Sharing the experience of user experience design.

Posts Tagged: interaction

This 53 minutes video will gonna change your perception about interaction, interfaces, coding, innovation and principles.

Bret Victor’s principle is the importance of continuous feedback. To do so, he invents tools that enable people to understand and visualize what they are creating.

“Creators need to see what they are doing”

“Two golden rules of information design: Show the data, show comparisons” 

“This is not paper, when you have a new media you have to rethink this things, you have to think how can this new media allow us to more media connection to what we made.”

Bret Victor also talks about how a “principle centered life” can help you to live.

“Every aspect of your life is a choice, but all default choices, you can choose to sleep through your life and accept the path that was laid out for you, you can choose to accept the world as it is, but you don’t have to. If there is something in the world that you feels wrong and you have a vision of what the world can be, you can find your guiding principle and you can fight for a cause. So after this talk I ask you to think about what matters to you. What you believe in and what you might fight for.”

“What is your principe?”

“This principle will guide you and make it easier to know if what you are doing is right or wrong.”

My principle: Tasks must flow without interruptions.

As the picture above show, the interface must be a tool to improve the capabilities of the user, help him to complete a task and make it easier to reach his needs. The interface must fits the problem and also fits the person. 

A tool addresses human needs by amplifying human capabilities.

How many times did you passed a day long trying to figure out how to realize an idea on a software? We truly expend too much time and efforts to go over interruptions caused by bad interfaces (digital, physical, conceptual or social). 

Source: worrydream.com

Proximity Explains How It Uses Human-Centered Design

Source: proximitydesigns.org

This video is the outcome of several studies developed by Box1824. It is a nonprofit or commercial project.
Box1824 is a Brazilian research company that specializes in behavioral sciences and consumer trends.

Source: vimeo.com

I was thinking about the fidelity of prototypes and notice that there are several parameters that have low, medium and high fidelity inside each one. Some days ago I did a sketch of the idea and today I decided to do a better diagram to explain the concepts of this parameters. Prototypes are used to validate hypothesis using the least effort possible. 

Therefore it’s really important to measure if the prototype reached enough detail level to test with real users. By the way, this level can occur in several aspects the prototype (navigation, data, interaction, visual, acceptance and metrics). The normal way to think about prototypes are to consider that the more detailed it is more value it will deliver, but investing time on each aspect can grow the cost of the product before testing and make you fail bigger and later. Because of it, It is really important to know what exactly we want to validate of the product, to be able to choose what parameter of the product will have higher fidelity.
Navigation
Low navigation fidelity mean that you don’t need to validate a total cicle between pages, don’t want to consider the other parts of the system and probably will do an one screen prototype. On high navigation fidelity prototypes you have to show the way to get into that situation or page, you will probably validate if people know how to move through the Information structure  of the system. 
Data
Low data fidelity prototypes don’t have the input interaction, sometimes it’s just an image or pdf where the user must imagine that is putting their real data. High data fidelity prototypes can save data and get back that information from the database, normally used to test complex components where the user needs to treat with real data or won’t understand what is happening.
Interaction

Low interaction fidelity prototypes are normally used to validate static pages, visual concepts or discover if the user figure out where is the button he need to find on the interface. High interaction fidelity prototypes are used to validate new ways of interaction, ways that isn’t culturally fixed and is a new design pattern. New components normally needs prototypes like with high interaction, to figure out if the way it works will be comprehended by the user.
Graphical
Low graphical prototypes are normally used for new ideas, that can be tested even on paper prototype, normally if you are on an initial stage of the project you will use low graphical prototype because you can change easily and fast. High graphical prototypes can be used to certify if the user will understand the icons of interface, if they will notice the clickable parts of the interface, if the colors will really be useful or distract the users from the real goal of the page. You can also use high graphical level to se the emotional (semantic) preference of the user, if the like a mockup or not.

Acceptance
Low acceptance prototypes are used to test with around developer user, inside company, normally to test something about usual capabilities of internet users. Normally you don’t have to recruit this around users and you don’t have time to test with real users (it’s better test with a friend them with nobody). High acceptance prototype are tested with real users, inside their environment, on production ambient of the system or inside the landing page. Test with real user is important, but the tests must be really planned and the interaction designer must decide the right moment to do this and if it is delivering value to the product in relation to the cost and time. Real user are demanding on the fidelity of the prototype, because of it you will normally have to get closer to them to have more intimacy.

Metrics
Low metrics prototype normally gets qualitative results from tests, in this case the prototype won’t be able to get interface statistics from the navigation. High fidelity prototypes can captures data from usage on a quantitative way, it makes the synthesis of results be faster. There are no right way to get data from user, but relating quantitative with qualitative information does really works well. 
Because of it all, it’s important to think about what do we want to test, either the prototype can became so detailed that it will be transformed into a untested product, what makes you have a high chance to fail big. Comprehend which parameter makes us have an exact perception about what our prototype will be able to do and validate. Also will show us and ending point to the prototyping step of the design process.

During the creation process of prototyping, can and must exist several small validation steps with near people, because it’s easier to test, low cost and fault-tolerant. But more important than that is to not believe only on this non-user data.

I was thinking about the fidelity of prototypes and notice that there are several parameters that have low, medium and high fidelity inside each one. Some days ago I did a sketch of the idea and today I decided to do a better diagram to explain the concepts of this parameters. Prototypes are used to validate hypothesis using the least effort possible. 

Therefore it’s really important to measure if the prototype reached enough detail level to test with real users. By the way, this level can occur in several aspects the prototype (navigation, data, interaction, visual, acceptance and metrics). The normal way to think about prototypes are to consider that the more detailed it is more value it will deliver, but investing time on each aspect can grow the cost of the product before testing and make you fail bigger and later. Because of it, It is really important to know what exactly we want to validate of the product, to be able to choose what parameter of the product will have higher fidelity.

Navigation

Low navigation fidelity mean that you don’t need to validate a total cicle between pages, don’t want to consider the other parts of the system and probably will do an one screen prototype. On high navigation fidelity prototypes you have to show the way to get into that situation or page, you will probably validate if people know how to move through the Information structure  of the system. 

Data

Low data fidelity prototypes don’t have the input interaction, sometimes it’s just an image or pdf where the user must imagine that is putting their real data. High data fidelity prototypes can save data and get back that information from the database, normally used to test complex components where the user needs to treat with real data or won’t understand what is happening.

Interaction

Low interaction fidelity prototypes are normally used to validate static pages, visual concepts or discover if the user figure out where is the button he need to find on the interface. High interaction fidelity prototypes are used to validate new ways of interaction, ways that isn’t culturally fixed and is a new design pattern. New components normally needs prototypes like with high interaction, to figure out if the way it works will be comprehended by the user.

Graphical

Low graphical prototypes are normally used for new ideas, that can be tested even on paper prototype, normally if you are on an initial stage of the project you will use low graphical prototype because you can change easily and fast. High graphical prototypes can be used to certify if the user will understand the icons of interface, if they will notice the clickable parts of the interface, if the colors will really be useful or distract the users from the real goal of the page. You can also use high graphical level to se the emotional (semantic) preference of the user, if the like a mockup or not.

Acceptance

Low acceptance prototypes are used to test with around developer user, inside company, normally to test something about usual capabilities of internet users. Normally you don’t have to recruit this around users and you don’t have time to test with real users (it’s better test with a friend them with nobody). High acceptance prototype are tested with real users, inside their environment, on production ambient of the system or inside the landing page. Test with real user is important, but the tests must be really planned and the interaction designer must decide the right moment to do this and if it is delivering value to the product in relation to the cost and time. Real user are demanding on the fidelity of the prototype, because of it you will normally have to get closer to them to have more intimacy.

Metrics

Low metrics prototype normally gets qualitative results from tests, in this case the prototype won’t be able to get interface statistics from the navigation. High fidelity prototypes can captures data from usage on a quantitative way, it makes the synthesis of results be faster. There are no right way to get data from user, but relating quantitative with qualitative information does really works well. 


Because of it all, it’s important to think about what do we want to test, either the prototype can became so detailed that it will be transformed into a untested product, what makes you have a high chance to fail big. Comprehend which parameter makes us have an exact perception about what our prototype will be able to do and validate. Also will show us and ending point to the prototyping step of the design process.

During the creation process of prototyping, can and must exist several small validation steps with near people, because it’s easier to test, low cost and fault-tolerant. But more important than that is to not believe only on this non-user data.

Text

User experience design ——————— is not user interface design

Interface is a component of user experience, but there’s much more.

User experience design ——————— is not a checkbox

isn’t a step on the process. You don’t do it and then move on. It needs to be integrated into everything you do.

User experience design ——————— is not about technology

user experience design is not limited to the confines of the computer. It doesn’t even need a screen

User experience design ——————— is not just about usability

People often think that [UX design] is a way to make products that suck into products that don’t suck by dedicating resources to the product’s design.

User experience design ——————— is not just about the user

We have to try to make sure that we are presenting an overall experience that can meet as many goals and needs as possible for the business and the users

User experience design ——————— is not expensive

People cling to things like personas, user research, drawing comics, etc.,” notes Saffer. “In reality the best designers have a toolbox of options, picking and choosing methods for each project what makes sense for that particular project

User experience design ——————— is not easy

Just because we know how to conduct some cool and useful activities and you know your business really well doesn’t mean that this whole process is a breeze. And cutting corners on some important steps is a recipe for disaster.

User experience design ——————— is not the role of one person or department

User experience isn’t just the responsibility of a department or a person, That compartmentalist view of UX is evidence that it is not part of the organizational culture and hints to teams not having a common goal or vision for the experience they should deliver collectively.

User experience design ——————— is not a single discipline

At best, it’s a common awareness, a thread that ties together people from different disciplines who care about good design, and who realize that today’s increasingly complex design challenges require the synthesis of different varieties of design expertise.

User experience design ——————— is not a choice

Good experience design is an add-on, not a base requirement.

Read more… Complete version of Whitney Hess

Source: Mashable

crankyangela:

10 Steps to Personas (Poster)
Finding the Users
Building a Hypothesis
Verifications
Finding Patterns
Constructing Personas
Defining Situations
Validation and Buy-in
Dissemination of Knowledge
Creating Scenarios
On-going Development

crankyangela:

10 Steps to Personas (Poster)

  1. Finding the Users
  2. Building a Hypothesis
  3. Verifications
  4. Finding Patterns
  5. Constructing Personas
  6. Defining Situations
  7. Validation and Buy-in
  8. Dissemination of Knowledge
  9. Creating Scenarios
  10. On-going Development

(via contextualinquiry)

Source: hceye.org

Text

LOVEEE this chart. Inspiring & informative!

http://mashable.com/2012/06/17/digital-jobs-salaries/

Source: heatherlovesdesign

Source: web.media.mit.edu

I’ve selected some good quotes from this documentary. A lot of good inspiration phrases that resumes a good part of the things I’ve been trying to say to companies I’ve worked.

It is a really must see documentary about design.

“Big companies grow up with business model that make them big. Those business models are expiring. The problem is to try the same mindset to create new business”

“Design is creating clarity in this kind o fuzziness”

“Then you put the team together… and there is just no way of not having designers on that team”

“Aesthetics is one of the outcomes of design… and there is much more”

“Translate a need of customer to business propositions”

“We don’t just look at a marketing segmentation. We try to find more patterns among several quite diversial people”

“No good designer will design in isolation and throw it in the marketing”

“Design is about understand what people are trying to say”

“Business schools are studying more design thinking and design schools are doing more business thinking”

“You can train people to accept that fail will lead to success.

If you don’t prototype, test and fail to learn, you are just maximizing your chance to fail big”

“For us, Workshops are the deliverables”

See the documentary to figure out who said what.

Source: vimeo.com

Are you giving the desired path to the users?

It’s common to think that a logical solution is the best way to get user engagement, but logical for whom? is it logical enough? 

No matter how you planned an information architecture, the users will use it organically, through the most “natural” way to solve their daily tasks. “Natural”: easiest, already known, fast, direct and induced. 

Normally when you do a system without iteration cycles based on users’ feedback  you will get your logical way expressed at the organization of the system content. This point of view is so detailed and profound that will make you believe that it’s so obvious and easy that nobody would find a better way. 

It’s important to think that the ending user won’t always do the things through the smartest way, if it’s easier to repeat 10 times an action than doing an algorithm, they won’t even think about learn logics. Users don’t want to learn with your interface, they don’t wanna change their behavior, unless you offer a good advantage. 

Users want straightforward solutions. Pay attention to their behaviors, analyse the shortcuts, observe and understand their solutions, get envolved with them, think deeply in the problem but don’t forget the think shallow like the first use sensation.

What about you can do the Street View? What about 3D google maps?

ok, we want it all!

designcloud:

‘Untitled (Hello World) by Valentin Ruhry

It is a a huge board composed of scores of illuminated rocker switches. 

Source: ruhry.artfolder.net

utilitarianthings:

“Is it just us, or does it feel like the options for iPad keyboards and accessories are excessive in quantity, yet lacking in quality? This is why we created Brydge, which simply transforms your iPad into a laptop worthy of Apple

Brydge is an elegant solution to the lack of quality iPad keyboards and accessories currently on the market. Made from aerospace-grade aluminum, with optional stereo speakers, Brydge connects to your iPad using a patent-pending hinge. This click-in hinge allows for close to 180 degrees of iPad positioning and holds your iPad secure.”

(via utilitarianthings)

Source: kickstarter.com

Interaction Everywhere with Makey Makey

Source: kickstarter.com

One Button Pizza. Don’t make me think, based on your once preference of pizza.