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Opening keynote presentation for World Usability Day in Bristol, UK 14 November 2013
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One of the most important practices in UX design is actually done before the UX design process even starts. Defining the goals and values of the product that you would like to build is the key driver for a results-driven process.
Flat design and improperly rescaled design are the main threats to tablet usability, followed by poor gestures and workflow.
Let's get past the idea that checklists and compliance all there is to accessibility. Designing for accessibility is a user experience design problem, starting
Tips and insights into good design and usability...
Here are five of the more critical but challenging concepts. We didn't just pick some arbitrary geeky stuff to stump math geeks (or get you an interview at Google). These are fundamental concepts that take practice and patience but are worth the effort to understand.
This blog often focuses on the bits and features and less on the “philosophy” or “context” of the product. Given the level of brand new innovations in Windows 8, however, we think it is worth putting Windows 8 in the context in which we approached the design.
Simple usability tests where users think out loud are cheap, robust, flexible, and easy to learn. Thinking aloud should be the first tool in your UX toolbox, even though it entails some risks and doesn't solve all problems.
The advantage of looking at multiple studies using different devices, facilitators, and evaluators is that we don't need to rely on a single study with its potential flaws and idiosyncrasies to draw a conclusion about the relationship between frequency and severity.
Frequency & severity aren't correlated.
Accounting for problem frequency and severity are two critical ingredients when communicating the importance of usability problems. They are also two of the inputs needed for a Failure Modes Effects Analysis (FMEA), a more structured prioritization process.
Great insight and take it fro me... I spent a adecade as a professional photographer!
Photos are among the first things people pay attention to while browsing the Internet. They influence the first impression, and consequently might have a crucial impact on whether users want to continue exploring content or not. We can find photos everywhere in web design, and by representing the real world they complement information, explain concepts and augment atmospheres that we can relate to emotionally. But it's challenging to manage content in the currently growing multi screen landscape since the original purpose is easily lost in translation from one device to another. So I think it's a good idea to have a usability perspective on photos and maintain a consistency through every channel.
Users generally prefer designs that are fast and easy to use, but satisfaction isn't 100% correlated with objective usability metrics.
To get an idea about potential false alarms, we see that on average, 34% of problems identified in Heuristic Evaluations aren't found by users in a usability test (ranging from 9% to 46%).
Despite regular user complaints, it's Facebook's design that keeps people using it, says report at computing interface conference.
Better to accept a wider margin of error in usability metrics than to spend the entire budget learning too few things with extreme precision.