If it were me, I would use a simulation exercise to illustrate the value of
usability...nothing too involved, but 15-20 minutes to grab their attention
and create interest in the topic.

I am reminded of a scene from 'Men in Black' in which Will Smith's character
and some military types are required to take a written exam but they are not
given a hard surface on which to write. The 'real' test is to determine
which one of them is resourceful enough to pull a nearby table over and use
it as a writing surface.

The application to usability has to do with *not* assuming that the end-user
of whatever we are designing is resourceful enough to figure out things that
are painfully obvious to us.

Another possibility... Create a timed problem-solving exercise in which
teams of 2-3 people have to figure out why a given product is selling poorly
and generating heavy customer service call volume.

Keep in mind that the audience will forget everything that you say and they
will lose, file, or throw away any paper that you put in their hands. What
they *can* keep is the idea that usability is worth paying attention to.
They could also come away with the understanding that they ignore usability
at their own peril.



Hello everyone,

My company has given me the opportunity to teach incoming technical and
project management type folks about what it is that we do. The goal is to
help these folks understand where we come in in the overall product
development methodology.

I have about 2-3 hours to give these folks a sense of what our profession is
about, our activities and the value it adds when properly incorporated into
a project. So I am curious: given those admittedly loose parameters what
topics should I be sure to cover?

Thanks
Baruch Sachs



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