My current research focus is interaction design of wearable devices. For my
most recent work I have posted a survey to better understand individual
tasks and behaviors toward computing devices.
Average time to complete survey is 5 minutes.
If you provide your email at the end of the
Hello.
I was wondering if anyone would be kind enough to share some links,
case studies and/or insight on dayparting for online newspaper sites.
From the google i've found what I already know:
Morning: users want to read their email and the news
Afternoon: users at work start goofing off,
Hi all,
In a big company (more than 15.000 employees) with lots of departments,
divisions and sections, where do you put the usability team? In the
marketing department or IT-department or customer care or customer
experience or RD or ... ?
Thanks in advance.
Johan
On 12 Nov 2007, at 14:12, [EMAIL PROTECTED] wrote:
Hi all,
In a big company (more than 15.000 employees) with lots of
departments,
divisions and sections, where do you put the usability team? In the
marketing department or IT-department or customer care or customer
experience or RD or
If you haven't yet decided if you should come or not, let me tell you... you
should! Some bright folks are showing interesting work. We're sure to learn
a lot!
__
If you're in the Chicago-land area, please join us for another event!
When: Wednesday, November
Hi Mu Adrian,
I think alot of this depends upon what is being design and what the structure
of the company is. That being said, for many product/service/business unit
structures, having the design/interactive/usability funtion report into them is
assumed. There are some benefits to having
I would think it should be an entity by itself, with members within
key deparments.
• Raminder Oberoi
www.retheory.com
On Nov 12, 2007, at 9:12 AM, [EMAIL PROTECTED] wrote:
Hi all,
In a big company (more than 15.000 employees) with lots of
departments,
divisions and sections, where do
Johan Dermaut asked:
In a big company (more than 15.000 employees) with lots of departments,
divisions and sections, where do you put the usability team?
A small group discussed this question back in 2001 (when I organized a meeting
at CHI on this topic).
The opinions may still be worth
On Nov 11, 2007, at 10:19 PM, Andrei Herasimchuk wrote:
Ok. That's what I mean as well. So what's so controversial then
about a prototype that basically acts just like the real thing?
Because in the real world often prototypes don't look exactly the same
as the final product for many,
I've been in different orgs where usability/interface design/interaction
design/information architecture was aligned with various other departments
and each alignment had it's issues:
Align with Business, (BA's) - functional requirements usurp user centric
requirements
Align with Marketing -
Hi Chris,
I'd be happy to help out with this, it's my area too - the url is
too long for the ixda frame on my screen though - do you want to
email it through to me? Or re-post...
would be interested to know what you're doing aswell - what course
are you on?
Cheers, Sarah
. . . . . . . . . . .
**Apologies to those that have received this announcement more than once.**
Got a tough design problem to solve? Have something interesting your working
on? Are you using a cool new tool or method you want to share? Need to vent
about your biggest problem of the week? Here's a chance for you
If you had said Paper is not a prototyping tool for visual-centric,
electronic interactive devices, then I might agree with you. But
interaction extends far beyond just computers, cell phones, and
iPods.
Paper is just a tool. Crude perhaps, but still in the tool box of
many imaginative people.
I think the answer to this depends largely on what the company is
trying to do with usability? Do they consider it critical to products
or a sort of decoration -- the latest buzzword that everyone wants
them to incorporate even though no one wants it to inconvenience them
or change the process
Johan said:
In a big company (more than 15.000 employees) with lots of departments,
divisions and sections, where do you put the usability team? In the
marketing department or IT-department or customer care or customer
experience or RD or ... ?
I'm not sure I understand why you think it
I am curious about what you design by. What are your fundamental tenets of
design; those little bulleted phrases on the Design Vision slide of your
Powerpoint, the signatures on your email footer, the philosophies you work
by as you design?
What's your domain and how do you use your tenets to
On Nov 12, 2007, at 6:14 AM, Bob Miller wrote:
If you had said Paper is not a prototyping tool for visual-centric,
electronic interactive devices, then I might agree with you. But
interaction extends far beyond just computers, cell phones, and
iPods.
So this is a perfect opportunity to ask
On Nov 12, 2007, at 7:45 AM, Todd Zaki Warfel wrote:
You use the prototype to test, you discover some things you need to
change, you change them and that's the final production piece.
Obviously.
Concept cars aren't exactly the same as the final production car.
High fashion on the
http://alphachannel.msnbc.msn.com/
*Come to IxDA Interaction08 | Savannah*
February 8-10, 2008 in Savannah, GA, USA
Register today: http://interaction08.ixda.org/
When in doubt, mumble.
Morten
On Nov 12, 2007 7:00 PM, Lisa deBettencourt [EMAIL PROTECTED] wrote:
I am curious about what you design by. What are your fundamental tenets of
design; those little bulleted phrases on the Design Vision slide of your
Powerpoint, the signatures on your email
Lisa wrote:
I am curious about what you design by...
When I am working on a problem I never think about beauty. I only
think about how to solve the problem. But when I have finished, if
the solution is not beautiful, I know it is wrong. -- Buckminster
Fuller
Many more of that ilk here:
Lisa asked:
I am curious about what you design by. What are your fundamental tenets of
design
This slides returns every so often in the Interaction Design course I teach,
and I like it a lot:
designing interactive systems
is an integrated, iterative process, aimed at
Hi. I'm looking at private forum type software with which might use to
get feedback from users/customers in, ideally, a variety of ways. In
addition to discussion threads, maybe do polls, questionnaires.
Ultimately it would be cool to house static and/or interactive feature
prototypes here to get
Good design is equal parts fashion, function, and fit.
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Posted from the new ixda.org
http://www.ixda.org/discuss?post=22431
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My main beef on this thread is that goofy statements are made, (paper is
not a prototyping tool and the only way to design complex software is with
high fidelity prototyping), and then these statements are backed up with
mumbo jumbo speak, posturing to be enlightened thinking, and then double
On Nov 12, 2007, at 12:50 PM, Rich Rogan wrote:
And a great designer could very well be the worst craftsman.
I'm not going to reply. I think this statement says it all about why
I disagree.
I have yet to meet a great designer who was not also a great craftsman.
--
Andrei Herasimchuk
What are the opinions here about what comes first, the Design or the
Technology?
I am currently designing a web application from an existing windows
application. No decision had been made at the time as far as the technology
to be used, only that it would be a web application. So I designed
Andrei wrote:
Of course you build a number of prototypes that eventually lead to a
prototype that is the final design. And of course along the way you
start lower and get higher fidelity.
[..]
Again, this is how most other design fields behave. I have no idea
why my position on this is
What you describe is pretty much the norm for me. Technology has always
affected the design, and it seems your situation is pretty typical, in my
experience. When given a choice and no external pressure, developers will
use the technology that makes their lives easiest, and everything (bar none,
I am curious about what you design by. What are your fundamental
tenets of design
Goal is that it works (or “reveals” [1], respectively) and that it's durable
[2], ideally. From my experience, that distinguishes design from art or
decoration.
[1]
Well Andrei...
I've got to admit, I'm OK at best with Javascript, and would develop
pretty crap AJAX code, hence I hire great craftsmen who are JS and CSS
wizards. I design the concept, they build it as per my spec, which is
often on paper or even on a whiteboard.
Simply put, there are better
My two cents is:
1. Business goals
2. User's context - UCD stuff
3. Those two drive the design
4. The design should drive the technology
A. There will always be the normal circumstances of doing business -
resources, time, etc and the trade-offs that result.
But generally, technology and
On Nov 12, 2007, at 2:10 PM, Rich Rogan wrote:
Technology is changing so fast that it is often a different skill
set with big picture vision VS guru level latest coding
techniques.
I agree with this. And here at our studio I have the same luxury
having folks who do the brunt of the that
On Nov 12, 2007, at 2:22 PM, Robert Hoekman, Jr. wrote:
How do you define craftsman?
A person who practices and is highly skilled in a craft, and does so
with their own two hands. In other words, someone who can design and
build something with their own two hands.
--
Andrei Herasimchuk
A quick plug if you folks don't mind.
--
Just a reminder that, this Saturday November 17 from 10a-6p, Luke
Wroblewski and Tom Chi are teaching the course Influencing Strategy
by Design at the Involution Master Academy in Sunnyvale, California.
Currently, we already have confirmed
LISTEN TO MAKE / MAKE TO THINK
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Thanks for the responses thus far.
I think that one of the reasons for this situation, is that the company I
work for has been around for 9 years, and has never had a designer of any
sort. They are still learning about what I do and how I can contribute.
Some developers have seen how I can make
On Nov 12, 2007, at 6:46 PM, Jared M. Spool wrote:
It takes no skill to build something stupid.
Oh, I just remembered another one:
The good thing about users is eventually they die.
(I really need to get some t-shirts made.)
On Nov 12, 2007, at 3:16 PM, Todd Zaki Warfel wrote:
It's not that your view is so controversial, but rather that you're
contracting yourself, but refuse to either admit that you are, or
admit that prototypes don't need to be pixel-perfect, or that pixel-
perfection isn't a necessary
I sooo... wish I had asked those questions last week. We have
different views of what constitutes a prototype. Simple as that.
Mark
On Nov 12, 2007, at 6:10 PM, Andrei Herasimchuk wrote:
On Nov 12, 2007, at 2:52 PM, Mark Schraad wrote:
You mean you draw on the paper and then look at
When one needs a blog and guided tour to *explain* the change, then
something has gone very wrong.
And when one assumes users will actually bother customizing the homepage of
a news site, or that the # of articles to show in each module should be an
always-available preference, something else
Questions about whether design is necessary or affordable are quite beside the
point: design is inevitable.
The alternative to good design is bad design, not no design at all.
Douglas Martin
I'm also particular fond of this quote from Clement Mok that he wrote in an op
ed piece for
there's no such thing as an idiot proof system
turns out that idiots can be quite smart...
On Nov 12, 2007 12:00 PM, Lisa deBettencourt [EMAIL PROTECTED] wrote:
I am curious about what you design by. What are your fundamental tenets of
design; those little bulleted phrases on the Design Vision
Hi Johan,
I remember the Seattle Times tried a rather aggressive approach to
dayparting, going as far as having a completely different design and
content mix during the day and at night. Here are several of their
posts that reference dayparting studies and speak to their particular
approach and
First, do no harm.
Respect the inherent worth and dignity of every person in contact with
the product: actor and receiver.
Respect the limited resources of our planet.
Design for people, not for Man.
Respect the limits of human beings: physically, cognitively,
emotionally.
Be attentive to the
On 12/11/2007, at 4:17 PM, Eric Scheid wrote:
On 12/11/07 2:19 PM, Andrei Herasimchuk
[EMAIL PROTECTED]
wrote:
Ok. That's what I mean as well. So what's so controversial then about
a prototype that basically acts just like the real thing?
what do you use prototypes for?
hey great
i know, right?
Michael Lisboa
*Come to IxDA Interaction08 | Savannah*
February 8-10, 2008 in Savannah, GA, USA
Register today: http://interaction08.ixda.org/
Welcome
I am curious about what you design by. What are your fundamental
tenets of
design; those little bulleted phrases on the Design Vision slide of
your
Powerpoint, the signatures on your email footer, the philosophies
you work
by as you design?
Great question. I just want to be clear,
Designing is the act of deleting the non-essential.
Understanding the non-essential is our craft.
'how do you use your tenets to guide you on a daily basis?'
Use only what you need, create only what is necessary. Everything
else is noise.
. . . . . . . . . . . . . . . . . . . . . . . . . . .
On 13/11/07 11:08 AM, Andrei Herasimchuk [EMAIL PROTECTED]
wrote:
Why? Because sitting in a chair is more effective to judge how
comfortable it is than looking at a picture of it.
Similarly, interacting with a mockup of an interface is more effective than
just looking at a picture of it ..
In my company we work with three skills: interaction designers;
developers; graphical designers.
I've found that bringing in both of the other skills very early on
(think initial brainstorming) pays off later on as everyone has been
a part of the project from the start and also because I get a
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