5. Introduction to Apache Kafka and S3
- Explore Apache Kafka for real-time data streaming and Amazon S3 for scalable storage solutions.
6. Viewing Kafka Messages in the Data Lake
- Learn how to view and analyze Kafka messages stored in a data lake for better insights.
7. What is Prometheus?
- Get to know Prometheus, an open-source monitoring and alerting toolkit, and its application in monitoring edge devices.
8. Monitoring Application Metrics with Prometheus
- Detailed instructions on setting up Prometheus to monitor the performance and health of your anomaly detection system.
9. What is Camel K?
- Introduction to Camel K, a lightweight integration framework built on Apache Camel, designed for Kubernetes.
10. Configuring Camel K Integrations for Data Pipelines
- Learn how to configure Camel K for seamless data pipeline integrations in your anomaly detection workflow.
11. What is a Jupyter Notebook?
- Overview of Jupyter Notebooks, an open-source web application for creating and sharing documents with live code, equations, visualizations, and narrative text.
12. Jupyter Notebooks with Code Examples
- Hands-on examples and code snippets in Jupyter Notebooks to help you implement and test anomaly detection models.
Main news related to the CCS TSI 2023 (2023/1695)Jakub Marek
An English 🇬🇧 translation of a presentation to the speech I gave about the main changes brought by CCS TSI 2023 at the biggest Czech conference on Communications and signalling systems on Railways, which was held in Clarion Hotel Olomouc from 7th to 9th November 2023 (konferenceszt.cz). Attended by around 500 participants and 200 on-line followers.
The original Czech 🇨🇿 version of the presentation can be found here: https://www.slideshare.net/slideshow/hlavni-novinky-souvisejici-s-ccs-tsi-2023-2023-1695/269688092 .
The videorecording (in Czech) from the presentation is available here: https://youtu.be/WzjJWm4IyPk?si=SImb06tuXGb30BEH .
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.
Skybuffer SAM4U tool for SAP license adoptionTatiana Kojar
Manage and optimize your license adoption and consumption with SAM4U, an SAP free customer software asset management tool.
SAM4U, an SAP complimentary software asset management tool for customers, delivers a detailed and well-structured overview of license inventory and usage with a user-friendly interface. We offer a hosted, cost-effective, and performance-optimized SAM4U setup in the Skybuffer Cloud environment. You retain ownership of the system and data, while we manage the ABAP 7.58 infrastructure, ensuring fixed Total Cost of Ownership (TCO) and exceptional services through the SAP Fiori interface.
Ivanti’s Patch Tuesday breakdown goes beyond patching your applications and brings you the intelligence and guidance needed to prioritize where to focus your attention first. Catch early analysis on our Ivanti blog, then join industry expert Chris Goettl for the Patch Tuesday Webinar Event. There we’ll do a deep dive into each of the bulletins and give guidance on the risks associated with the newly-identified vulnerabilities.
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
Salesforce Integration for Bonterra Impact Management (fka Social Solutions A...Jeffrey Haguewood
Sidekick Solutions uses Bonterra Impact Management (fka Social Solutions Apricot) and automation solutions to integrate data for business workflows.
We believe integration and automation are essential to user experience and the promise of efficient work through technology. Automation is the critical ingredient to realizing that full vision. We develop integration products and services for Bonterra Case Management software to support the deployment of automations for a variety of use cases.
This video focuses on integration of Salesforce with Bonterra Impact Management.
Interested in deploying an integration with Salesforce for Bonterra Impact Management? Contact us at sales@sidekicksolutionsllc.com to discuss next steps.
Building Production Ready Search Pipelines with Spark and MilvusZilliz
Spark is the widely used ETL tool for processing, indexing and ingesting data to serving stack for search. Milvus is the production-ready open-source vector database. In this talk we will show how to use Spark to process unstructured data to extract vector representations, and push the vectors to Milvus vector database for search serving.
5th LF Energy Power Grid Model Meet-up SlidesDanBrown980551
5th Power Grid Model Meet-up
It is with great pleasure that we extend to you an invitation to the 5th Power Grid Model Meet-up, scheduled for 6th June 2024. This event will adopt a hybrid format, allowing participants to join us either through an online Mircosoft Teams session or in person at TU/e located at Den Dolech 2, Eindhoven, Netherlands. The meet-up will be hosted by Eindhoven University of Technology (TU/e), a research university specializing in engineering science & technology.
Power Grid Model
The global energy transition is placing new and unprecedented demands on Distribution System Operators (DSOs). Alongside upgrades to grid capacity, processes such as digitization, capacity optimization, and congestion management are becoming vital for delivering reliable services.
Power Grid Model is an open source project from Linux Foundation Energy and provides a calculation engine that is increasingly essential for DSOs. It offers a standards-based foundation enabling real-time power systems analysis, simulations of electrical power grids, and sophisticated what-if analysis. In addition, it enables in-depth studies and analysis of the electrical power grid’s behavior and performance. This comprehensive model incorporates essential factors such as power generation capacity, electrical losses, voltage levels, power flows, and system stability.
Power Grid Model is currently being applied in a wide variety of use cases, including grid planning, expansion, reliability, and congestion studies. It can also help in analyzing the impact of renewable energy integration, assessing the effects of disturbances or faults, and developing strategies for grid control and optimization.
What to expect
For the upcoming meetup we are organizing, we have an exciting lineup of activities planned:
-Insightful presentations covering two practical applications of the Power Grid Model.
-An update on the latest advancements in Power Grid -Model technology during the first and second quarters of 2024.
-An interactive brainstorming session to discuss and propose new feature requests.
-An opportunity to connect with fellow Power Grid Model enthusiasts and users.
Nunit vs XUnit vs MSTest Differences Between These Unit Testing Frameworks.pdfflufftailshop
When it comes to unit testing in the .NET ecosystem, developers have a wide range of options available. Among the most popular choices are NUnit, XUnit, and MSTest. These unit testing frameworks provide essential tools and features to help ensure the quality and reliability of code. However, understanding the differences between these frameworks is crucial for selecting the most suitable one for your projects.
How to Interpret Trends in the Kalyan Rajdhani Mix Chart.pdfChart Kalyan
A Mix Chart displays historical data of numbers in a graphical or tabular form. The Kalyan Rajdhani Mix Chart specifically shows the results of a sequence of numbers over different periods.
How to Interpret Trends in the Kalyan Rajdhani Mix Chart.pdf
Usability behaviors: Usability and the SDLC
1. SM
Usability and the SDLC
USABILITY BEHAVIORS
Usability & User Experience Design
2. SM
What are Patterns
What are Patterns? What are Usability Patterns?
• Patterns are a general • Usability / Interaction
reusable solutions to a Design Patterns are a way
commonly occurring to capture optimal solutions
problem to common usability or
accessibility problems in a
specific context.
Usability & User Experience Design
3. SM
Benefits of Using Patterns
• Teaches novices best practices and common approaches
• Captures collective wisdom of designers across many uses and
scenarios
• Reduces misunderstandings that arise from different
vocabulary via a common language
• Makes best practices the "path of least resistance"
• Eliminates waste "reinventing the wheel"
• Ensures a consistent and predictable experience
Usability & User Experience Design
4. SM
47 Usability Patterns Identified and
Documented
• Concept Video • Swimlanes • Paper Prototype
• Design the Box • Task Analysis • Site Map
• Tangible Futures • Affinity Diagram • Sketchboard
• Backcasting • Alignment Model • Wireflow
• Five Whys • Card Sort • Wireframe
• Scenario Planning • Controlled Vocabulary • A/B Testing
• Six Thinking Hats • Facets • GOMS
• Diary Study • Free Listing • Heuristic Evaluation
• Digital Ethnography • Tagging • Kano Analysis
• Ethnography • Taxonomy • Search Analytics
• Personas • Collaborative Inspection • Usability Capture Software
• Service Design • Conversation Sketching • Usability Testing
• User Scenario • Five Sketches™ • Web Analytics
• Concept Model • Participatory Design
• Ecosystem Visualization • Rapid Facilitation
• Experience Map • Design Pattern
• Process Flow • Page Description Diagram
Usability & User Experience Design
5. SM
Mapping the Mess
Producing the Design
Design the Design
Planning the Design
Solution as The User The Design
Product The Process
Planning & Ecosystem The Design
Strategy The Deliverables
Information
Analytics & Quantification
Usability & User Experience Design
6. SM
The Usable Design
PLANNING THE DESIGN
Usability & User Experience Design
7. SM
Solution as Product
Things to Consider Patterns Associated
• Think of your solution as a
Solution as Product
Concept Video
product sold in a store
• Think of the finished Design the Box
product and how it makes
the user feel
Tangible Futures
Note: This is usually done at the Executive Level for the portfolio / company as a whole.
Usability & User Experience Design
8. SM
Planning & Strategy
Things to Consider Patterns Associated
• Why am I doing this?
Planning & Strategy
Five Whys
• What do I need to worry
about? Backcasting
• How will I get it all done? Scenario Planning
• What should I plan for?
Six Thinking Hats
Usability & User Experience Design
9. SM
The Usable Design
DESIGNING THE DESIGN
Usability & User Experience Design
10. SM
The User
Things to Consider Patterns Associated
• Who are your users? User Scenario
The User
• What makes them tick? Diary Study
• How are they similar? Personas
• How are they different? Ethnography
Digital Ethnography
Service Design
Usability & User Experience Design
11. SM
The Ecosystem
Things to Consider Patterns Associated
• Where do our users use our Concept Model
The Ecosystem
software? Ecosystem Visualization
• What other pieces of Experience Map
software will the user use?
Task Analysis
• How do I move from one
user to another? Process Flow
• How do I move from one Swimlanes
process to another?
Usability & User Experience Design
12. SM
The Information
Things to Consider Patterns Associated
• How will I categorize the Facets
The Information
data I’m showing to my Card Sort
users?
Taxonomy
• How will I organize the
menus? Tagging
• How will I group things? Affinity Diagram
• How will I communicate Alignment Model
clearly to my users? Free Listing
Controlled Vocabulary
Usability & User Experience Design
13. SM
The Usable Design
PRODUCING THE DESIGN
Usability & User Experience Design
14. SM
The Design Process
Things to Consider Patterns Associated
• How will I make this design Participatory Design
The Design Process
work? Rapid Facilitation
• How will it all flow Collaborative Inspection
together?
Conversation Sketching
• How will I make sure
everyone’s ideas are Five Sketches™
addressed?
Usability & User Experience Design
15. SM
The Design Deliverables
Things to Consider Patterns Associated
• What do I need to actually Wireflow
The Design Deliverables
deliver to my developers? Page Description
• How do I consolidate all the Diagram
decisions I’ve made into a Design Pattern
physical deliverable?
Sketchboard
• How do I document my
decisions about the design? Paper Prototype
Wireframe
Site Map
Usability & User Experience Design
16. SM
The Usable Design
STATISTICS & ANALYTICS
Usability & User Experience Design
17. SM
Analytics & Quantification
Things to Consider Patterns Associated
• Enough of this touchy feely Heuristic Evaluation
Quantification
Analytics &
stuff give me the numbers! Usability Capture
• How can I prove what I Software
need to do? A/B Testing
• How do I know which Kano Analysis
design is better? Web Analytics
Search Analytics
Usability Testing
GOMS
Usability & User Experience Design
18. SM
SDLC – “V” Model Relationship
Planning Analysis Design Construction Test
User Acceptance Test Plan
Design the Design
Planning the Design
Producing the Design
Acceptance
BRD Test
SRD System Test Plan System
& PLA Test
Logical Integration
Integration Test Plan
Design Test
Physical UT Plan Unit
Design Test
Construct
Analytics & Quantification
Usability & User Experience Design
19. SM
Card Sort Card Sort
What:
Activity where a participant
sorts labeled cards into similar
groups. May be an open
sort, where piles are created
based on only on perceived
similarity of cards, or a closed
sort where piles are grouped
according to provided
categories.
Why:
Often used to guide navigation
design, card sorting analysis Used By:
shows how often participants
grouped specific cards
together. Discussing why the
cards are placed in a particular
pile yields deeper insight into
user expectations for content.
http://www.flickr.com/photos/nedrichards/
Usability & User Experience Design
20. SM
Design the Box Design the Box
What
Project teams create a box for the
project as if it is going to be sold at
retail. Typical box elements include
product name, tagline, key benefits,
and features. Can also include visual
tone and initial preferences for design
direction. May create actually physical
boxes, or just digital renderings. The
“Box” might also be a poster or other
sales material.
Why
Forces conversation about what really
matters about the project. Constrains
conversation to a specific format to
boost productivity of discussion. Used By:
Creates a common, tangible
touchstone that communicates
shared product vision to many
different viewpoints.
Usability & User Experience Design
21. SM
Digital Ethnography Digital Ethnography
What
In-game or online observation
of user activities and
conversation. May also include
interviews with participants.
Documents activities, context,
environment, use of specific
vocabulary, and other
characteristics of digital
experiences.
Why
Understand users hopes,
needs, priorities and desires
when designing for people who
use virtual spaces like World of Used By:
Warcraft, Xbox Live games, or
Second Life, or participate in
communities with strong
activity on forums, photo and
video sharing sites.
http://www.flickr.com/photos/bettinatizzy/
Usability & User Experience Design
22. SM
Kano Analysis Kano Analysis
What
Survey method that
determines how people value
features and attributes in a
known product domain. Shows
what features are basic must-
haves, which features create
user satisfaction, and which
features delight.
Why
Allows quantitative analysis of
feature priority to guide
development efforts and Used By:
specifications. Ensures that
organization understands what
is valued by users. Less
effective for new product
categories
Usability & User Experience Design
23. SM
Personas Personas
What
A composite character created
to personify a specific segment
of users. Includes a name,
picture, user quotes and other
info with a focus on goals,
motivation, and behavior.
Based on user research,
personas are often paired with
representative scenarios.
Why
Creates empathy for the
specific user and avoids self- Used By:
referential design. Focus on
accomplishing specific goals
allows the product to satisfy
many people with that goal,
whether or not they match a
specific market segment.
http://www.flickr.com/photos/brycej/
Usability & User Experience Design
24. SM
Rapid Facilitation Rapid Facilitation
What
Workshop approach that focuses
on framing the right problems at
the start of a project. Relies on
user, business, and market
discovery to prepare for
intensive sessions with decision
makers. Creates touchstones to
bridge competing viewpoints and
create shared vision.
Why
Many projects sunk by lack of
unity, unclear
objectives, business unit Used By:
infighting, and people trying to
solve different problems with the
same initiatives. Rapid facilitation
mitigates these risks.
http://www.flickr.com/photos/hectoralejandro/
Usability & User Experience Design
25. SM
Alignment Model Alignment Model
What
Diagram that breaks down user
activities into discrete tasks,
arranges these activities in
columns, and then uses the same
columns to align the product
features, functions, and content
that support these activities. May
also align business objectives.
Why
Provides gap analysis, shows
product opportunities, and helps
develop task-based information Used By:
architecture. Serves as a
roadmap, and anchors
conversations about future
features and content in actual
user needs instead of individual
stakeholder agendas.
http://www.flickr.com/photos/rosenfeldmedia/
Usability & User Experience Design
26. SM
Facets Facets
What
Classification approach that
assigns values for a set of
mutually exclusive categories (or
facets) to a specific content item
in a group of similar objects. For
used car listings, such facets
would include
price, color, make, model, year,
mileage, and location.
Why
Facets allow more flexible
classification and navigation
rather than only finding a specific Used By:
content item through a fixed
path (as in a taxonomy) users can
browse by the facets that matter
the most to them. Facets are
often used to refine search
queries as well.
Usability & User Experience Design
27. SM
Page Description Diagram Page Description Diagram
What
Comprehensive inventory of all
design elements, content, and
interface components on a page,
arranged in three columns of
high, medium, and low priority.
Each element is described, and
may include a sketch or design
for individual components.
Why
Documents the elements of each
page without specifying layout.
May be used instead of
wireframes, or preceding Used By:
wireframes. Allows greater
collaboration between team
members responsible for visual
design and functional
specification.
Usability & User Experience Design
28. SM
Process Flow Process Flow
What
Diagram to show process that
includes
conditions, branching, and
logic. Focus on defining
possible user behavior and
corresponding business rules.
Why
Documents how a person can
use the system to accomplish
different tasks. Ensures that
error conditions and alternate Used By:
paths are considered.
Usability & User Experience Design
29. SM
Site Map Site Map
What
Diagram to show overall site
structure and relationships of
content. For large sites may
document patterns of
organization that are applied
across similar sections, instead
of accounting for every single
page.
Why
Document site structure to
ensure that all content is
accounted for. Guides Used By:
navigation design, site index,
and content migration. Good
for hierarchical organization,
less effective visualizing very
large sites, facets or tags.
Usability & User Experience Design
30. SM
Swimlanes Swimlanes
What
Diagram that shows parallel
streams for user, business, and
technical process flows. May
also include a storyboard
stream. Arranged for each core
product scenario or activity.
Provides foundation for use
cases
Why
Ensures alignment and
integration of task flow with
business process and technical Used By:
requirements. Allows
understanding of all
components of a specific
process in one document,
while allowing clearer
separation, responsibility, and
delegation.
http://www.flickr.com/photos/mastermaq/
Usability & User Experience Design
31. SM
Tagging Tagging
What
Classification approach that relies
on users adding freeform
keywords to content. Used on
popular sites such as Flickr,
Del.icio.us, and 43Things. Often
displayed using a tag cloud that
scales the font size of a tag with
its popularity.
Why
Metadata for the masses. Allows
users to add any term without
complying with a controlled
vocabulary. Facilitates pivoting & Used By:
discovery of similar content with
the same tag, or related tags
applied to the same content.
Complements other classification
approaches.
Usability & User Experience Design
32. SM
Wireframe Wireframe
What
One step past sketching shows
the layout of an interface screen.
Describes each element and
behavior. Focus is on layout,
labels, and interactions. Avoids
finished design elements such as
color and photos, instead using
placeholders for images, and
sometimes copy.
Why
Communicate the specifications
for individual pages or templates.
Also used as prototype for Used By:
usability testing. Prevents
premature conversations about
surface issues like color, instead
focuses discussion on correct and
complete content and
functionality.
Usability & User Experience Design
33. SM
Web Analytics Web Analytics
What
Measurement tool that
analyzes user behavior based
on logs of activity on a website.
Includes information such as
entry and exit pages, most
popular pages, paths through
the site, links from other sites,
and search terms.
Why
Allows real time view of user
behavior on websites.
Particularly strong for Used By:
measuring user intent through
search terms, trouble spots
where users leave, and
conversion goals for marketing
and sales.
Usability & User Experience Design
34. SM
Usability Testing Usability Testing
What
Real users test drive a
prototype or production
system. Usually one-on-one,
with a participant and
moderator, the participant
thinks out loud as they
complete representative tasks.
Typically 6-8 participants per
user segment.
Why
Understand what works and
what doesn’t. Often included in Used By:
iterative development with
each cycle so that the product
continually improves. Excels at
finding specific interface
problems, including layout,
labeling, and interaction.
http://www.flickr.com/photos/l-i-n-k/
Usability & User Experience Design
35. SM
Taxonomy Taxonomy
What
A hierarchical classification
scheme that relates broader
parent terms to narrower child
terms. Often created as part of
a thesaurus that also shows
related terms and preferred
terms.
Why
Can structure a set of content
such as a website by assigning
individual taxonomy terms to
specific content or pages or Used By:
vice versa. Works in
conjunction with other
classification and findability
systems like
facets, tagging, and search.
Usability & User Experience Design
36. SM
Ethnography Ethnography
What
Anthropological approach
focused on individual and
group behavior in context. Uses
contextual observation,
interviews, diaries, and artifact
collection to investigate
customs, rituals, and myths.
Why
Provides rich insights into
behavior, experience, and
expectations within a system Used By:
and can reveal unmet needs
and opportunities for teams to
differentiate their products and
services.
Usability & User Experience Design
37. SM
Wireflow Wireflow
What
This lovechild of wireframes and
flowcharts visualizes interaction
within a system by laying out the
screens of an application in one large
document and drawing the
connections between related screen
elements.
Why
Provides comprehensive canonical
picture of system interaction in one
document. Can see key interactions
and relationships at a glance. Caution:
very labor-intensive to maintain as
the system changes through
iterations. Used By:
Resources
Wireflows come from the Flow Map
work of Richard Fulcher, Bryce Glass,
and Matt Leacock while at AOL.
http://www.leacock.com/deliverables/index.html
Usability & User Experience Design
38. SM
Backcasting Backcasting
What
Planning tool that works
backwards from an ideal
scenario to visualize necessary
actions, outcomes, and
underlying assumptions.
Why
Teams are better at picturing
the future by working
backwards from an ideal
instead of forwards from the
current state of things. Used By:
Backcasting provides a boost
for innovation and planning
efforts compared to starting
from the status quo.
Usability & User Experience Design
39. SM
User Scenario User Scenario
What
Storytelling approach to design
that captures user motivations
and actions in short, focused,
narrative form. Each scenario
captures the moment for a
particular set of actions focused
on meeting a specific need for a
user. Typically written,
sometimes captured through
pictures or video.
Why
Brings users to life while keeping
focus on tasks and behavior. Used By:
Scenarios can link together to tell
the entire story of a product or
service. Easy to explore and
iterate, scenarios complement
personas, and can lead to more
detailed use cases.
Usability & User Experience Design
40. SM
Experience Map Experience Map
What
Visualization of experience
across locations, time, and
channels. Captures interactions
between touch points. Little
industry consensus on exact
format or content.
Why
A holistic view of experience
through time with specific
touch points promotes better
coordination of cross-channel Used By:
design and reveals
opportunities for new or
improved interactions.
http://www.flickr.com/photos/sethandalexa/
Usability & User Experience Design
41. SM
Paper Prototype Paper Prototype
What
Prototype of a system with
screens sketched using
markers, sheets of paper,
stickies, transparencies, and
other simple materials.
Why
Explore many alternative
solutions with low costs and
little risk. Low fidelity format
encourages experimentation,
honest critique, rapid iteration. Used By:
Keeps teams from getting too
attached to one solution. Used
in early usability testing
http://www.flickr.com/photos/cesarastudillo/
Usability & User Experience Design
42. SM
Ecosystem Visualization Ecosystem Visualization
What
Model of connections between
elements of the whole system
that an offering lives
in, including
products, services, competitors
, partners, contributors, and
channels.
Why
Overall ecosystem view
illustrates
niches, threats, opportunities, Used By:
and necessary connections.
New offerings need to
integrate, replicate, or route
around ecosystem elements to
gain user adoption and market
share.
http://www.flickr.com/photos/7855449@N02/
Usability & User Experience Design
43. SM
Search Analytics Search Analytics
What
Log analysis and visualization of
search queries of active
websites, for both incoming
search terms from search
engines and for users searching
using internal site search.
Why
Search queries help reveal user
intentions on the website,
show content that is missing or
hard to find, and help teams Used By:
optimize the information SCE.com
architecture and design of the
Edison.com
site to improve findability and
provide a better experience.
Usability & User Experience Design
44. SM
Conversation Sketching Conversation Sketching
What
Participatory method for
workshop participants to
iteratively sketch their thoughts
about possible solutions, discuss
reasons for drawing a particular
solution, and then sketch revised
versions. May iterate several
times to explore different
approaches and work towards a
common vision.
Why
Provides a framework for
participants to articulate their Used By:
ideas. Explores underlying
motivations that drive feature
suggestions. Looking at root
causes offers more opportunities
for real solutions than simply
adopting requested features.
http://www.flickr.com/photos/philhawksworth/
Usability & User Experience Design
45. SM
Free Listing Free Listing
What
Classification research method.
Participants write down as
many terms related to a given
category or topic within a
restricted timeframe. These
terms are then analyzed for co-
occurrence and ordering across
participants.
Why
Alternative to card sorting,
shows what terms have
strongest associations within Used By:
the category for participants.
Debriefing with participants
afterwards can reveal patterns,
preferences, and expectations
related to content categories.
http://www.flickr.com/photos/lucamascaro/
Usability & User Experience Design
46. SM
Design Pattern Design Pattern
What
Repeatable, bite-sized solution
for a known design problem.
Shows context with usage
scenarios and examples of
pattern in practice. Taken
collectively, multiple patterns
form the basis for a pattern
language used to create
consistent solutions.
Why
Avoids re-inventing the wheel.
Improves re-use and consistency
of solutions while capturing Used By:
knowledge and best practice
from multiple teams in a
structured, modular format that
makes it easy to reference and
find for future projects.
Usability & User Experience Design
47. SM
Service Design Service Design
What
Design approach that focuses
on service offerings. Considers
touch points across channels,
interactions at those points,
and the connections between
them. Also integrates
complementary products in a
service ecosystem.
Why
Applies many of the tools from
product design to creating
human-centered services. Used By:
Lower barrier to entry for
innovation for services
compared to mature product
categories. Uncovers new
markets for business and new
value for users.
Usability & User Experience Design
48. SM
Usability Capture Software Usability Capture Software
What
Software that records video and
other data from usability testing
sessions and provides tools to
analyze data and create video
highlight reels of test findings.
May use local computer or
remote screen sharing over a
broadband connection.
Why
Turns an ordinary PC and
webcam into a usability lab.
Provides lower cost options for
bolstering the impact of study Used By:
findings by showing video of
users struggling with specific
issues. Remote capability allows
for usability testing from across
the street or across the
continent.
Usability & User Experience Design
49. SM
Sketchboard Sketchboard
What
Collaborative sketching technique
layering may design options onto one
very large sheet of paper. Starts by
posting criteria like discovery findings
and then sketching and arranging
potential solutions nearby--first as
thumbnail sketches and then as
detailed screens.
Why
Design the big picture of a site or
application without getting bogged
down in incremental detail like
wireframes can. Collaborative low-fi
format keeps project criteria at hand
to build common ground. Large paper
background offers "roll up and go"
portability to take the work to others Used By:
on the team.
Resources
Sketchboards are a technique
pioneered by Brandon Schauer and
Leah Buley at Adaptive Path.
http://www.adaptivepath.com/ideas/ess
ays/archives/000863.php
http://www.flickr.com/photos/indiyoung/
Usability & User Experience Design
50. SM
Controlled Vocabulary Controlled Vocabulary
What
A set of canonical terms used
to describe content. Typically
includes preferred terms. Often
the foundation for a full-
fledged thesaurus and
taxonomy.
Why
Guides uniform use of
descriptive vocabulary in an
organization to facilitate
findability and make metadata Used By:
more consistent. Works in
tandem with other
classification tools like tags and
facets.
Usability & User Experience Design
51. SM
A / B Testing A / B Testing
What
A testing procedure in which two (or
more) different designs are evaluated
in order to see which one is the most
effective. Alternate designs are served
to different users on the live website.
Why
Can be valuable in refining elements
on a web page. Altering the
size, placement, or color of a single
element, or the wording of a single
phrase can have dramatic effects. A /
B Testing measures the results of
these changes.
Resources
A/B testing is covered in depth in the
book Always Be Testing: The
Complete Guide to Google Website Used By:
Optimizer by Bryan Eisenberg and
John Quarto-von Tivadar.
http://www.testingtoolbox.com/
You can also check out the free A/B
testing tool Google Optimizer.
https://www.google.com/analytics/siteo
pt/preview
http://www.flickr.com/photos/danielwaisberg/
Usability & User Experience Design
52. SM
Affinity Diagram Affinity Diagram
What
A method for sorting and making
sense of data. Data points can be
recorded on sticky notes (the UX
practitioner's Swiss army knife) and
sorted into logical groups. Could be
employed as an individual or group
exercise.
Why
Participants can experiment with
different arrangements to see which
makes the most sense. Affinity
Diagramming helps to expose crucial
relationships and patterns in data that
may not be initially apparent.
Resources
Affinity diagram tutorial from Mind
Tools. Used By:
http://www.mindtools.com/pages/art
icle/newTMC_86.htm
Beyer & Holtzblatt's book Contextual
Design also talks about affinity
diagrams.
http://www.flickr.com/photos/kowitz/
Usability & User Experience Design
53. SM
Collaborative Inspection Collaborative Inspection
What
A group usability review that
includes
stakeholders, designers, develop
ers, domain experts, and end
users. Sessions involve walking
through key tasks or screens, and
are moderated by a lead
reviewer, recorder, time
keeper, and continuity inspector.
Why
Because many points of view are
represented, collaborative
inspections can be more Used By:
thorough and efficient than
expert reviews. Collaborative
sessions also allow for
discussions between
stakeholders that might reveal
deeper insights.
http://www.flickr.com/photos/uk_parliament/
Usability & User Experience Design
54. SM
Concept Model Concept Model
What
A diagram that visualizes relationships
between different concepts. Nodes
containing concepts are linked with
labeled lines and arrows in order to
explain how they are associated.
Why
Can help to explain how a series of
complex, interrelated ideas correspond
to one another. Builds an understanding
of a body of knowledge, and helps to
uncover misunderstandings.
Resources
Dan Brown gives a great explanation of
Concept Models in this UIE article and
also devotes an entire chapter to them
in his book Communicating Design.
http://www.uie.com/articles/concept_m
odels Used By:
http://www.communicatingdesign.com/
The diagram on the card is the work of
Bryce Glass.
http://soldierant.net/archives/2005/10/f
lickr_user_mod.html
Usability & User Experience Design
55. SM
Diary Study Diary Study
What
A data collection method in
which participants record their
actions and thoughts in a journal
over several days or weeks. Diary
Studies may be structured (based
on specific, pre-defined tasks) or
they may be unstructured
(nonspecific and participant
driven).
Why
Can help to unearth motivations
and processes that participants
would be unable to articulate in Used By:
more conventional interviews.
Gives participants the
opportunity to reflect on what
they do over time, and why they
do it & something many don’t do
on a regular basis.
http://www.flickr.com/photos/bryce/
Usability & User Experience Design
56. SM
Five Sketches™ Five Sketches™
What
A structured, group method for
exploring and analyzing design
solutions. Focusing on a specific
problem statement, each participant
sketches five solutions. Ideas are
shared, combined and iterated.
Further analysis and resketching helps
in selecting a single way forward.
Why
This is a simple method for engaging
developers and other 'non-designers'
in discussion. It's a fast way to explore
multiple solutions, facilitate
discussion, and build consensus.
Resources Used By:
Five Sketches™ was formalized and
trademarked by Jerome Ryckborst,
who offers his insight along with a lot
of info on the actual approach at
www.FiveSketches.com
http://www.flickr.com/photos/rohdesign/
Usability & User Experience Design
57. SM
GOMS GOMS
(Goals, Operators, Methods & Selection Rules)
(Goals, Operators, Methods & Selection Rules)
What
An HCI task analysis method that
reduces a user's interaction to its
most basic actions. Operators (steps
that a user performs) combine to
form Methods, which are used to
achieve Goals. Selection Rules
determine the proper Method, when
more than one could be used.
Why
Quantitatively, GOMS gives good
predictions of performance time and
learning. Qualitatively, a GOMS model
is a description of the knowledge
needed to perform a given
task, essentially describing the Used By:
content needed for task-oriented
documentation.
Resources:
Jef Raskin describes GOMS in Chapter
4 of his book The Humane Interface.
Usability & User Experience Design
58. SM
Concept Video Concept Video
What
A method for exploring design
possibilities by making short
films about how people might
use a technology in the future.
Concept videos often focus on
the context and benefits of
use, rather than on specific
interaction details.
Why
Some prototyping methods
concentrate on the granular
details of a design — what Used By:
functions and controls to
include, and how to lay them
out. Because concept videos
tell stories and avoid minutiae,
they are better suited to
explaining a new vision.
Usability & User Experience Design
59. SM
Participatory Design Participatory Design
What
An approach to design that actively
involves stakeholders in the design
process. Exercises help the group to
explore the problem space, current
and ideal experiences, and ways of
achieving the ideal.
Why
Participatory Design sessions enable
people with different expertise and
skills to contribute equally. Can be an
efficient way to get a wide range of
input. May enhance user buy-in by
making them feel more included, and
giving them a greater sense of
ownership. Used By:
Resources
Liz Sanders is a seminal figure in
participatory design and generative
research.
http://www.maketools.com/
http://www.flickr.com/photos/brycej/
Usability & User Experience Design
60. SM
Scenario Planning Scenario Planning
What
A story-telling method for learning
about and planning for the future.
Allows teams to explore a range of
circumstances that could impact
future decisions, and encourages
exploration of unexpected
possibilities.
Why
Many planning techniques focus on
current data and fail to address the
unpredictability of future events.
Divergent stories help to increase our
understanding of our operating
environment, and expose our basic
assumptions about how the world Used By:
works.
Resources
Global Business Network is the
leading scenario planning
consultancy.
http://www.gbn.com/consulting/artic
le_details.php?id=24
http://www.flickr.com/photos/crystalcampbell/
Usability & User Experience Design
61. SM
Six Thinking Hats Six Thinking Hats
What
A tactic that helps you look at decisions
from a number of different perspectives.
The white hat focuses on data; the red
on emotion; the black on caution; the
yellow on optimism; the green on
creativity; and the blue on process.
Why
Can enable better decisions by
encouraging individuals or teams to
abandon old habits and think in new or
unfamiliar ways. Can provide insight into
the full complexity of a decision, and
highlight issues or opportunities which
might otherwise go unnoticed.
Resources
Lateral thinking pioneer Edward de Bono
created the Six Thinking Hats method.
http://www.edwdebono.com/ Used By:
An explination from Mind Tools.
http://www.mindtools.com/pages/articl
e/newTED_07.htm
http://www.flickr.com/photos/daijihirata/
Usability & User Experience Design
62. SM
Heuristic Evaluation Heuristic Evaluation
What
A form of usability inspection where
specialists assess how well an
interface complies with recognized
usability principles (heuristics).
Usually two or three experts review a
system, noting and ranking problems.
Why
Provides quick, inexpensive usability
feedback. Can be a good method early
in a development process, as it
concentrates on the basics, ensuring
that an interface is fundamentally
sound before more in-depth testing
with real users.
Resources
Rolf Molich and Jakob Nielsen created
heuristic evaluation in 1990 as part of Used By:
an effort to lower the costs of
usability evaluation. Jakob has quite a
few articles on it; this one is a good
start.
http://www.useit.com/papers/heurist
ic/heuristic_evaluation.html
Usability & User Experience Design
63. SM
Tangible Futures Tangible Futures
What
Artifacts created to represent the
state of affairs at a future point in
time. Examples might include press
releases, movie posters, newspaper
articles, or product package designs.
Why
Artifacts can be more effective in
communicating future trends than
text-heavy reports. Their concrete
nature may provoke people to think
about what they really believe, and
about how technology interacts with
social, economic, and cultural factors.
Resources
Victor Lombardi published a series of
blog posts about this approach
starting in 2006, and continues to Used By:
write about concept design and
tangible futures today. The image
Victor’s website:
http://noisebetweenstations.com/per
sonal/weblogs/?cat=131
Usability & User Experience Design
64. SM
Five Whys Five Whys
What
A technique used to probe the root
causes of a problem. Popularized by
Toyota in the 1970s, this strategy
involves looking at any problem and
asking: "Why?" and "What caused this
problem?" The answer to the first
"why" prompts another "why" and
then another, and so on.
Why x 5
It's not uncommon for a project to
focus on the symptoms of a
problem, rather than exposing the
underlying causes. By asking why, and
why, and why again, we gain insight
that allows us to address real
problems in a way that will make a
real difference. Used By:
Resources
Formalized by Toyota in the
1970s, Five Whys was popularized by
Six Sigma.
http://en.wikipedia.org/wiki/5_Whys
http://software.isixsigma.com/library/
content/c020610a.asp
Usability & User Experience Design
65. SM
Task Analysis Task Analysis
What
A study of the actions and cognitive
processes required in order for a
person to complete a given task. Task
Analysis is helpful when trying to
understand a system and its
information flows.
Why
Provides deep insight into the steps
needed to complete a task. Task
Analysis also helps in understanding
the mental model formed by people
performing the task.
Resources
Task analysis is a large component of
creating Indi Young style Mental
Models
http://www.rosenfeldmedia.com/boo Used By:
ks/mental-models/
Todd Warfel of Messagefirst also has
a Task Analysis Grid.
http://www.messagefirst.com/
http://toddwarfel.com/archives/the-
task-analysis-grid/
Usability & User Experience Design
Editor's Notes
Pattern Name : Card Sort Classification: Information ArchitectureIntent: Often used to guide navigation design, card sorting analysis shows how often participants grouped specific cards together. Discussing why the cards are placed in a particular pile yields deeper insight into user expectations for content.Also Known As:Other names for the pattern.Motivation (Forces): A new section of functionality is being turned on in an application. How are these functions going to be grouped together? What are they going to be called?Applicability: A Taxonomy is needed for a given problem set. The designers working on the problem are not domain experts. Performing a Card Sort will create a Taxonomy. Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants: SMEs, Users, Information ArchitectsCollaboration:A description of how classes and objects used in the pattern interact with each other.Consequences: The card sorting exercise will not take into account that you might have different classes of users. For example an experienced person with a given business process might sort the cards one way, while a new user to the given process might sort the cards another way. This technique will start to close the gap on open options, but it might also identify that you have several classes of users. It will not identify those classes of users.Implementation:To perform a card sort:1. A person representative of the audience is given a set of index cards with terms already written on them. 2. This person puts the terms into logical groupings, and finds a category name for each grouping. 3. This process is repeated across a population of test subjects. 4. The results are later analyzed to reveal patterns. In an open card sort, participants create their own names for the categories.This helps reveal not only how they mentally classify the cards, but also what terms they use for the categories.Open sorting is generative; it is typically used to discover patterns in how participants classify, which in turn helps generate ideas for organizing information.In a closed card sort, participants are provided with a predetermined set of category names. They then assign the index cards to these fixed categories.This helps reveal the degree to which the participants agree on which cards belong under each category.Closed sorting is evaluative; it is typically used to judge whether a given set of category names provides an effective way to organize a given collection of content.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses: SAP Portal NavigationRelated Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : Design the BoxClassification: Project Team ManagementIntent: Forces conversation about what really matters about the project. Constrains conversation to a specific format to boost productivity of discussion. Creates a common, tangible touchstone that communicates shared product vision to many different viewpoints.Also Known As: MerchandisingMotivation (Forces): A team is looking at delivering a set of features. There isn’t a common understanding as to what is important. You can Design the box to get the team on the same page as well as focus the group on what the priorities are. Applicability: Focus is needed early on in a project. This is especially true if the project is going to be long and expensive. Do this early to focus the team. Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants: Stake Holders and Key Project Team Members early in the project.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences: You might oversell the Stake Holders. The other trap is that designer and project team mebers are now forced to sell the project. This is not their core strength. By creating a product you are going backwards from delivering a service. Services are customized products. This technique should only be used if your application is product focused.Implementation:Project teams create a box for the project as if it is going to be sold at retail. Typical box elements include product name, tagline, key benefits, and features. Can also include visual tone and initial preferences for design direction. May create actually physical boxes, or just digital renderings. The “Box” might also be a poster or other sales material.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses: Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : Digital EthnographyClassification: User Experience Management: ClassificationIntent:Understand users hopes, needs, priorities and desires when designing for people who use virtual spaces like World of Warcraft, Xbox Live games, or Second Life, or participate in communities with strong activity on forums, photo and video sharing sites.Also Known As:Other names for the pattern.Motivation (Forces): You need to identify usage patterns, environmental variables, and the vocabulary used by a group of potential users. You know you do not want to use a one size fits all approach.Applicability: An application is being put together for a group of people who currently use your online website to pay their bills. This application will allow individuals who use it quicker access to their information. However you want to only give this application to a certain type of user. One who is technologically savvy and who cares about his interactions with the company.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants: Potential Users, EthnographerCollaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:In-game or online observation of user activities and conversation. May also include interviews with participants. Documents activities, context, environment, use of specific vocabulary, and other characteristics of digital experiences.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : Kano AnalysisClassification: Business Requirements ManagementIntent: Allows quantitative analysis of feature priority to guide development efforts and specifications. Ensures that organization understands what is valued by users. Less effective for new product categories.Also Known As: Kano ModelMotivation (Forces): You have a need to categorize features by basic must-haves, which features create user satisfaction, and which features delight. Applicability: You have a list of business requirements, however you know that in the current phase of the project, you will not be able to get everything done. You are going to use a Cycle methodology, and you need to know which features the users will want as basic must have’s, which features will excite them, and which are low impact features. In any given release, you will want to include at least one delightful / exciting features. Additionally on your first release you will probably want to include as many basic / must have features. Use Kano Analysis to identify which features are which.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants: Potential Users, SurveyorCollaboration:A description of how classes and objects used in the pattern interact with each other.Consequences: This tool tells you about user perceptions. Remember this limitation, you might want to measure something else. Implementation: Survey method that determines how people value features and attributes in a known product domain. Shows what features are basic must-haves, which features create user satisfaction, and which features delight.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : PersonasClassification: User Experience Management: ClassificationIntent: Creates empathy for the specific user and avoids self-referential design. Focus on accomplishing specific goals allows the product to satisfy many people with that goal, whether or not they match a specific market segment.Also Known As:Other names for the pattern.Motivation (Forces): You know your users are grouped into several types or kinds. You know that each group will require a different set of use cases. Develop a couple persona’s which describe these basic buckets of users. Applicability: You may use this pattern when you already know the different buckets your users are already divided into. Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants: Project Team, Potential UsersCollaboration:A description of how classes and objects used in the pattern interact with each other.Consequences: You need to have a large user base to justify the cost of segmenting your user population into separate use cases based on their persona. Implementation: A composite character created to personify a specific segment of users. Includes a name, picture, user quotes and other info with a focus on goals, motivation, and behavior. Based on user research, personas are often paired with representative scenarios.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : Rapid FacilitationClassification: Project Team ManagementIntent: Many projects sunk by lack of unity, unclear objectives, business unit infighting, and people trying to solve different problems with the same initiatives. Rapid facilitation mitigates these risks.Also Known As:Other names for the pattern.Motivation (Forces): A new system will be implemented. Each of the different groups using the new system have a different approach to the business process being automated. In addition many of the people doing the design and development work on the application are from one side of the house which has their own way of doing the processes to be addressed by this endeavor. Applicability: You want to use the approach when differing classes of stakeholders have competing and differing ways of framing the problem set at hand. Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants: Project Team, Users, Stakeholders, Project ManagementCollaboration:A description of how classes and objects used in the pattern interact with each other.Consequences: This approach is only useful if the outcomes derived from the facilitation are agreed to be adopted and followed. It will not solve the problem of a lack of unity if there is no desire to do this.Implementation: Workshop approach that focuses on framing the right problems at the start of a project. Relies on user, business, and market discovery to prepare for intensive sessions with decision makers. Creates touchstones to bridge competing viewpoints and create shared vision. Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : Alignment ModelClassification: Information Architecture, Business Requirements ManagementIntent: Provides gap analysis, shows product opportunities, and helps develop task-based information architecture. Serves as a roadmap, and anchors conversations about future features and content in actual user needs instead of individual stakeholder agendas.Also Known As:Other names for the pattern.Motivation (Forces): A system is being developed with a lot of features. Each of these features are aligned to certain user behaviors. My corralling these features into buckets centered on user behavior you can have a single developer or team focus on that limited user experience as opposed to having that group spread all across the application. You can also use this model to begin the process of limiting features or triaging them into separate releases.Applicability: Use this pattern when you have large complex applications that need to be developed that contain a complex feature set.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants: Designer, EngineerCollaboration:A description of how classes and objects used in the pattern interact with each other.Consequences: This pattern might find you looping back and further refining the design requirements in the business requirements documentation phases. Additionally, as you start aligning requirements and activities to each other, you might find missing requirements.Implementation: Diagram that breaks down user activities into discrete tasks, arranges these activities in columns, and then uses the same columns to align the product features, functions, and content that support these activities. May also align business objectives.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name :FacetsClassification: Information ArchitectureIntent: Facets allow more flexible classification and navigation rather than only finding a specific content item through a fixed path (as in a taxonomy) users can browse by the facets that matter the most to them. Facets are often used to refine search queries as well.Also Known As:Other names for the pattern.Motivation (Forces): You are developing an application focused on several complex objects with require the user to drill down quickly and find the one they need. Facets are a way to describe attributes of an object in a way that is distinguishing to users.Applicability: Shopping carts, Inventory systems, any system with a large object count. Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants: Users, SMEs, Design Team.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation: Classification approach that assigns values for a set of mutually exclusive categories (or facets) to a specific content item in a group of similar objects. For used car listings, such facets would include price, color, make, model, year, mileage, and location.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : Page Description DiagramClassification: Project Team Management, User Experience ManagementIntent: Documents the elements of each page without specifying layout. May be used instead of wireframes, or preceding wireframes. Allows greater collaboration between team members responsible for visual design and functional specification.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : Process FlowClassification: Business Requirements ManagementIntent: Documents how a person can use the system to accomplish different tasks. Ensures that error conditions and alternate paths are considered.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name :Site MapClassification: Information ArchitectureIntent: Document site structure to ensure that all content is accounted for. Guides navigation design, site index, and content migration. Good for hierarchical organization, less effective visualizing very large sites, facets or tags.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : SwimlanesClassification: Business Requirements ManagementIntent: Ensures alignment and integration of task flow with business process and technical requirements. Allows understanding of all components of a specific process in one document, while allowing clearer separation, responsibility, and delegation.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : TaggingClassification: Information Architecture, User Experience ManagementIntent: Metadata for the masses. Allows users to add any term without complying with a controlled vocabulary. Facilitates pivoting & discovery of similar content with the same tag, or related tags applied to the same content. Complements other classification approaches.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : WireframeClassification: User Experience Management, Technical Requirements Management, Project Team ManagementIntent: Communicate the specifications for individual pages or templates. Also used as prototype for usability testing. Prevents premature conversations about surface issues like color, instead focuses discussion on correct and complete content and functionality.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : Web AnalyticsClassification: Continuous ImprovementIntent: Allows real time view of user behavior on websites. Particularly strong for measuring user intent through search terms, trouble spots where users leave, and conversion goals for marketing and sales.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : Usability TestingClassification: Continuous ImprovementIntent: Understand what works and what doesn’t. Often included in iterative development with each cycle so that the product continually improves. Excels at finding specific interface problems, including layout, labeling, and interaction.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : TaxonomyClassification: Information ArchitectureIntent: Can structure a set of content such as a website by assigning individual taxonomy terms to specific content or pages or vice versa. Works in conjunction with other classification and findability systems like facets, tagging, and search. Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : EthnographyClassification: User Experience Management: ClassificationIntent: Provides rich insights into behavior, experience, and expectations within a system and can reveal unmet needs and opportunities for teams to differentiate their products and services.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : WireflowClassification: Information Architecture, Business Requirements ManagementIntent: Provides comprehensive canonical picture of system interaction in one document. Can see key interactions and relationships at a glance. Caution: very labor-intensive to maintain as the system changes through iterations.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : BackcastingClassification: Project Team ManagementIntent: Teams are better at picturing the future by working backwards from an ideal instead of forwards from the current state of things. Backcasting provides a boost for innovation and planning efforts compared to starting from the status quo.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : User ScenarioClassification: User Experience Management, Business Requirements ManagementIntent: Brings users to life while keeping focus on tasks and behavior. Scenarios can link together to tell the entire story of a product or service. Easy to explore and iterate, scenarios complement personas, and can lead to more detailed use cases.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : Experience MapClassification: Business Requirements Management, Continuous ImprovementIntent: A holistic view of experience through time with specific touch points promotes better coordination of cross-channel design and reveals opportunities for new or improved interactions.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : Paper PrototypeClassification: Business Requirements Management, Project Team ManagementIntent: Explore many alternative solutions with low costs and little risk. Low fidelity format encourages experimentation, honest critique, rapid iteration. Keeps teams from getting too attached to one solution. Used in early usability testing.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : Ecosystem VisualizationClassification: Continuous ImprovementIntent: Overall ecosystem view illustrates niches, threats, opportunities, and necessary connections. New offerings need to integrate, replicate, or route around ecosystem elements to gain user adoption and market share.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : Search AnalyticsClassification: Continuous ImprovementIntent: Search queries help reveal user intentions on the website, show content that is missing or hard to find, and help teams optimize the information architecture and design of the site to improve findability and provide a better experience.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : Conversation SketchingClassification: Business Requirements ManagementIntent: Provides a framework for participants to articulate their ideas. Explores underlying motivations that drive feature suggestions. Looking at root causes offers more opportunities for real solutions than simply adopting requested features.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : Free ListingClassification: Information ArchitectureIntent: Alternative to card sorting, shows what terms have strongest associations within the category for participants. Debriefing with participants afterwards can reveal patterns, preferences, and expectations related to content categories.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : Design PatternClassification: Technical Requirements Management, Project Team ManagementIntent: Avoids re-inventing the wheel. Improves re-use and consistency of solutions while capturing knowledge and best practice from multiple teams in a structured, modular format that makes it easy to reference and find for future projects.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : Service DesignClassification: Project Team ManagementIntent: Applies many of the tools from product design to creating human-centered services. Lower barrier to entry for innovation for services compared to mature product categories. Uncovers new markets for business and new value for users.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : Usability Capture SoftwareClassification: Continuous ImprovementIntent: Turns an ordinary PC and webcam into a usability lab. Provides lower cost options for bolstering the impact of study findings by showing video of users struggling with specific issues. Remote capability allows for usability testing from across the street or across the continent.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.http://www.techsmith.com/morae.asp
Pattern Name : SketchboardClassification: Business Requirements Management, Technical Requirements ManagementIntent: Design the big picture of a site or application without getting bogged down in incremental detail like wireframes can. Collaborative low-fi format keeps project criteria at hand to build common ground. Large paper background offers "roll up and go" portability to take the work to others on the team.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : Controlled VocabularyClassification: User Experience Management, Project Team Management, Information ArchitectureIntent: Guides uniform use of descriptive vocabulary in an organization to facilitate findability and make metadata more consistent. Works in tandem with other classification tools like tags and facets.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns: Tags, Facets
Pattern Name : A/B TestingClassification: Continuous ImprovementIntent: Can be valuable in refining elements on a web page. Altering the size, placement, or color of a single element, or the wording of a single phrase can have dramatic effects. A / B Testing measures the results of these changes. Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : Affinity DiagramClassification: Information ArchitectureIntent: Participants can experiment with different arrangements to see which makes the most sense. Affinity Diagramming helps to expose crucial relationships and patterns in data that may not be initially apparent.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : Collaborative InspectionClassification: Business Requirements Management, Technical Requirements Management, Project Team ManagementIntent: Because many points of view are represented, collaborative inspections can be more thorough and efficient than expert reviews. Collaborative sessions also allow for discussions between stakeholders that might reveal deeper insights. Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants: Stakeholders, designers, developers, domain experts, and end users Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : Concept ModelClassification: Business Requirements ManagementIntent: Can help to explain how a series of complex, interrelated ideas correspond to one another. Builds an understanding of a body of knowledge, and helps to uncover misunderstandings. Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : Diary StudyClassification: Business Requirements Management, Continuous ImprovementIntent: Can help to unearth motivations and processes that participants would be unable to articulate in more conventional interviews. Gives participants the opportunity to reflect on what they do over time, and why they do it & something many don’t do on a regular basis.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants: End Users.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : Five Sketches™Classification: Business Requirements Management, Technical Requirements ManagementIntent: This is a simple method for engaging developers and other 'non-designers' in discussion. It's a fast way to explore multiple solutions, facilitate discussion, and build consensus.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation: Given a specific problem statement, each participant separately sketches five solutions, then shares, combines and adds to those sketches several times before any analysis begins. After identifying many solutions together, each participant sketches what they think is a good solution. Those sketches are critiqued—the team considers developer concerns, usability standards, and market requirements—and then resketched to help select a single way forward.Since each participants brings many ideas, and since the team also iterates and combines the ideas, there’s no “ownership” of ideas. This diffuses the tendency for each person to defend “their” idea, and makes it easier to respond to design critiques. Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : GOMSClassification: Continuous ImprovementIntent: Quantitatively, GOMS gives good predictions of performance time and learning. Qualitatively, a GOMS model is a description of the knowledge needed to perform a given task, essentially describing the content needed for task-oriented documentation.Also Known As: CMN-GOMS Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences: These methodologies do not address unpredictability on your users. The techniques are very explicit about basic movement operations, but are generally less rigid with basic cognitive actions. It is a fact that slips cannot be prevented, but none of the GOMS models allow for any type of error. Further, all of the techniques work under the assumption that a user will know what to do at any given point - so they apply only to expert users, not novices.Functionality of the system is not considered, only the usability. If functionality were considered, the evaluation could make recommendations as to which functions should be performed by the system (i.e. mouse snap). User personalities, habits or physical restrictions (for example disabilities) are not accounted for in any of the GOMS models. All users are assumed to be exactly the same. Recently some extensions of GOMS were developed, that allow to formulate GOMS models describing the interaction behavior of disabled usersImplementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : Concept VideoClassification: Project Team Management, User Experience ManagementIntent: Some prototyping methods concentrate on the granular details of a design — what functions and controls to include, and how to lay them out. Because concept videos tell stories and avoid minutiae, they are better suited to explaining a new vision.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : Participatory DesignClassification: Business Requirements ManagementIntent: Participatory Design sessions enable people with different expertise and skills to contribute equally. Can be an efficient way to get a wide range of input. May enhance user buy-in by making them feel more included, and giving them a greater sense of ownership.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns: Collaborative Inspection
Pattern Name : Scenario PlanningClassification: Continuous ImprovementIntent: Many planning techniques focus on current data and fail to address the unpredictability of future events. Divergent stories help to increase our understanding of our operating environment, and expose our basic assumptions about how the world works.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : Six Thinking HatsClassification: Business Requirements ManagementIntent: Can enable better decisions by encouraging individuals or teams to abandon old habits and think in new or unfamiliar ways. Can provide insight into the full complexity of a decision, and highlight issues or opportunities which might otherwise go unnoticed.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : Heuristic EvaluationClassification: Continuous ImprovementIntent: Provides quick, inexpensive usability feedback. Can be a good method early in a development process, as it concentrates on the basics, ensuring that an interface is fundamentally sound before more in-depth testing with real users.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : Tangible FuturesClassification: Continuous ImprovementIntent: Artifacts can be more effective in communicating future trends than text-heavy reports. Their concrete nature may provoke people to think about what they really believe, and about how technology interacts with social, economic, and cultural factors.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : Five WhysClassification: Continuous ImprovementIntent: It's not uncommon for a project to focus on the symptoms of a problem, rather than exposing the underlying causes. By asking why, and why, and why again, we gain insight that allows us to address real problems in a way that will make a real difference.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability:Situations in which this pattern is usable; the context for the pattern.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.
Pattern Name : Task AnalysisClassification: Business Requirements ManagementIntent: Provides deep insight into the steps needed to complete a task. Task Analysis also helps in understanding the mental model formed by people performing the task.Also Known As:Other names for the pattern.Motivation (Forces):A scenario consisting of a problem and a context in which this pattern can be used.Applicability: Task Analysis is helpful when trying to understand a system and its information flows.Structure:A graphical representation of the pattern. Class diagrams and Interaction diagrams may be used for this purpose.Participants:A listing of the classes and objects used in the pattern and their roles in the design.Collaboration:A description of how classes and objects used in the pattern interact with each other.Consequences:A description of the results, side effects, and trade offs caused by using the pattern.Implementation:A description of an implementation of the pattern; the solution part of the pattern.Sample Code:An illustration of how the pattern can be used in a programming languageKnown Uses:Examples of real usages of the pattern.Related Patterns:Other patterns that have some relationship with the pattern; discussion of the differences between the pattern and similar patterns.