Re: [IxDA Discuss] Any usability studies on free hand gestures?

2008-05-02 Thread Dan Saffer

On May 1, 2008, at 9:43 PM, Amnon Dekel wrote:

 *design guidelines for best gestures* to
 implement- i.e. rules to help a designer select gestures. The rules  
 should
 include things like from what physical poses gestures should start,  
 how they
 should end, which gestures are more readily understood and easy to  
 learn by
 users etc.

This is what my new book is about. While I'm not a fan of rules per  
se, I do go into things to think about when selecting, documenting,  
prototyping, and, of course, designing interactive gestures. Some of  
which is in the first chapter, a draft of which can be downloaded from  
the book's website:

http://www.designinggesturalinterfaces.com

Dan Saffer
Interactive Gestures: Designing Gestural Interfaces
O'Reilly, Fall 2008





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[IxDA Discuss] IxDA Announces Downloadable Interaction 08 Presentation Videos

2008-05-02 Thread James Leftwich, IDSA
The Interaction Design Association (IxDA) is pleased to announce that  
videos from presentations at IxDA's Interaction 08, held February 8 -  
10, 2008 at the Savannah College of Art and Design are now  
downloadable in MP3 and MP4 (iPod Video) versions.

Just right-click (or control click in OSX) the link under the embedded  
video and select Save link as in your browser.:

http://interaction08.ixda.org/videos.php

A number of our members had emailed to request this, and they'll make  
great viewing while commuting on the train and other times away from a  
browser.

Big thanks to Nasir Barday for his work making these available!

Here again is a list of the Interaction 08 Presentation Videos:

A Call to Arms

 * Keynote: An Insurgency of Quality
   Alan Cooper, Cooper
 * Keynote: The Design Eco-System
   Bill Buxton, Microsoft

Practice and Skills

 * Concept Models: A Tool for Planning Interaction
   Dan Brown, EightShapes
 * Concept Ideation and IxD
   Gretchen Anderson, Lunar
 * Don't Make Me Click
   Aza Raskin, Humanized
 * Conceptual Designs
   Susan Wyche, Georgia Tech
 * Effective Prototyping Methods
   Jonathan Arnowitz, Google
 * What Makes a Design Seem Intuitive?
   Jared Spool, UIE
 * Designing for the Other 99%
   Morten Hjerde, mBricks
 * Help Me! A New Approach to Support Interactions
   Doug Bolin, Avenue A | Razorfish
 * New Interaction Model for a Modular Personal Infotainment System
   Sajid Saiyed, Phillips

Thinking in Different Ways

 * Keynote: Intervention-Interaction
   Sigi Moeslinger, Antenna Design
 * Design for Flow
   Dave Cronin, Cooper
 * Conversations with Everyday Objects
   Bill DeRouchey, Ziba Design
 * Classic Design Movements and IxD: Kissing Cousins?
   Chris Bernard, Microsoft
 * Hit it with The Pretty Stick
   Jenny Lam, Jackson Fish Market
 * Strategic Boredom
   Molly Wright Steenson, Princeton University
 * Device Art
   Régine Debatty, We Make Money Not Art

Interaction Design and Cinema

 * Cinematic Interaction Design
   Sarah Allen, Laszlo Systems
 * Dramatic Features in Interaction Design
   Chris Conley, Gravity Tank
 * Self-Conscious Gaming
   Andrew Hieronymi, SCAD

Interaction Design and Organizations

 * Interaction Across Disciplines
   Michele Tepper, frog
 * Experience Design, Convergence + The Digital Agency
   David Armano, Critical Mass
 * User Interface Design in an Agile Environment: Enter the Design  
Studio
   Jeff White and Jim Unger, JewelryTV

Case Studies

 * Designing for SpaceTime, Building in No-Time
   Matt Jones, Dopplr
 * Redesigning Sony-Ericsson's Product Catalog
   Saskia Idzerda, Media Catalyst
 * Visualizing Radio
   Yasser Rashid, BBC

Interaction Design's Place in the World

 * Keynote: Dense Notation, In Context
   Malcolm McCullough, University of Michigan
 * Ethics of Everyday Design
   Gabriel White, frog
 * Interaction Design for Community Empowerment
   Carl DiSalvo, Georgia Tech



About IxDA
http://ixda.org

Founded in 2003, the Interaction Design Association (IxDA) is a member- 
supported organization committed to serving the needs of the  
international interaction design community. With the help of thousands  
of members worldwide, we provide a forum for the discussion of  
interaction design issues.

IxDA's mission includes evangelism of our field, innovation in our  
discipline, professionalism in our standards of practice, support for  
interaction design education in academic programs, and community  
building for our growing global community of interaction design  
professionals.

IxDA Discussion Forums:  http://ixda.org/discuss.php

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Re: [IxDA Discuss] Any usability studies on free hand gestures?

2008-05-02 Thread Caroline Jarrett
From: Amnon Dekel [EMAIL PROTECTED]
 but rather a search for *design guidelines for best gestures* to  implement- 
 i.e. rules to help a designer select gestures. The
 rules should include things like from what physical poses gestures should 
 start, how they should end, which gestures are more
 readily understood and easy to learn by users etc.

Dan Saffer's work seems to be the definitive place to start.

Here are a few other ideas: all somewhat non-specific but they may help.

There's a new chapter book edited by Kortum: Beyond the GUI. Each chapter has 
a description and guidelines for a different type of
non-GUI interface including haptics etc. I reviewed the chapters in draft but I 
haven't yet seen the published book. I can't
remember if it has just what you need but it's probably worth a good look for 
the references alone. (Academic book, lots of refs in
it).

A lot of the Australians are very interested in remote working and the 
interpretation of gestures involved in remote working - it's
natural given their geography. (e.g., doctors remote from patients). There were 
some interesting presentations on this at OzCHI
2007. I'm not sure that they are exactly what you want but again, it might give 
you some references to follow up.

I was just reading some reports of CHI2008 on www.usabilitynews.com. It seems 
that there was quite a bit on non-traditional
interfaces - those might also be a place to start looking.

Best,


Caroline Jarrett
[EMAIL PROTECTED]
07990 570647

Effortmark Ltd
Usability - Forms - Content

We have moved. New address:
16 Heath Road
Leighton Buzzard
LU7 3AB



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Re: [IxDA Discuss] IxDA Announces Downloadable Interaction 08 Presentation Videos

2008-05-02 Thread Alexander Baxevanis
Hi all,

I've just managed to wrap the list of videos in some RSS/Podcast magic
that should hopefully make this easier to download the videos to an
iPod/iPhone via iTunes, or any other device that supports podcasting
for that matter.

On iTunes, you can click on Advanced - Subscribe to Podcast and paste
the following link:

http://futureshape.net/ixda/IxDA-Interaction-08-Videos.xml

That's my first attempt to make a podcast so I'm not sure if I've done
things 100% the right way, but it seems to work OK in on my machine.

If there is enough interest, I can also create a podcast file for the
audio (MP3) version of the talks.

And if IxDA would like to copy this file to their website and submit
this to the iTunes podcast catalogue, I'm more than happy to help.

Cheers,
Alex

On Fri, May 2, 2008 at 7:43 AM, James Leftwich, IDSA [EMAIL PROTECTED] wrote:
 The Interaction Design Association (IxDA) is pleased to announce that
 videos from presentations at IxDA's Interaction 08, held February 8 -
 10, 2008 at the Savannah College of Art and Design are now
 downloadable in MP3 and MP4 (iPod Video) versions.

 Just right-click (or control click in OSX) the link under the embedded
 video and select Save link as in your browser.:

 http://interaction08.ixda.org/videos.php

 A number of our members had emailed to request this, and they'll make
 great viewing while commuting on the train and other times away from a
 browser.

 Big thanks to Nasir Barday for his work making these available!

 Here again is a list of the Interaction 08 Presentation Videos:

 A Call to Arms

 * Keynote: An Insurgency of Quality
   Alan Cooper, Cooper
 * Keynote: The Design Eco-System
   Bill Buxton, Microsoft

 Practice and Skills

 * Concept Models: A Tool for Planning Interaction
   Dan Brown, EightShapes
 * Concept Ideation and IxD
   Gretchen Anderson, Lunar
 * Don't Make Me Click
   Aza Raskin, Humanized
 * Conceptual Designs
   Susan Wyche, Georgia Tech
 * Effective Prototyping Methods
   Jonathan Arnowitz, Google
 * What Makes a Design Seem Intuitive?
   Jared Spool, UIE
 * Designing for the Other 99%
   Morten Hjerde, mBricks
 * Help Me! A New Approach to Support Interactions
   Doug Bolin, Avenue A | Razorfish
 * New Interaction Model for a Modular Personal Infotainment System
   Sajid Saiyed, Phillips

 Thinking in Different Ways

 * Keynote: Intervention-Interaction
   Sigi Moeslinger, Antenna Design
 * Design for Flow
   Dave Cronin, Cooper
 * Conversations with Everyday Objects
   Bill DeRouchey, Ziba Design
 * Classic Design Movements and IxD: Kissing Cousins?
   Chris Bernard, Microsoft
 * Hit it with The Pretty Stick
   Jenny Lam, Jackson Fish Market
 * Strategic Boredom
   Molly Wright Steenson, Princeton University
 * Device Art
   Régine Debatty, We Make Money Not Art

 Interaction Design and Cinema

 * Cinematic Interaction Design
   Sarah Allen, Laszlo Systems
 * Dramatic Features in Interaction Design
   Chris Conley, Gravity Tank
 * Self-Conscious Gaming
   Andrew Hieronymi, SCAD

 Interaction Design and Organizations

 * Interaction Across Disciplines
   Michele Tepper, frog
 * Experience Design, Convergence + The Digital Agency
   David Armano, Critical Mass
 * User Interface Design in an Agile Environment: Enter the Design
 Studio
   Jeff White and Jim Unger, JewelryTV

 Case Studies

 * Designing for SpaceTime, Building in No-Time
   Matt Jones, Dopplr
 * Redesigning Sony-Ericsson's Product Catalog
   Saskia Idzerda, Media Catalyst
 * Visualizing Radio
   Yasser Rashid, BBC

 Interaction Design's Place in the World

 * Keynote: Dense Notation, In Context
   Malcolm McCullough, University of Michigan
 * Ethics of Everyday Design
   Gabriel White, frog
 * Interaction Design for Community Empowerment
   Carl DiSalvo, Georgia Tech



 About IxDA
 http://ixda.org

 Founded in 2003, the Interaction Design Association (IxDA) is a member-
 supported organization committed to serving the needs of the
 international interaction design community. With the help of thousands
 of members worldwide, we provide a forum for the discussion of
 interaction design issues.

 IxDA's mission includes evangelism of our field, innovation in our
 discipline, professionalism in our standards of practice, support for
 interaction design education in academic programs, and community
 building for our growing global community of interaction design
 professionals.

 IxDA Discussion Forums:  http://ixda.org/discuss.php
 
 Welcome to the Interaction Design Association (IxDA)!
 To post to this list ... [EMAIL PROTECTED]
 Unsubscribe  http://www.ixda.org/unsubscribe
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Re: [IxDA Discuss] Alan Cooper's Goal-Oriented Design process - step-by-step

2008-05-02 Thread Jarod Tang
Hi Brandon,

From my humble experience, there's no so much needs for the detail or
distilled version of the process. but instead, better have insight on
the metaphor of the process ( in his book, cooper compare it with
movie making). and the key points runs along the process:
1. concept model
2. behaviour pattern
3. persona for user modeling
4. etc
this makes use less bounded to specifice steps (or even create
localized version that fit your own problem)

Cheers
-- Jarod

On Thu, May 1, 2008 at 3:53 AM, Brandon E.B. Ward [EMAIL PROTECTED] wrote:
 Anybody have a super-distilled version of the Cooper design process? I'm 
 thinking something like:


   1.  Research user goals.
   2.  Refine research results.
   3.  Develop personas.
   4.  Write high-level scenarios.

  Etc. etc.

  I guess one could make one based on the chapter/section titles from About 
 Face 3, but ... If anyone has something like this that'd be gEAT!

  B
  
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-- 
Designing for better life style.

http://jarodtang.spaces.live.com/
http://jarodtang.blogspot.com

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[IxDA Discuss] can we make it to easy?

2008-05-02 Thread mark schraad
I was reading about Microsoft having recruited Adobe's (think  
photoshop UI and more) Mark Hamburg to work on user experience. I  
don't find Adobe product o be particularly user friendly, but I do  
find them to be consistent and remarkably efficient once you get over  
a learning curve. I appreciate that approach a lot. I found my self  
wondering if, for professional tools, there is greater adoption,  
product loyalty and stickiness in leaving a certain amount of  
difficulty in the UI? The thinking goes... if the process is to easy,  
then everyone can do it and it erodes my (the professional user's)  
value in the marketplace. I know most people don't think much about  
economics and supply and demand on purpose, but self preservation is  
certainly prevalent at all levels. Thoughts?

Mark

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Re: [IxDA Discuss] Any usability studies on free hand gestures?

2008-05-02 Thread Chauncey Wilson
I'll second Caroline's suggestion of reading Beyond the GUI.  I just
read several chapters of the book which just came out including the
chapter on  Gesture Interfaces and find it an excellent mix of
research and practical advice.  Each chapter, has a set of design
guidelines and many have techniques for testing the non-GUI interfaces
or in the gesture chapter, a section on How to build and test a
gesture vocabulary.  I think that the research adds to the practice
so far in that each chapter describes the primary human factors
associated with the interface so there is some foundation and
rationale with additional references for real depth.

The reference is:

Kortum, P. (2008). HCI beyond the GUI: Design for haptic, speech,
olfactory, and other non-traditional interfaces. Amsterdam: Morgan
Kaufmann.

This book is somewhat along the lines of Mayhew's classic book from
around 1992, Principles and Guidelines in Software User Interface
Design which reviewed research theory and then abstracted principles
and guidelines from that theory. Books that connect research, theory,
adn practice are powerful and provide a stronger foundation for
recommendations.

Chauncey


 There's a new chapter book edited by Kortum: Beyond the GUI. Each chapter 
 has a description and guidelines for a different type of
 non-GUI interface including haptics etc. I reviewed the chapters in draft but 
 I haven't yet seen the published book. I can't
 remember if it has just what you need but it's probably worth a good look for 
 the references alone. (Academic book, lots of refs in
 it).

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Re: [IxDA Discuss] can we make it to easy?

2008-05-02 Thread Shep McKee
In a way, we've seen this erosion of value happen before. The first  
Mac brought desktop publishing to the consumer - and to this day, we  
are inundated with poorly designed flyers and newsletters.

A certain amount of difficulty [for beginners] is left in the tools by  
design? I agree, but for different reasons. Given the conflict between  
(a) performance  efficiency (for expert users) vs. (b) support for  
novice users (ie: ease of learning, time to learn, etc.) - performance  
 efficiency is the priority goal.

Andrei?

Can these tools also be made easy to learn, but where this added  
functionality does not interfere with expert use? Sure, but at a  
greater design and engineering expense. Constantine  Lockwood's  
Instructive Interaction perhaps?

Regards, Shep McKee

On May 2, 2008, at 8:23 AM, mark schraad wrote:
 I found my self
 wondering if, for professional tools, there is greater adoption,
 product loyalty and stickiness in leaving a certain amount of
 difficulty in the UI? The thinking goes... if the process is to easy,
 then everyone can do it and it erodes my (the professional user's)
 value in the marketplace.

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Re: [IxDA Discuss] IxDA Announces Downloadable Interaction 08 Presentation Videos

2008-05-02 Thread Jack Moffett
Alex,

Nice work! That's what I've been waiting for. Now it's time to catch  
up on the sessions I missed.

Many thanks,
Jack

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Re: [IxDA Discuss] Alan Cooper's Goal-Oriented Design process - step-by-step

2008-05-02 Thread Charles Hannon
One thing I would add to this thread is the use of story in the
Cooper method as a way of doing requirements definition. This is more
fully developed in About Face 3 than in previous editions. When I
teach this book, I find story (through context scenarios, key
path scenarios, and validation scenarios) an effective way to define
data elements and functional requirements, especially in relation to
the personas that students have previously developed.  


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Posted from the new ixda.org
http://www.ixda.org/discuss?post=28587



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Re: [IxDA Discuss] can we make it to easy?

2008-05-02 Thread Shep McKee
On May 2, 2008, at 9:35 AM, Will Evans wrote:
 Agreed -  on the other hand - no matter how easy desktop  
 publishing/design tools are - they will never replace a designer  
 with a non-designer in things that matter.
Absolutely. I should have said a PERCEIVED erosion of value in  
relation to designers of both print and web in the 90s. Everyone  
thought they could do the job just fine, as they now had the tools.  
Why pay a print/web designer?

And on May 2, 2008, at 9:35 AM, Will Evans wrote:

 The were well paid, and behaved almost like priests in charge of  
 sacred rituals with their mystical ability...
Good point, and much like many the behavior in many Windows only IT  
groups. But, is there really a correlation between this shroud of  
secrecy and a conscious design decision to protect the value of their  
users? Revisiting and paraphrasing Mark's initial question: Does [...]  
a certain amount of difficulty in the UI influence:
- Product loyalty? Yes.
- Stickiness? Yes.
- Greater adoption? Yes... IF you are the market leader and/or the  
prevailing tool. There's not as much demand for these tools to lower  
the barrier to entry. And any demand has to be balanced against the  
demand for further innovation from your existing user base.


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Re: [IxDA Discuss] designing for behavioral change for the purposes of sustainability

2008-05-02 Thread Fred Beecher
I have been doing user experience design for the Web and software for many
years now, but until recently have not had the opportunity to design
physical products, so sustainable design is a new thought on my mental
table. I'm currently enjoying its exotic flavors, although I'm not sure what
much of it is. : ) So apologies for any ignorance or obviousness displayed
below.
On Thu, 1 May 2008 14:06:57, Boston IxDA [EMAIL PROTECTED] wrote:

 Thank you Dan.  Before I go though your blog and paper I wanted to say
 the crux of my pessimism stems from my viewpoint that consumer desires
 rarely align with the greater good.  We are still very much in the
 'culture of the self'.


I'd agree with you there, erm, Boston. Most of our consumption is mindless.
Most of *my* consumption was mindless, until I started thinking about it.
I'm not sure people are ready to do that... and I'm absolutely sure our
economy is not set up to do that. How I've managed my own is to think about
my needs and define parameters for them.

I'll admit to being an Apple fanboy. But I don't own an iPhone. And although
I nearly salivate every time someone whips one out, I will not buy one until
my criteria are met: It must have 3G, 32GB of storage, and support stereo
Bluetooth. At that point, the device will meet not only my immediate needs,
but my *needs for the forseeable future.* If I buy one now, I know I will
want to get rid of it and buy a new one when these new features are added.
I've thought of other features that may be added in the future, but I really
don't care about those. So if, e.g., GPS is added after I buy my iPhone, I
won't care.

Obviously, I've spent far too much time thinking about this, and as an IxD
I'm hyper-aware of how I (and others) use technology. I think it will be
*incredibly* difficult to get the majority of humanity to adopt a similar
attitude. Most people just don't care that much. And on top of that, our
economy depends on mindless consumption. If everyone did what I do, a lot
less stuff would get bought and our economy would collapse.

One of the ideas in the article about Nokia's thinking that Dave posted
contains an idea I think could help us alter this, the idea of the device
that is constantly upgradeable. I don't know the degree to which Nokia has
thought about this, but if we bought various boxes for different purposes
and subscribed to services that would deliver functionality, we could
still get the thrill of the new without having to throw something out. Yes,
stuff breaks and processors get faster, but as IxDs, I think we can do a lot
to design these services... feature/software upgrade paths, the ability to
swap out or upgrade components, change batteries, etc.

I think this is where we can do the most good.

I struggle to think of opportunities where conscientious design
 avoids breaking ease of use, they make awkward bedfellows.  Not to
 say it cant work, just hard for me to see how every socially
 responsible designer can apply behavior conditioning as a design
 methodology without creating in products that appear to Nanny the
 user.


Nagware is bad. Flat out. So that's where we come in... how can we *make it
easy* to do the right thing? Like recycling. It wasn't very popular when we
had to separate different kinds of plastics, tin, aluminum, etc. But now,
most services allow us to put like materials together (plastic, metal,
paper) and *they* are the ones who sort it. This has made recycling almost
effortless and as a consequence it has taken off.

With what I've described above, my elaboration on Nokia's idea, that's
another opportunity. There's no nagware in that. If anything, it's a benefit
for the consumer. Instead of having to pay $200 for a new phone, they can
pay $50 to get a new processor installed or upgrade the memory. Of course,
if it's hard to do these things, they won't happen. If *we* make it easy,
they will.

- Fred

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Re: [IxDA Discuss] can we make it to easy?

2008-05-02 Thread mark schraad
I think there is another thread of logic here which is to measure the
potential and realistic investment of the user as a metric for furthering
'ease of use'. For casual letter writing that the layperson does via live
office or google online, ease of use is critical. For professional users of
financial analysis software, ease of use maybe a trade off for efficiency
once additional competency is achieved. So domain experience, and time
invested in the specific application are two metrics worth noting. A third
would be frequency. I only do my tax return once a year. The application I
use for this as a non tax professional needs to be pretty easy to use...
because next year I can not likely count on remembering the process and the
commands.
As for the stickyness/preference issue, I did no mean to imply that we
should be so cunning or cynical as to make it more difficult to use as a
marketing ploy. But early adopters are more likely to be professionals and
willing to invest some learning to achieve efficency. And so compromising
that efficiency for ease-of-use would be a mistake in early diffusion
stages, because those early adopters, well, won't adopt it. Later, as the
product and the function become more mainstream... those efficiencies are
less likely to be realized and the quick in-and-out aspect of the
application becomes more important (- it would seem).



On Fri, May 2, 2008 at 9:35 AM, Will Evans [EMAIL PROTECTED] wrote:

 In a way, we've seen this erosion of value happen before. The first
 Mac brought desktop publishing to the consumer - and to this day, we
 are inundated with poorly designed flyers and newsletters.

 On Fri, May 2, 2008 at 8:55 AM, Shep McKee [EMAIL PROTECTED] wrote:

  In a way, we've seen this erosion of value happen before. The first
  Mac brought desktop publishing to the consumer - and to this day, we
  are inundated with poorly designed flyers and newsletters.
 

 Agreed -  on the other hand - no matter how easy desktop
 publishing/design tools are - they will never replace a designer with a
 non-designer. in things that matter. You either know typography or you
 don't, and access to the entire adobe font folio doesn't replace training,
 education, and years of critique. When notepad was replaced by wysiwyg, the
 web proliferated with web sites -- 99.999% were complete crap. And even in
 the design community - many print designers with strong design backgrounds
 jumped on the web and made some of the most aesthetically pleasing and
 completely useless/unusable/inaccessible sites around (this continues now
 with agencies building flash sites like crack addicts).

 But to Mark's point - when I was doing extensive user research for a
 complex quantitative software package for risk modeling - many of the users
 did in fact take mastery of the very complex software package as a point of
 pride - and frankly didn't want me there doing contextual inquiry because
 they were frightened by the idea of the software becoming easier/simpler to
 use. The were well paid, and behaved almost like priests in charge of sacred
 rituals with their mystical ability to create probability curves out of
 ether through incantations and sacred rituals - they didn't want a
 protestant reformation of the process - their power gave them comfort.




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Re: [IxDA Discuss] designing for behavioral change for the purposes of sustainability

2008-05-02 Thread David Malouf
So Fred, as a web/software guy i think you have more to offer than you think
you do, but I'll get to that in a minute.

I wish that guy who videotaped the NYC IxDA event on Sustainable
interactions would post his stuff already. I'm very upset he's flaked as the
event really highlighted well many of the issues.

A great example of interaction design that leads to behavior modification is
the simple inclusion of mileage info panel in a vehicle. The product itself
doesn't change, but the way people use that product has been shown to change
when such added instrumentation is added. The post-child of this experience
is even further exemplified in the panel that is included on a Toyota Prius
that shows you which engine is working when and why. They have shown that
drivers who keep it turned on are more susceptible to behavioral changes
than those who turn off the screen.

But back to pure software:
I won't have links so maybe others can provide them.
1) A plug-in that presents the carbon footprint of your air travel plans. it
works on Firefox. a great tool that doesn't nag, but provides data to be
converted to knowledge over time that can impact our decisions. The plug-in
connects to information that compares the airline footprint compared to
driving or train further engaging knowledge.

2) GoLoco is a web service that helps people find carpools. Purely done on
the web.

There are other examples like these that are not about nagging, but either
about teaching or about offering options.

I think that Pauric's perspective is both on target but cynical beyond being
useful. It is true that our economy is completely based on consumption and
unless we change the basic under pinnings of that, we can only go so far. A
great vid for learning more about this (I REALLY recommend people look at
this; it only takes 20min) is http://storyofstuff.com/ . It is one of the
best lessons in the impact of our economy on our world that I have ever
seen. Better than Al G.

I think there is a lot to be gained by buying better for the environment
products as opposed to bad for the environment products. Yes, we have
learned that the prius is not the pure answer to the hummer, but it does
take certain steps in the right direction, as it is a part of a greater
whole of acknowledging change is necessary. There are many other examples of
this sort of brand of change that is going on that is worthwhile to enable
even if it is not solving ALL aspects of the problem.

BTW, having a green strategy is a growing requirement for enterprise
buyers of products and services. We at Motorola Enterprise Mobility are
being asked this all the time now. We are addressing this through supply
chain, through battery management, through changes in materials and
sourcing, etc.
We have a big advantage in that our average product lifecycle is about 3-10x
longer than consumer products. ;)

For those of us who are just in software/web, there are lots of questions to
ask ourselves:
1) Does doing the task on a computer really save us anything?
2) Is there a way to do the task on the computer that can reduce use? Heck,
can we reduce use by reducing the # or brightness of pixels?
3) Is there an opportunity in my system to engage people to change behavior
inside or outside of my system towards the end goal of sustainability

-- 
David Malouf
http://synapticburn.com/
http://ixda.org/
http://motorola.com/

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Re: [IxDA Discuss] linkedin groups

2008-05-02 Thread Joanne Weaver
yeah, i wasn't able to search for the ixda group either on L.I,, so I
did an advanced search for ixda, found a linkedin member that DID
have the icon at the bottom of their profile, and clicked on the icon
itself and i was able to request to be added that way (think someone
has to approve me first tho so the jury's still out on the
successful outcome).


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Posted from the new ixda.org
http://www.ixda.org/discuss?post=28579



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Re: [IxDA Discuss] IxDA Announces Downloadable Interaction 08 Presentation Videos

2008-05-02 Thread Kristopher Kinlen
Maybe it is just my wonderful corporate Internet policy, but Jared
Spool's video does not show up for me.  Anyone else having better
luck?

On another note... what an amazing conference.  Can not wait until
next year!


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Posted from the new ixda.org
http://www.ixda.org/discuss?post=28623



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Re: [IxDA Discuss] can we make it to easy?

2008-05-02 Thread Jeff Garbers
On May 2, 2008, at 8:23 AM, mark schraad wrote:
 I found my self wondering if, for professional tools, there is  
 greater adoption, product loyalty and stickiness in leaving a  
 certain amount of difficulty in the UI? The thinking goes... if the  
 process is to easy, then everyone can do it and it erodes my (the  
 professional user's) value in the marketplace.

Maybe everyone can do it, but they can't all do it well!  The  
emergence of easier-to-use prosumer cameras certainly hasn't reduced  
the need for professional photographers, and I'd have to imagine that  
there are far more graphic designers working today than in the years  
before desktop publishing and Photoshop.

Certainly, given easy tools offering professional functionality, you  
might find that some part of the market no longer needs professional  
help. If all Fred needs is a little Web site for his homeowners'  
association, he can probably get that done himself with iWeb or  
RapidWeaver -- either of which produce what could pass for  
professional work -- and he won't be contacting a Web design firm.   
But as the market expands, competitive pressure gives us richer and  
more complex tools as well as simpler and easier ones.  There will  
always be demand for experts who can do remarkable and beautiful  
things with advanced tools. I take plenty of family snapshots, but we  
still go to the professional photographer every year for the Christmas  
card picture.

Intentionally leaving things harder doesn't seem to be a viable  
strategy in a free market -- the next guy will take advantage of that  
weakness.

The challenge should be in using the tool *well*, not in using it *at  
all*.



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Re: [IxDA Discuss] can we make it to easy?

2008-05-02 Thread Will Evans
In a way, we've seen this erosion of value happen before. The first
Mac brought desktop publishing to the consumer - and to this day, we
are inundated with poorly designed flyers and newsletters.

On Fri, May 2, 2008 at 8:55 AM, Shep McKee [EMAIL PROTECTED] wrote:

 In a way, we've seen this erosion of value happen before. The first
 Mac brought desktop publishing to the consumer - and to this day, we
 are inundated with poorly designed flyers and newsletters.


Agreed -  on the other hand - no matter how easy desktop publishing/design
tools are - they will never replace a designer with a non-designer. in
things that matter. You either know typography or you don't, and access to
the entire adobe font folio doesn't replace training, education, and years
of critique. When notepad was replaced by wysiwyg, the web proliferated with
web sites -- 99.999% were complete crap. And even in the design community -
many print designers with strong design backgrounds jumped on the web and
made some of the most aesthetically pleasing and completely
useless/unusable/inaccessible sites around (this continues now with agencies
building flash sites like crack addicts).

But to Mark's point - when I was doing extensive user research for a complex
quantitative software package for risk modeling - many of the users did in
fact take mastery of the very complex software package as a point of pride -
and frankly didn't want me there doing contextual inquiry because they were
frightened by the idea of the software becoming easier/simpler to use. The
were well paid, and behaved almost like priests in charge of sacred rituals
with their mystical ability to create probability curves out of ether
through incantations and sacred rituals - they didn't want a protestant
reformation of the process - their power gave them comfort.

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[IxDA Discuss] Trying to educate my design team

2008-05-02 Thread Michael Dunn
Hello, all.  I have been lurking for a while and finally have a dire need
that I hope you all can help me with. I am currently trying to organize some
'lunch and learn' sessions in an effort to educate our design team on, well,
designing more effectively for the medium.  I have several things I plan to
cover such as web standards, table-less design and how it can liberate the
designer, using fireworks as a prototyping and comp tool rather than
photoshop, do's and don'ts, among other things.  I am looking for resources
that might aid me in this- books, web articles, powerpoint or keynote
presentations, etc. I've already compiled a small collection of such, but
would like to pick the collective brain on this matter.  Any suggestions?

-- 
Michael Dunn
FoolishStudios
www.foolishstudios.com

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Re: [IxDA Discuss] IxDA Announces Downloadable Interaction 08 Presentation Videos

2008-05-02 Thread Alexander Baxevanis
Nothing to do with your connection - I think some videos are missing  
in general - there is simply no flash video player or download links  
on the page - because of technical issues with the original recordings

Cheers,
Alex

Sent from my iPhone

On 2 May 2008, at 06:05, Kristopher Kinlen [EMAIL PROTECTED] 
  wrote:

 Maybe it is just my wonderful corporate Internet policy, but Jared
 Spool's video does not show up for me.  Anyone else having better
 luck?

 On another note... what an amazing conference.  Can not wait until
 next year!


 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
 Posted from the new ixda.org
 http://www.ixda.org/discuss?post=28623


 
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Re: [IxDA Discuss] IxDA Announces Downloadable Interaction 08 Presentation Videos

2008-05-02 Thread David Malouf
Actually, not all presenters gave us permission to record or publish
their presentations. Jared's presentation is one of those. No
technical reasons.
-- dave


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Posted from the new ixda.org
http://www.ixda.org/discuss?post=28623



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Re: [IxDA Discuss] Trying to educate my design team

2008-05-02 Thread mark schraad
A couple of thoughts having been down this road... and this assumes (since
you called them 'my design team') that you are managing or at least leading
this team.
Determine those skills, topics or ares that your team needs more awareness.
Then assign them to members of the team and ask them to do the research,
study the best of bread and the current and future directions... and report
to the group. The lunch setting, brown bag or provided, can be very
effective. The other direction is to bring in guest speakers. People that
can speak to and demonstrate. One of my favorites is to invite in a
professional story teller... 'cause what we often do is tell stories.

IMHO - the worst thing you can do is to lecture your team about what they
ought to be. It can be your initiative, but is much better if it comes from
others. Maybe that is just my style of management... but it has always
proven more effective.

Mark

On Fri, May 2, 2008 at 11:02 AM, Michael Dunn [EMAIL PROTECTED]
wrote:

 Hello, all.  I have been lurking for a while and finally have a dire need
 that I hope you all can help me with. I am currently trying to organize
 some
 'lunch and learn' sessions in an effort to educate our design team on,
 well,
 designing more effectively for the medium.  I have several things I plan
 to
 cover such as web standards, table-less design and how it can liberate the
 designer, using fireworks as a prototyping and comp tool rather than
 photoshop, do's and don'ts, among other things.  I am looking for
 resources
 that might aid me in this- books, web articles, powerpoint or keynote
 presentations, etc. I've already compiled a small collection of such, but
 would like to pick the collective brain on this matter.  Any suggestions?

 --
 Michael Dunn
 FoolishStudios
 www.foolishstudios.com
 
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Re: [IxDA Discuss] linkedin groups

2008-05-02 Thread Barbara Ballard
Search for somebody you know will be in the group (me, Dave Malouf,
etc.) and look at their groups. Dumb, but reliable. Oh, and I'm in a
lot of groups. None of them seem to mean anything, but I'm ever
hopeful.

On Thu, May 1, 2008 at 10:10 PM, Joanne Weaver
[EMAIL PROTECTED] wrote:
 yeah, i wasn't able to search for the ixda group either on L.I,, so I
  did an advanced search for ixda, found a linkedin member that DID
  have the icon at the bottom of their profile, and clicked on the icon

-- 
Barbara Ballard
[EMAIL PROTECTED] 1-785-838-3003

Design For Mobile 22-24 September http://design4mobile.mobi/

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Re: [IxDA Discuss] Trying to educate my design team

2008-05-02 Thread Mike Dunn
Well, to elaborate, I am one of the leads, not necessarily THE lead,
and I have been tasked to do this by THE lead due to my level of
experience in both design  programming.
The team is actually eager to learn and I get a pretty steady stream
of inquiries from them on a day-to-day basis which kind of prompted
all of this.  I certainly don't want to tell them they are
necessarily doing anything wrong, I just want to help them do it
better. A lot of them have a traditional design background and they
just haven't been made aware of the nuances of designing for the
web.


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Posted from the new ixda.org
http://www.ixda.org/discuss?post=28641



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Re: [IxDA Discuss] can we make it to easy?

2008-05-02 Thread Troy Gardner
 In a way, we've seen this erosion of value happen before. The first
  Mac brought desktop publishing to the consumer - and to this day, we
  are inundated with poorly designed flyers and newsletters.

Any creative area is largely 70% stuff that ends up in the trash, 3%
brilliant. Same thing for websites, print and you tube videos.
Remember the web when Netscape Gold came out? when every other letter
was a different color.  It was horrible, but things got better.

But the web and video are social mediums, so it's not all about the
design, it's about the information they make accessible to the rest of
the world.

I've taught Photoshop, Illustrator, Flash, Dreamweaver, and generally
the learning curve is really steep, and in some cases beyond some of
the users, so here I want application designers to obsess about what
it is that those users do 80% of the time and adapt the UI for those
workflows, adding the equivalent of design spellchecking
(complimentary colors, layout etc) .   For power users, who supply
their own vision and technique, the raw functions should be exposed to
them.

Since I develop applications for kids these days what I talked with
the Adobe team is treating complicated app traiining like that of a
multi-level game.  Good game design creates value and strategies
incrementally, teaching how to move, fire.   Don't expose more
elements until a user has mastered the basics, unless they ask for it
by name.  The challenge here is then customer support and peer to peer
communication becomes dvorak vrs querty, same elements will appear in
different areas on different user PC.


  many print designers with strong design backgrounds jumped on the web and
  made some of the most aesthetically pleasing and completely
  useless/unusable/inaccessible sites around (this continues now with agencies
  building flash sites like crack addicts).

Amen.  This is a continual challenge for me working with top notch
designers who work on a page rather than the interactive space.  It's
a blind spot to them and people who develop wireframes.

  were well paid, and behaved almost like priests in charge of sacred rituals
  with their mystical ability to create probability curves out of ether
  through incantations and sacred rituals - they didn't want a protestant
  reformation of the process - their power gave them comfort.

I understand where they are coming from, but this is sad to me and
short term thinking.  People behind turbo tax on the web require the
same guru skills, they just deliver them to engineering instead of a
person.

Troy.

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Re: [IxDA Discuss] linkedin groups

2008-05-02 Thread Janna Hicks DeVylder
Hi all,

The suggestion to include this with any kind of welcome message we provide
when joining IxDA has been taken to the Board (thanks, Matt!).

We should also talk about what it means to affiliate to IxDA and see how we
can be taking more advantage of that even on the ixda.org site as well.

Thanks for the great thoughts,
Janna

On Fri, May 2, 2008 at 12:40 PM, Barbara Ballard 
[EMAIL PROTECTED] wrote:

 Search for somebody you know will be in the group (me, Dave Malouf,
 etc.) and look at their groups. Dumb, but reliable. Oh, and I'm in a
 lot of groups. None of them seem to mean anything, but I'm ever
 hopeful.


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[IxDA Discuss] Twin Cities UX Meetup next Tuesday at MONTE CARLO (bring your side project to show others!)

2008-05-02 Thread Katie Ware
Apologies for cross posting. And I might add that Kristi is being mighty 
optimistic about the use of the venue's patio - there have been rumors of snow 
this weekend.


Date: Fri, 2 May 2008 15:39:18 -0500From: [EMAIL PROTECTED]: [EMAIL PROTECTED]: 
UX Meetup next Tuesday at MONTE CARLO (bring your side project to show others!)

Hello UX folks --
 
The next Twin Cities UX Meetup group will meet May 6 at the Monte Carlo 
(located in the Warehouse District).  I'm sorry to keep changing location, but 
I'm trying to find a good place with space that's reliably quiet (not an easy 
task).  The Monte Carlo may be a good bet -- AND, they have a HUGE outdoor 
patio.
 
The topic will be show us all your side projects in 10 minutes or less.  Show 
us what defines Minneapolis' creative community -- everyone has a side project. 
 At this month's MNteractive UX meetup, we want to see your side project - in 
10 minutes or less.  Bring your laptops, powerpoints, visuals, anything!  As 
usual, a few local professionals who have worked on this topic will help 
jump-start the conversation.

 
A big Thank you to Kevin Farner of Gomoll Research + Design for picking up 
the tab for our last meetup.

Here are details of the meeting:


Tuesday, May 6  
5:00-7:00 p.m. 
NEW LOCATION: at the Monte Carlo in MInneapolis' Warehouse District:

Located:

219 3rd Avenue North, Minneapolis, 55401
612-333-5900
http://twincities.citysearch.com/profile/5571399/minneapolis_mn/monte_carlo_bar_cafe.html
Look for Garrick and the UX Meetup table sign
If it's nice weather, look out on the patio 
If you have questions, please feel free to contact either myself or Garrick 
([EMAIL PROTECTED]).We look forward to seeing/meeting you!Kristi Olson, 
Minneapolis UX ConsultantP.S. Please notify me if you'd like to no longer 
receive these messages.
_
Windows Live SkyDrive lets you share files with faraway friends.
http://www.windowslive.com/skydrive/overview.html?ocid=TXT_TAGLM_WL_Refresh_skydrive_052008

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Re: [IxDA Discuss] Trying to educate my design team

2008-05-02 Thread Caroline Jarrett
From: Michael Dunn [EMAIL PROTECTED]

snip
: 'lunch and learn' sessions in an effort to educate our design team on, well,
: designing more effectively for the medium.
snip
...  Any suggestions?

I don't know if your remit includes improving the content of the web sites, but 
if it does then may I suggest my editing process on 
www.editingthatworks.com

This is designed as a 'lite' introduction to editing content for people who 
aren't professional writers and it might fit neatly into 
a lunchtime.

Best,

Caroline Jarrett
[EMAIL PROTECTED]
07990 570647

Effortmark Ltd
Usability - Forms - Content

We have moved. New address:
16 Heath Road
Leighton Buzzard
LU7 3AB 



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Re: [IxDA Discuss] can we make it to easy?

2008-05-02 Thread Jim Drew
I think it's much simpler than that:

With products as big and powerful as many of the Adobe products, the complexity 
and richness of the features leads inexorably to a certain amount of complexity 
in the user experience.  In order to simplify it, you have to 
remove/restrict/dumb down the feature set.  Or streamline parts to be really 
good and you end up with inconsistency throughout the product, with users no 
longer able to leverage knowledge of one piece of the interface to another.

Airplane consoles are hideously complex.  Would simplifying them make it easier 
for more people to become commercial pilots?  Would it serve the passengers and 
cargo well if some of the gauges were removed and the more powerful switches 
made harder to get at in order to have a friendlier interface?  Or are they 
just kept complex to ensure that existing pilots keep their job seniority?  
(God, I hope not!)

-- Jim


-Original Message-
From: mark schraad [EMAIL PROTECTED]

I was reading about Microsoft having recruited Adobe's (think  
photoshop UI and more) Mark Hamburg to work on user experience. I  
don't find Adobe product o be particularly user friendly, but I do  
find them to be consistent and remarkably efficient once you get over  
a learning curve. I appreciate that approach a lot. I found my self  
wondering if, for professional tools, there is greater adoption,  
product loyalty and stickiness in leaving a certain amount of  
difficulty in the UI? The thinking goes... if the process is to easy,  
then everyone can do it and it erodes my (the professional user's)  
value in the marketplace. I know most people don't think much about  
economics and supply and demand on purpose, but self preservation is  
certainly prevalent at all levels. Thoughts?

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Re: [IxDA Discuss] can we make it to easy?

2008-05-02 Thread Andrei Herasimchuk

On May 2, 2008, at 5:23 AM, mark schraad wrote:

 I don't find Adobe products to be particularly user friendly

That's certainly a loaded term, isn't it? User friendly. Which user  
and what constitutes friendly?

 I found my self wondering if, for professional tools, there is  
 greater adoption,
 product loyalty and stickiness in leaving a certain amount of  
 difficulty in the UI?

Another loaded way of thinking about it. Be careful. You can't have a  
good discussion approaching it this way.

Photoshop is and never was intentionally made difficult. And to this  
day, I hate a few aspects of how it does things (and always have, even  
when I was working on it) but overall, it's still a world-class tool  
that has not been surpassed by anyone else trying to solve the same  
problems. To that end, Photoshop is actually pretty easy to a lot of  
things once you have learned how to use it. In fact, Photoshop got its  
start being easier to use than what else was available at the time,  
like Letraset ColorStudio. Over time, as Photoshop became a mission- 
critical production tool for a broad set of industries -- from print  
to the web to film to even NASA research -- it started to add more and  
more complicated features. As with anything that starts simply and  
adds more functionality, keeping it under control can become a  
problem. I personally think Photoshop has done a better job than most  
containing that feature bloat, while acknowledging that is does indeed  
have feature bloat.

But Photoshop was going to add more features like it or not. The  
business demanded it. Users demanded it. And the nature of capitalism  
demands it.

Given that, if anyone thinks they can make a rich, complicated,  
industrial strength tool easy to use and if that measuring stick is  
using anyone you may know who is not a professional in the particular  
industry the tool is designed for, I wish you the best of luck on that  
path to insanity. It's just an entirely inappropriate way to approach  
the design problem.

Complicated things will always be complicated, by nature. Your task as  
the designer of such complicated features and tools is to not make  
them more complicated than they already are. But trying to make  
inherently complicated things easy to use is really just wishful  
thinking. And making them user friendly requires very specific  
metrics on who the user is and what they think is friendly.

 The thinking goes... if the process is to easy, then everyone can do  
 it and it erodes my (the professional user's)
 value in the marketplace.

I know of no one who has ever said that or thinks like that. Further,  
I can certainly tell you that no one on the Photoshop team ever  
thought along those lines.

As for a related version of my opinion of this topic, I wrote about a  
long time ago:
http://www.designbyfire.com/?p=10

-- 
Andrei Herasimchuk

Principal, Involution Studios
innovating the digital world

e. [EMAIL PROTECTED]
c. +1 408 306 6422


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[IxDA Discuss] JOB: JUNIOR TO MID-LEVEL INFORMATION ARCHITECT

2008-05-02 Thread Jason Wei Lee
In addition to the normal IA/interaction design skill set, this job will 
require a fair amount of documentation. We are looking for someone detailed 
oriented with experience writing Functional Requirements for both experiential 
Flash sites, and large scale e-commerce and portal sites.

JUNIOR TO MID-LEVEL INTERACTION DESIGNER

Responsibilities include, but are not limited to:
- Work with clients to understand their business models and goals and help 
define strategy, content, and features for the design of their web site.
- Analyze, understand and document audiences’ information and functional needs.
- Define site architecture and navigation that serves as a blueprint of the 
site upon which all other aspects are built.
- Create wireframes, site maps, schematics, process maps, feature lists, 
mockups, visual specification, personas, interaction design specifications and 
other artifacts to fully detail the intended user experience.
- Be able to multi-task and work in a face paced environment.
- Be knowledgeable on best practices, current trends, and emerging technologies 
in the field.

This person will ideally have:
- Minimum of 1-3 years as a user experience designer, interaction designer, 
information architect, or similar role. - A portfolio demonstrating ability to 
create usable products and clean documentation (wireframes, sitemaps, and 
flowcharts).
- Excellent communicative, collaborative, and interpersonal skills.
- Must be proficient OmniGraffle, Visio, Adobe Creative Suite.
- Bachelors degree required, graduate degree preferred.


ABOUT CREATE THE

createthe group is the leading end-to-end eCommerce and software solutions 
provider for the Retail, Fashion, and Luxury industry. We have an immediate 
opening for the position of Software/Server support engineer- to work with our 
talented softwaredevelopment team in our New York office.

As an Operations Support Engineer, you will setup, maintain and provide 
technical support for all levels of operation within the company. You will 
bring a proven level of problem-solving skills, and the ability to proactively 
identify and tackle a range of technical support issues. You will be a key 
asset in contributing to the growth and success of all internal and external 
systems deployments.


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Re: [IxDA Discuss] can we make it to easy?

2008-05-02 Thread Jared M. Spool

On May 2, 2008, at 6:26 PM, Andrei Herasimchuk wrote:

 The thinking goes... if the process is to easy, then everyone can do
 it and it erodes my (the professional user's)
 value in the marketplace.

 I know of no one who has ever said that or thinks like that. Further,
 I can certainly tell you that no one on the Photoshop team ever
 thought along those lines.

Interestingly, I have met product developers who did say that was  
their objective, years ago. They were concerned that their customers,  
all craftspeople who were being threatened by a commoditization of  
their skills, would reject software that didn't have a learning curve  
to it.

Interestingly, the inevitable simplified software came about and, sure  
enough, the crafts went mostly obsolete. In all the cases I'm aware  
of, the developers are no longer in business.

Complexity takes two forms: Tool complexity and domain complexity.  
Tool complexity can (and is often) rendered simpler through advances  
in interfaces. Often it's through the elimination of excessive  
features and options, to core functionality. While this does reduce  
the options available to the user, the reduction is often in the form  
of fringe functionality.

Domain complexity is more difficult. Here is where serious process re- 
engineering needs to take place. The going-back-to-the-blackboard-and- 
rethinking-the-core-processes kind-of approach.

Reducing tool complexity does open the user to faster productivity,  
but often still requires similar skill levels for the core skill. (A  
simpler drawing tool doesn't help you draw any better, only more  
efficiently.)

Reducing domain complexity brings new capabilities to users who  
previously couldn't master the skills. Think WYSIWYG database tools  
(ala Access or Filemaker) replacing the previous code-based generation  
(ala DBase or IDMS). Think desktop publishing replacing previous  
typesetting activities.

Of course, bringing capabilities to people without the formal  
skillsets results a flurry of crude activity, such as the ransom-note  
style publishing we saw in the early '80s. However, this flurry often  
seems to die down once people realize that it does matter what you do.  
Good examples and guidance such as templates help with this.

I think it's unlikely you can make something too easy. However,  
sometimes making it easier requires serious advances in the design  
approaches.

Jared

Jared M. Spool
User Interface Engineering
510 Turnpike St., Suite 102, North Andover, MA 01845
e: [EMAIL PROTECTED] p: +1 978 327 5561
http://uie.com  Blog: http://uie.com/brainsparks


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Re: [IxDA Discuss] can we make it to easy?

2008-05-02 Thread mark schraad
Certainly the reduction of complexity and commoditization of function  
pushes the differentiation (for the pro) to the what to do, and not  
the 'how to do' - as exemplified by the scores of pixel pushers  
editing frame-by-frame film effects (think ILM). And that is not  
necessarily a bad thing for some professions.

My point was more to the influence of marketing and position as it  
effects the user interface.

It certainly has not hurt the adobe suite of products. As distasteful  
as this may be to many idealogs in the UI world, the sustainability  
of a product, and its positioning amongst lead users (most often the  
professional users) is an important consideration. After all -  
continued improvement to the product should not, but sometimes does,  
shorten the adoption and longevity of that product.

Mark


On May 2, 2008, at 7:31 PM, Jared M. Spool wrote:


 On May 2, 2008, at 6:26 PM, Andrei Herasimchuk wrote:

 The thinking goes... if the process is to easy, then everyone can do
 it and it erodes my (the professional user's)
 value in the marketplace.

 I know of no one who has ever said that or thinks like that. Further,
 I can certainly tell you that no one on the Photoshop team ever
 thought along those lines.

 Interestingly, I have met product developers who did say that was
 their objective, years ago. They were concerned that their customers,
 all craftspeople who were being threatened by a commoditization of
 their skills, would reject software that didn't have a learning curve
 to it.

 Interestingly, the inevitable simplified software came about and, sure
 enough, the crafts went mostly obsolete. In all the cases I'm aware
 of, the developers are no longer in business.

 Complexity takes two forms: Tool complexity and domain complexity.
 Tool complexity can (and is often) rendered simpler through advances
 in interfaces. Often it's through the elimination of excessive
 features and options, to core functionality. While this does reduce
 the options available to the user, the reduction is often in the form
 of fringe functionality.

 Domain complexity is more difficult. Here is where serious process re-
 engineering needs to take place. The going-back-to-the-blackboard-and-
 rethinking-the-core-processes kind-of approach.

 Reducing tool complexity does open the user to faster productivity,
 but often still requires similar skill levels for the core skill. (A
 simpler drawing tool doesn't help you draw any better, only more
 efficiently.)

 Reducing domain complexity brings new capabilities to users who
 previously couldn't master the skills. Think WYSIWYG database tools
 (ala Access or Filemaker) replacing the previous code-based generation
 (ala DBase or IDMS). Think desktop publishing replacing previous
 typesetting activities.

 Of course, bringing capabilities to people without the formal
 skillsets results a flurry of crude activity, such as the ransom-note
 style publishing we saw in the early '80s. However, this flurry often
 seems to die down once people realize that it does matter what you do.
 Good examples and guidance such as templates help with this.

 I think it's unlikely you can make something too easy. However,
 sometimes making it easier requires serious advances in the design
 approaches.

 Jared
 p


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Re: [IxDA Discuss] can we make it too easy?

2008-05-02 Thread Loredana Crisan
Hi all,

This conversation reminds me a lot of my sound engineering days.
The advent of digital technology, with its soundcards, cheap mics,  
synthesized instruments and computer-music software programs did  
change the lives of many sound engineers and studios around the world.

But the tool does not make the man.

It didn't take long for most artists to realize that being a jack-of- 
all-trades means doing most everything half-right. Or half-wrong...
So they turned back to the pros for engineering, and stayed true to  
their calling, that of being a performer.

In the design world too, I think that same cycle is bound to happen.
Not that there will not be exceptions...

- ld



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