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Usability Anonymous A 12 Step Program for Better User Experiences Jay Goldman • Radiant Core, Inc. David Crow • Microsoft Canada

Usability Anonymous: A 12 Step Program for Better User Experiences

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Building successful user experiences often requires an intervention. Understanding common user interface mistakes and examples of good design can help developers and make their applications more usable. We'll look at a set of principles and practises to help developers to build better, more engaging user experiences for software and web applications.

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Page 1: Usability Anonymous: A 12 Step Program for Better User Experiences

Usability Anonymous

A 12 Step Program for Better User Experiences

Jay Goldman • Radiant Core, Inc.David Crow • Microsoft Canada

Page 2: Usability Anonymous: A 12 Step Program for Better User Experiences
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$yourName

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Hi! My name is $yourName, and I have a Usability

Problem.

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We write BAD code.But we do GREAT

design.

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1• Admit You Have a Problem

You are powerless to design GOOD usability alone and the

user experience of your software has become unmanageable.

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Know thy User.

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Google This!

•Personas

•Qualitative vs. Quantitative

•Analytics (web or other)

•Guerilla Usability Tactics

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2• Believe in a Power greater than

yourselves(and we don't mean Jakob

Nielsen)

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David Verba, Adaptive Path • RWE 2007: Practical Design for Developers

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CitizensPoliceCity

Homeless

PoliceCity

CitizensHomeless

Pri

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ty

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3• All this could be yoursMake a decision to recognize the

value of GOOD design.

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http://mac.blorge.com

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“Design is not just what it looks like

and feels like. Design is how it

works.”— Steve Jobs

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4• Make a searching and

fearless inventory of your user experience

shortcomings.

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Opportunity Matrix

Value

Cost Effectivness

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Stick Figures 101Dave Gray, XPLANE

http://communicationnation.blogspot.com/2005/12/visual-thinking-practice-draw-stick.html

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Google This!

•Scott McLoud, Understanding Comics

•Kevin Chang, Creating Conceptual Comics

•Dave Gray, XPLANE & VizThink

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5• Admit to yourselves, and to

another human being, the nature of your problems.

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“ The definition of insanity is doing the same thing

over and over and expecting different

results.”— Albert Einstein

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Talk to your users!

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6• Be entirely ready to remove these defects of

character.

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Of the top 10 feature requests, 5 had been in Office

for more than a release.

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7• Ask for help! It's out there.

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Google This!

•Jenifer Tidwel, Designing Interfaces

•welie.com, Patterns in Interaction Design

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8• Make a list of all users you've

harmed, and then make their lives

better.

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Focused on

Tasks(Products, Features)

Objective/Quantifiable

Focused on

Experiences(People, Activities, Contexts)

Subjective/Qualitative

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9• Made direct amends.

Make direct amends to people wherever possible, except when

to do so would injure them or others.

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http://www.bumfonline.com/images/BurningBridges.jpg

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10• Continue to take a personal inventory and when you are

wrong, promptly admit to it.

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Iterative Practitioner

Observe

Analyze

Design

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Observe Analyze Solve

Know thy UserPrototype to find possible

Solutions

Prototype to flesh out a Solution

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Google This!

•Card sorting

•Affinity diagrams

•Wireframes

•Sketching (Bill Buxton, Sketching User Experiences)

•Low fidelity prototypes (paper, etc.)

•High fidelity prototypes (software)

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11• Without users, it doesn’t matter.We’re building things for people.

No people = no things.

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12• Pay it ForwardHaving had an awakening as a

result of these steps, try to carry the message to other developers and to practice these principles in any projects you're involved

with.

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Thanks!