Re: [IxDA Discuss] Adaptive Path's Aurora ... Discuss

2008-08-06 Thread Stew Dean
Some quick thoughts..

There's some strong ideas in here. The concept of presentation views is good
and the collaboration works well. Where it is weak is in the actual
interface. There is simply too much competing on the screen to make this a
strong interface from user experience point of view. Demos often do take the
'show it on screen' approach as they can showcase more features as opposed
to an interface that uses time more.

In general it takes many ideas that exist (the 3D space to explore files has
been done many times) and puts them together in a very condensed way. Users
may get very confused using the interface shown, not to mention 'Gorilla
arm' from using that 3D mouse.

So some good background thinking but the execution is fairly weak in terms
of strong clear user interface. Respect to them for putting this together
but some better interface design could have presented the ideas better.

Cheers

Stewart Dean

2008/8/5 David Malouf [EMAIL PROTECTED]

 I have to say there are so many elements I like about this concept and
 it is only part 1 of the video.
 Kudos to Jesse James Garrett and the rest of the AP design team on Aurora.

 Check out the demo video of their browser concept video.

 http://adaptivepath.com/aurora/

 --
 David Malouf
 http://synapticburn.com/
 http://ixda.org/
 http://motorola.com/
 
 Welcome to the Interaction Design Association (IxDA)!
 To post to this list ... [EMAIL PROTECTED]
 Unsubscribe  http://www.ixda.org/unsubscribe
 List Guidelines  http://www.ixda.org/guidelines
 List Help .. http://www.ixda.org/help




-- 
Stewart Dean

Welcome to the Interaction Design Association (IxDA)!
To post to this list ... [EMAIL PROTECTED]
Unsubscribe  http://www.ixda.org/unsubscribe
List Guidelines  http://www.ixda.org/guidelines
List Help .. http://www.ixda.org/help


Re: [IxDA Discuss] Job: Microsoft User Experience Evangelist (US based)

2008-07-30 Thread Stew Dean
Chris Wrote..

UXE's must be able to speak compellingly and enthusiastically to many
audiences within the design ecosystem, including designers and production
artists, producers and client/services managers, as well as creative
directors and general management.

As a user experience professional your job description failed to talk to me.
Looks like you want a visual designer who does a bit of interaction and is
charasmatic rather than a user experience person.

If you want to evangelise about user experience doesn't it help that you
actually preach user experience in all that you do? As it stands the post
reads like the bad old days when you had 'tech' and you had 'design'.
There's nothing about being user centric, usability, accessability in here -
it's all about being compelling and engaging, which is about a third of what
user experience is about.

I'm not anti-microsoft it's just when I'm after a solution, the current tool
set from Microsoft is behind the curve for where user experience is and
based upon the old bad model bells and whilstles being more important than
information and functionality.

So if you're an evangelist yourself then you've just done the exact opposite
of what you where looking to do. All this just leaves me thinking Microsoft
don't get user experience.

-- 
Stewart Dean

Welcome to the Interaction Design Association (IxDA)!
To post to this list ... [EMAIL PROTECTED]
Unsubscribe  http://www.ixda.org/unsubscribe
List Guidelines  http://www.ixda.org/guidelines
List Help .. http://www.ixda.org/help


Re: [IxDA Discuss] The new UI wars: Why there's no Flash on iPhone 2.0

2008-06-20 Thread Stew Dean
I always thought the Flash thing was about the UI but not about new
UIs being built for applications but the fact many existing flash
usages simply won't work on a small touch screen device. In short
flash on the iPhone would often break the web browsing user experience
in the way it's used. For that reason it's a good idea not to put it
on the iPhone. All the technical issues are solvable after all.

Stew Dean



2008/6/18 Kontra [EMAIL PROTECTED]:
 Many reasons have been floated for why Flash isn't a good match for the
 iPhone: it's slow, it hogs CPU cycles, it drains the battery, it crashes too
 often, it's not optimized for Mac OS X and so on. As obvious as these
 reasons may be, even if all those *technical* issues could be solved
 tomorrow, there would still remain a huge divide between Adobe and Apple on
 the iPhone: who controls the UI?
 ...
 In this highly charged and competitive marketplace to establish the next UI
 paradigm for mobile devices, Apple is not about to give Adobe or any other
 company free reins to dilute its brand proposition by introducing
 cross-platform, common-denominator UIs and interaction patterns to be
 mingled with Apple's carefully orchestrated multi-touch approach. So what
 does that leave Adobe with?

 http://counternotions.com/2008/06/17/flash-iphone/

 --
 Kontra
 http://counternotions.com
 
 Welcome to the Interaction Design Association (IxDA)!
 To post to this list ... [EMAIL PROTECTED]
 Unsubscribe  http://www.ixda.org/unsubscribe
 List Guidelines  http://www.ixda.org/guidelines
 List Help .. http://www.ixda.org/help




-- 
Stewart Dean

Welcome to the Interaction Design Association (IxDA)!
To post to this list ... [EMAIL PROTECTED]
Unsubscribe  http://www.ixda.org/unsubscribe
List Guidelines  http://www.ixda.org/guidelines
List Help .. http://www.ixda.org/help


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

2008-05-01 Thread Stew Dean
Looks like a fairly standard approach.

I split design in to Concept and Detail and use an overlapped
iterative approach to phases - no water fall or throwing things over
the wall.

I also use a task based process rather than a goal based, this is an
evolution from goal based and attempts to define the users by what
they do, not what car they drive (as can happen with badly created
personas). In all cases tasks, users etc I try to keep as real as
possible.

Stewart Dean


2008/5/1 chadvavra [EMAIL PROTECTED]:
 I haven't, but I did recently come up with a distilled philosophy.

  To create a human connection in technological products with usable
  form and content by understanding business and user desires, needs,
  and motivations. 

  My company uses a version called,

  Discover, Design, Develop, Deploy

  but I I worry sometimes as Design is so early and so not what is
  traditionally design.


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




  
  Welcome to the Interaction Design Association (IxDA)!
  To post to this list ... [EMAIL PROTECTED]
  Unsubscribe  http://www.ixda.org/unsubscribe
  List Guidelines  http://www.ixda.org/guidelines
  List Help .. http://www.ixda.org/help




-- 
Stewart Dean

Welcome to the Interaction Design Association (IxDA)!
To post to this list ... [EMAIL PROTECTED]
Unsubscribe  http://www.ixda.org/unsubscribe
List Guidelines  http://www.ixda.org/guidelines
List Help .. http://www.ixda.org/help


Re: [IxDA Discuss] Don't listen to your customers.

2008-04-04 Thread Stew Dean
On 28/03/2008, Kristof Versluys [EMAIL PROTECTED] wrote:
 What people tell they do  What people actually do = completely different

  Listen to your customer. Get him involved.
  But even better, see him use a product/website/...
  Give him simple tasks. Ask him to describe what he's doing.

I say take it up a level. You're right what they do is the key here
NOT what they want.

My focus has been on finding out what they do not even mentioning the
product or website. This sets the 'universe' that the product/site
exists in. To me this is the basis of any final solution, even
redesigns. The users are going to use it to do something - how does
that fit with their world. It's very contextual and I find it scares
many folks as they expect us to start by testing the website and I
totally ignore 90% of the time when talking to users.

So the 'faster horse' thing is spot on. I try never to ask the user
'what do you want on the website' but instead 'what would make what
you do easier'. There's then a series of steps to get from that to
actual interaction design which can be squeezed into suprisingly short
amout of time and radically improve the quality of the end project
(and make it much simpler).

  Pay attention to the underlying issues;
  if he/she wants a faster horse, you don't have to build or find a faster 
 horse.
  Extraction: you now know they want to go faster

Get the questioning level right, I've found, and you can get them to
tell you that they just want to go faster. In short let the users set
the scope and what functionality is important to them and what
information they need and when - we can do the rest :)

-- 
Stewart Dean

Welcome to the Interaction Design Association (IxDA)!
To post to this list ... [EMAIL PROTECTED]
Unsubscribe  http://www.ixda.org/unsubscribe
List Guidelines  http://www.ixda.org/guidelines
List Help .. http://www.ixda.org/help


Re: [IxDA Discuss] Design Deliverables and Developers

2008-03-05 Thread Stew Dean
On 04/03/2008, Celeste 'seele' Paul [EMAIL PROTECTED] wrote:

  Does anyone know of studies or other research that explicitly looks at how
  developers are using design deliverables in practice?  Particularly
  integrating things such as wireframes in to functional specifications.  Or
  even if developers get the wireframes and mockups we give them.  I've found
  that developers prefer annotated slides or a big numbered list of issues to
  having to read anything big, but those types of things don't look as nice as
  a fully written final report for the project manager.

  Thoughts?

  ~ Celeste

Very qucikly...

Often there is a cultural clash between the 'traditional' developer
process and the new processes that have grown involving wireframes,
flow diagrams etc.

The key is the correct definition of the functional specification in
such a way as it's usable and understandable to developers. In essence
they are the audience you need to make happy - I have often created
overviews for broader audiences and prototypes are increasingly used.

The wireframes make up most of the functional specification. Tools
like Axure output a word document that is essentialy a retelling of
the wireframes which some developers are used to working with. So
sometimes detailed wireframes with all the error states are enough and
are understandable, sometimes wirefreames with a word file and or
excel spreadsheet are needed. Other times a good set of diagrams and
wireframes are all that's needed. They become the functional spec.

The end aim is to present the information needed to ensure that what
is envisenged is built and that there are not gaps that the developers
fill in because it wasnt covered.

It's always best to try and work with the developers rather then doing
the design and throw it over the wall, it just means that the
wireframes are more realistic and some of the arbitary decisions we
all make can often be made in favour for more 'doable' options. It
increases the likelyhood of final delivery.

-- 
Stewart Dean

Welcome to the Interaction Design Association (IxDA)!
To post to this list ... [EMAIL PROTECTED]
Unsubscribe  http://www.ixda.org/unsubscribe
List Guidelines  http://www.ixda.org/guidelines
List Help .. http://www.ixda.org/help


Re: [IxDA Discuss] Agile methodologies for discovering user needs

2008-02-17 Thread Stew Dean
Hi Oliver,

I think it's rare not to have limited time to do user research. First,
and this may be obvious, use what resources you have to you. If you
are designing for an end customer then people who deal with end
customers on a regular basis will have a lot of the information you
need already distilled.

If you're looking to do some ethnographic studies then providing you
have some idea of the user base and someway to set up meetings (two
big things) then I would focus on one to one interviews lasting about
an hour each with as many as you can get really. Whilst user testing
stops being much use after about six folks the correct approach to one
to one interviews keeps on yeilding results much much longer. On one
project I was still finding useful information on interview number 30
(squeezed into a week and a half interviewing).

In terms of technique I find the key is not to 'rush to solution' -
that is don't go in there and ask 'so what do you want to see?'. For
example if you're developing a banking site then I would structure
each interview roughly like this. Start off by finding out about the
person, their rough background, age, what they do, a quick portrait of
who they are (this can be used later to replace composite personas).
Then you then explore the things they do with their bank - I stress
it's important to get the tasks that the users carry out and not focus
on what you're going to build. If they talk about online banking as
part of what they do that's great but think user tasks not tasks
related to the online bank.

Now what should happen is the user will have told you about who they
are and what they do. In a natural way you start to introduce
questions about such as what sources of information they use to make
decisions, what are the things that drive them crazy etc. - again
within the overall area of banking.

Finaly and I usualy do this in the last 15-10 minutes if the user
hasnt already lead upto it you talk about online banking - if they use
it (I'll talk more about that later), how they use it and towards the
end get their suggestions.

Now I've seen a lot of other folks do these kinds of interviews and to
start talking about features and functionality towards the final part
of an interview to some will appear crazy. I can assure you it's the
opposite. By the time you've got to details you will have a good
portrait of the user, have a picture of how the product fits into
their world, the tasks they carry out and how they already use the
product (if they do) and most of the time because they are thinking
about something that is part of their life will have already have
started talking about ways to make it better for them without
prompting.

If you go in there and ask them to carry out a task on a site and tell
you what you think (even with a five minute 'who are you' session') in
my view it feels more like a test of the user and less an exchange of
thoughts - this is the reason that given limited time I would always
go for the one to one interviews and would probably never see the need
for user testing!

Also I have seen user research where part of the recruitment criteria
is 'must have used the system'.  Why? You're doing user research not
systems testing! It's the task you're interested in not what path they
use through an arbitrary solution.

From these sessions you can then create real human profiles (I really
do recommend people avoid composites as they tend towards stereotypes
and are often just a bunch of assumptions rather than about real
users). You can also create user stories if people what those, I
personaly prefer more detailed task disagrams that can then be used to
create user journies relating to the final solution.

There's much more to my approach than I can fit in a short email but
it's based upon the problems I've seen with more traditional
approaches which are often take a lot of time, money and often colour
results or produce user research documents where it's impossible to
determine what is 'real' and what is just an assumption someone has
made up - the reason why I suggest not using personas if you don't
have real people. In my view if you've made up a name and put a
picture from google onto a persona it's already coloured and can be
misleading.

Cheers

Stewart Dean



On 16/02/2008, oliver green [EMAIL PROTECTED] wrote:
 Hi All,

 We are in the discovery phase of the project, where we have absolutely no
 idea what the user needs are. There is limited time and resources this we
 cant conduct ethnographic studies. What would be the best set of agile
 methodologies that can be used to start the process?

 Thanks,
 Oliver
 
 Welcome to the Interaction Design Association (IxDA)!
 To post to this list ... [EMAIL PROTECTED]
 Unsubscribe  http://www.ixda.org/unsubscribe
 List Guidelines  http://www.ixda.org/guidelines
 List Help .. http://www.ixda.org/help

Re: [IxDA Discuss] Interaction08 - missing piece of the conversation

2008-02-11 Thread Stew Dean
On 10/02/2008, Marc Rettig [EMAIL PROTECTED] wrote:

[On Interaction08]

 THE MISSING TOPIC
 It's this: we are a community supposedly driven by understanding of the
 people who are affected by our work (that's PC for our users), but we
 aren't talking about them very much.

Hi Marc,

I'm not there but judging by this group I see what for me is a
constant challenge, that is the healthy separation for user needs and
implementation concerns. In my mind getting the right amount of
separation at the right time in a project makes a big difference. If
you ignore implementation near the start of the project and think
about user needs and what they want to do then you bring the users
back into the equation and are building something that has purpose,
focus and is user centered. You then start bringing in implementation,
for example is it going to be a website and start designing against
that. Start with implementation and you can build a wonderfully
crafted application with superb engineering that does 100 things but
few folks really can't be bothered to learn and give up when it
doesn't do the 1 thing they really wanted.

If you start by saying 'we're going to build a community based ajax
based website' then in my mind you've descided you're going to use a
hammer then are lookiing for things to hit with it and screws just
become 'crinkle cut nails'. Whilst I have technical skills I know it's
best to ignore then at the start of a project. Even if I know we have
a set architecture to build against with some pre-build solutions
letting that set what users are going to search for is backwards.

By the sounds of it might be a problem that some folks are too
implementation focused. I call this an engineer mindset, the want to
solve the technical issues of how to create the final product whilst
what I call a user experience mindset is more about determining what
the users are looking to achive, what tasks they carry out regardless
of existing solutions and then see what part of the tasks they carry
out can be helped by some kind of tool or infomation source. It's
about abstracting out the problem and not rushing to solution as many
of us are forced to do.

You point about most folks in US homes is well made, I think it's true
the world over. Most of us are very atypical in terms of audience who
use these sites. Sites like Digg are very geek biased and appeals to a
minority (although the tech focus is dropping). Let's ensure we have a
healthy disrespect for all technology!

-- 
Stewart Dean

*Come to IxDA Interaction08 | Savannah*
February 8-10, 2008 in Savannah, GA, USA
Register today: http://interaction08.ixda.org/


Welcome to the Interaction Design Association (IxDA)!
To post to this list ... [EMAIL PROTECTED]
Unsubscribe  http://www.ixda.org/unsubscribe
List Guidelines  http://www.ixda.org/guidelines
List Help .. http://www.ixda.org/help


Re: [IxDA Discuss] Good Rant on lack of Good GUI Design Software

2008-02-03 Thread Stew Dean
On 30/01/2008, Narciso Jaramillo [EMAIL PROTECTED] wrote:
 Coming in on this thread a bit late...lots of good stuff here!

 David Malouf wrote:

  The Thermo stuff is definitely interesting, but thinks like a graphic
  designer, not like an interactive designer. Expression in their
  tutorials anyway is thinking similarly.

  Basic assumption that is false that both are making is that I'm going
  to make a finalized high fidelity graphic UI as a flat screen to start
 and
  THEN add interactive elements. This goes against the very way IxD's
 have
  been working.

 Just a quick note on this... Our current public Thermo demo does
 emphasize the graphic-design-to-production workflow, but we're also
 interested in the early-stage interaction design workflow. We do plan to
 have basic drawing tools and built-in components to let you do
 wireframing, and you can build custom components and try out
 interactions and transitions in wireframe as well.

That's good to hear Narciso.

The ease of creating custom components is going to be vital here as
the potential problem is that the tool you use only really thinks of
interaction in certain ways - like a windows UI or a web form. Whilst
most of what I work on is web I often find myself creating custom
forms of interaction so the customization is vital.

What is also required is to substittued lo-fi with hi-fi later on in
the process. If the prebuild widgets are too hi-fi it makes the lo-fi
element of the interface sketches look strange.

 It sounds like the overall message of this thread is that the
 interaction design workflow is much more about early-stage
 experimentation, screen architecture, and prototyping, and that while
 visuals are somewhat important (for sketching and presentation
 purposes), exact visual bits aren't. Is that a fair characterization?

Spot on. It's also about diagrams and flow that relate to these
sketches. Notations, clickable site maps and user flow are all used by
the agencies i have worked in the UK and I all major web agencies now
use these in the creation of their websites. The same appears to be
true in the US, so I wouldn't underestimate the audience of a more
diagram based tool as I would say very few large websites are build
these days without going through a fairly standard flow, site map,
wireframe process.

 I'd definitely be curious to hear what other kinds of interaction design
 needs aren't being addressed by visual-production-oriented design tools
 today.

See above for a start.  To simplify things I would love to be able to
draw a flow or site map and then be able to link these to my
wireframes.  I'd like to be able to set cases (a limited set of
variables like Axure) and I'd like to have an annotation layer that
allows paper/pdf presentation and screen based presentation.

The wireframes created tend to fall into two main categories -
functional pages (forms, interactive tools and heavily interactive
elements) and content (text, pictures and pages where interaction is
about changing the view of the content).  The content pages often take
the form of 'templates', one wireframe covering at times the majority
of the site, but both the functional and content templates share
elements so the ability for parts to inherited (and understand their
context) is another thing I'd like to see in any interaction design
tool.

At the moment I'm looking at Flash and Axure to try and create a new
kind of wireframes that include interaction and allows prototyping for
client/user validation so if Thermos can deliver as much drawing
ability (multiple pages/screens is a must have) as Visio but allows
more on top then it starts to become a viable contender for a
Information Architect / User Experience / Interaction Design tool.
It's just in the teams I work in the graphic designers are part of a
team and folks like myself are the ones that create architecture and
main interaction for a project.

If you'd like more detail or examples feel free to contact me.

-- 
Stewart Dean

*Come to IxDA Interaction08 | Savannah*
February 8-10, 2008 in Savannah, GA, USA
Register today: http://interaction08.ixda.org/


Welcome to the Interaction Design Association (IxDA)!
To post to this list ... [EMAIL PROTECTED]
Unsubscribe  http://www.ixda.org/unsubscribe
List Guidelines  http://www.ixda.org/guidelines
List Help .. http://www.ixda.org/help


Re: [IxDA Discuss] Differnce between user interface and interactiondesign?

2008-01-27 Thread Stew Dean
On 27/01/2008, Troy Gardner [EMAIL PROTECTED] wrote:
 To be contrarian, I routinely work with UI designers who take
 wireframes (from an IA/IxD) and convert them to high fidelity comps
 (primarily in photoshop but sometimes in illustrator).


That's not UI design - that's visual or graphic design.

User interface design is the designing of the interface which is what
you do when you do wireframes (in part collaboration with your
designers I presume).

Most people equate design to visual design so I can see why you use
that label - elsewhere it's not the same - the UI designer creates the
wireframes. But then I've never had any labeled UI designer working on
any project I've worked on. Interactive designers I've worked with and
are, as someone pointed out, often design and build guys who do flash
stuff, mostly at the microsite end of things in the UK new media
market.

-- 
Stewart Dean

*Come to IxDA Interaction08 | Savannah*
February 8-10, 2008 in Savannah, GA, USA
Register today: http://interaction08.ixda.org/


Welcome to the Interaction Design Association (IxDA)!
To post to this list ... [EMAIL PROTECTED]
Unsubscribe  http://www.ixda.org/unsubscribe
List Guidelines  http://www.ixda.org/guidelines
List Help .. http://www.ixda.org/help


Re: [IxDA Discuss] Good Rant on lack of Good GUI Design Software

2008-01-25 Thread Stew Dean
On 24/01/2008, Andrei Herasimchuk [EMAIL PROTECTED] wrote:

 On Jan 24, 2008, at 3:32 AM, Stew Dean wrote:

  So get a good CMS, add on a new kind of sitemap / process flow tool,
  allow sketching, allow me to create libraries of items with
  inheritance (so I can set up a relationship between items, change all
  my drop downs from my black and white version to, say, Vista style
  boxes), allow content to be entered and managed tagged and organised.

 This sounds suspiciously like what we do with our custom rolled
 prototyping tools.

 Also, you left out the aesthetic aspect that such a product would
 need. I don't think enough people appreciate just how hard it is to
 create a tool hat does all that you want it to for the interactive
 side and can still draw sophisticated graphics like Photoshop,
 Illustrator or Fireworks. Once you toss in the need for the tool to
 handle HTML layout rules or custom layout rules...

I googled out the post that launched this post (at least it appears to be it).

http://www.jasonsantamaria.com/archive/2008/01/23/mucking_up_the_fireworks.php

In the work I do the aesthetic aspect comes a few steps down in the
interation design process (as is increasing the norm for interactive
projects), even in the most visual rich applications I've worked on
wireframes and even interactive prototypes are created either before
or along side visual design.

I agree the tool needs to be able to throw around bit maps and vectors
(good vector drawing is vital I feel for any diagraming tool) but I
would say the tool that allows easy production of graphics almost
feels like a seperate but linked tool to the one I had in mind.

It's almost like the same problem but seen from a visual design flow
rather then a user experience flow (visual design being a
complimentary role to mine) and the post does hit several nails on the
head from that point of view - you want the visual design to plug into
the logic. So if I define a widget using a few lines and even add in
the logic then this can be replaced by a hi-fi version. These elements
could have styles applied to them and again have inheritance (possibly
via CSS).

It's always worth noting that new two folks work the same way so any
tool would be able to deal with different types of skills.

-- 
Stewart Dean

*Come to IxDA Interaction08 | Savannah*
February 8-10, 2008 in Savannah, GA, USA
Register today: http://interaction08.ixda.org/


Welcome to the Interaction Design Association (IxDA)!
To post to this list ... [EMAIL PROTECTED]
Unsubscribe  http://www.ixda.org/unsubscribe
List Guidelines  http://www.ixda.org/guidelines
List Help .. http://www.ixda.org/help


Re: [IxDA Discuss] Good Rant on lack of Good GUI Design Software

2008-01-24 Thread Stew Dean
On 24/01/2008, David Malouf [EMAIL PROTECTED] wrote:
 The Thermo stuff is definitely interesting, but thinks like a graphic
 designer, not like an interactive designer. Expression in their tutorials
 anyway is thinking similarly.

 Basic assumption that is false that both are making is that I'm going to
 make a finalized high fidelity graphic UI as a flat screen to start and THEN
 add interactive elements. This goes against the very way IxD's have been
 working.

Well said David,

My view is that it goes even beyond wireframes and UI. I need a tool
that understands all the elements I put into get to the final
interfaces elements. I don't want to add the logic at the interface
level but a level above.

This means a tool that understands site maps and process flows. At the
moment I see lots of folks doing diagram tools, I see a few prototype
tools like Axure that are good for wireframes and out put
specification documents (do people still use them?) and I see Designer
to Dev tools like Expression and the forthcoming Thermo. Both of
these, as a user experience specialist, are of no good to me but may
be of use to the front end devs - they're implimentation tools not
user experience tools.

The tools I need is part CMS (this is more important that you'd
think), part diagram tool (visual representation is very important - I
want control over how things look), part development tool (it needs to
tie into a developement process not create a throw away prototype) and
part project management tool (version control, issue logging, change
tracking).

So get a good CMS, add on a new kind of sitemap / process flow tool,
allow sketching, allow me to create libraries of items with
inheritance (so I can set up a relationship between items, change all
my drop downs from my black and white version to, say, Vista style
boxes), allow content to be entered and managed tagged and organised.

Yes it does sound like I want a swiss army knife but I feel in my work
all these elements are so closely related and are part of the same
story.  I've come to accept that Adobe or Microsoft would never design
such a tool as for both of these companies user experience is about
Visual Design and Developers, use user exeprience folks don't appear
to exist in their world.

I feel there is a huge gap in the market but I have yet to see
anything get even remotely close to what I'm imagining. I live in hope
that someone has been secretely working on something like this - if
you are let me know :)

Stewart Dean

*Come to IxDA Interaction08 | Savannah*
February 8-10, 2008 in Savannah, GA, USA
Register today: http://interaction08.ixda.org/


Welcome to the Interaction Design Association (IxDA)!
To post to this list ... [EMAIL PROTECTED]
Unsubscribe  http://www.ixda.org/unsubscribe
List Guidelines  http://www.ixda.org/guidelines
List Help .. http://www.ixda.org/help


Re: [IxDA Discuss] Why do crappy interfaces sell?

2008-01-23 Thread Stew Dean
On 22/01/2008, Todd Zaki Warfel [EMAIL PROTECTED] wrote:


 6. Buyer isn't the user. How many people here in large-mid sized
 companies? Go ahead, raise your hands. Okay, how many of you get to
 pick the platform and applications you use? Oh, right.

I think the term is 'Golf course purchases' :)  I've seen many six
figure CMS and personalisation systems that do less than a three
figure or free CMS.

Common myth clients tend to believe 'our site is very big and very
complicated'. Then you fit their complete site with all the pages onto
a couple bits of A3 (or even one sheet).

Stew Dean



-- 
Stewart Dean

*Come to IxDA Interaction08 | Savannah*
February 8-10, 2008 in Savannah, GA, USA
Register today: http://interaction08.ixda.org/


Welcome to the Interaction Design Association (IxDA)!
To post to this list ... [EMAIL PROTECTED]
Unsubscribe  http://www.ixda.org/unsubscribe
List Guidelines  http://www.ixda.org/guidelines
List Help .. http://www.ixda.org/help


Re: [IxDA Discuss] Tata Nano vs. OLPC/XO

2008-01-14 Thread Stew Dean
On 12/01/2008, Murli Nagasundaram [EMAIL PROTECTED] wrote:
 Michael, while that story sadly turned out to be an urban myth (if it
 sounds too good to be true, it probably isn't) there are numerous
 instances of resourcefulness one encounters as one wanders about in
 poor societies where people survive, if not thrive, in the most
 challenging circumstances -- and here's the incredible part: with
 their humanity intact; and indeed remaining more human and humane than
 many if not most people one encounters in cities.  I have been shamed
 many times by the generosity I have encountered among people that many
 consider poor.

 - The micro-banking revolution began in Bangladesh
 - villagers in the Indian subcontinent often build their own satellite
 dishes out of scrap metal they find on the roadside
 - An entire class of students gets through school sharing a single
 textbook per subject; they end up with far sharper memories
 - The humble streetlamp is the venue for many a night class

This is very true. Having less things doesnt mean you don't learn less
or have a poorer quality of life.

What I find saddening about the whole Tata thing is that this could
have been a great chance to introduce an electric vehicle, or even a
hydrogen one, one that was cheap to look after and run based upon the
use of solar energy. That would have been a world changing concept.

In Puru I noticed that all the outlaying villages and those floating
on lake Titicaca use solar power above any other source (partly down
to a scheme to allow them to pay for the cells in  installments).
Solar power remains the most promising technology for developing
nations and it's good to see it being adopted.

Now we just need cheap light batteries or a way to store hydrogen
created via the use of solar energy and then developing nations can
avoid the whole dependency on petrol thing and skip the mistakes of
developed nations.

So, anyway.

To directly relate this to software / site design it's about working
out what is the mininmum you need for the job and being ruthless with
the pruning of needless functionality (yes I know it's a bit of a
stretch). I've been using Vista for about a week now and can happily
live without it graphical sparkle. I hoping gradients on everything is
a phase everyone is going through - we don't need things like that do
we?  My first computer had 48k  memory (yes k, not m or g) yet I had
loads of fun playing games with it, wrote programmes and even wrote an
essay using it.

Okay maybe a thin link to the much more worthy topic of the ability
for people to be resourcefull giving limited resources and be
potenitaly as happy as those with endless resources.

Stew Dean

*Come to IxDA Interaction08 | Savannah*
February 8-10, 2008 in Savannah, GA, USA
Register today: http://interaction08.ixda.org/


Welcome to the Interaction Design Association (IxDA)!
To post to this list ... [EMAIL PROTECTED]
Unsubscribe  http://www.ixda.org/unsubscribe
List Guidelines  http://www.ixda.org/guidelines
List Help .. http://www.ixda.org/help


Re: [IxDA Discuss] Cramming what we do into a few hours

2008-01-07 Thread Stew Dean
On 05/01/2008, Dan Saffer [EMAIL PROTECTED] wrote:

 On Jan 4, 2008, at 2:11 PM, Tom Illmensee wrote:

  There's a fun demonstration technique called [EMAIL PROTECTED]
 

 On Jan 4, 2008, at 12:04 PM, Billy Cox wrote:

  If it were me, I would use a simulation exercise to illustrate the
  value of
  usability.


 Now, I don't want to go off on a rant here, but this is the second
 time in a very short thread that the term usability has been
 substituted for interaction design (or simply design). We should
 know better and we certainly shouldn't be teaching people that they
 are the same!

 Usability is a by-product of good design. It's a baseline. It's a
 characteristic. It's hygiene. It is not the same as interaction
 design.

Well said Dan.  I've been trying to 'descope' the term usability for
years now, just as once everything had interaction or interactive
tacked on it as well (er, like interaction design).

But anyway I've always described usability as something that is
ambient, it's just present. It's not someones job or an activity you
do before after or during a project.

The aim of the whole team is to create a user experience that is
usable, useful, engaging and whatever else it needs to be. Sometimes
usability is second fiddle to something being engaging depending or
being functinoal. After all in terms of usability a guitar or a car
are not intuitive so would not really be described as that usable BUT
they are very ergonomic once you have learnt how to use them so are
good for the task they set out to do (be it play smoke on the water or
haul a potted plant and set of shelves back from IKEA).

I digress but Dan, well said.

-- 
Stewart Dean

*Come to IxDA Interaction08 | Savannah*
February 8-10, 2008 in Savannah, GA, USA
Register today: http://interaction08.ixda.org/


Welcome to the Interaction Design Association (IxDA)!
To post to this list ... [EMAIL PROTECTED]
Unsubscribe  http://www.ixda.org/unsubscribe
List Guidelines  http://www.ixda.org/guidelines
List Help .. http://www.ixda.org/help


Re: [IxDA Discuss] When/Where/How did you decide to be a designer?

2007-12-20 Thread Stew Dean
On 18/12/2007, Fred Beecher [EMAIL PROTECTED] wrote:
 On 12/18/07, pauric [EMAIL PROTECTED] wrote:
 
 
  I think many of us took the long winding path actually.  I was
  wondering if we could hear some stories about those pivotal moments in
  our careers where we changed from being 'X' in to Interaction
  Designers



 What was different about the K2000 was that the pitch fine tune parameter
 was in cents, an actual unit of pitch and something that many musicians and
 most sound designers would understand. It hit me that someone took the time
 to adapt the machine to the musician rather than being lazy and doing it the
 other way round.

Some folks may know this but the Kerzweil synths where the product of
Ray Kerzweil who is responsible for books such as 'The Singularity is
Near'  that covers what could happen if a technical singularity
strikes us (which, depending on you you speak to is between 30years
and never).

Off topic but his work does add a different dimension to why I do user
experience (I don't call myself a designer or use the term design in
my title just to result issues with being linked to visual design).

My starting point was creating games on a ZX spectrum at a very young
age - the days games used to be printed in magazines and you'd type
them in. No really that's what we used to do.

Stewart Dean

*Come to IxDA Interaction08 | Savannah*
February 8-10, 2008 in Savannah, GA, USA
Register today: http://interaction08.ixda.org/


Welcome to the Interaction Design Association (IxDA)!
To post to this list ... [EMAIL PROTECTED]
Unsubscribe  http://www.ixda.org/unsubscribe
List Guidelines  http://www.ixda.org/guidelines
List Help .. http://www.ixda.org/help


Re: [IxDA Discuss] Does eye-tracking carry any real meaning?

2007-11-22 Thread Stew Dean
On 21/11/2007, Robert Hoekman, Jr. [EMAIL PROTECTED] wrote:
 23 rules actionable lessons from eye-tracking studies:
 http://tinyurl.com/yrhydu

 I'm curious whether or not others on the list take this stuff seriously.


Simple answer is no, it's misleading. Text doesn't ATTRACT more
attention, it REQUIRES more attention. So whilst an image can be
glanced and understood quickly whilst you have to read text.

As with Jakob Nielsen's terrible 'Talking Heads are boring' article
what is happening is bad conclusion is being wrung from a fairly
meaningless set of data. In the talk head video people where listening
first, for example.

It's only real use is to test hypothesis, probably best in an academic
setting - not as a discovery tool.  But then I even see lab based
usability testing as second fiddle to infield ethnographic testing -
labs are great for impressing clients but it's all smoke and mirrors -
well half silvered mirrors.

Eye tracking has no use on a real project, something I've learnt by
talking to those who have had experience of it first hand. I've even
been told that 'heat maps' are very little use as the time element is
missing, yet that's what clients like.

In short - it's snake oil.

-- 
Stewart Dean

*Come to IxDA Interaction08 | Savannah*
February 8-10, 2008 in Savannah, GA, USA
Register today: http://interaction08.ixda.org/


Welcome to the Interaction Design Association (IxDA)!
To post to this list ... [EMAIL PROTECTED]
Unsubscribe  http://www.ixda.org/unsubscribe
List Guidelines  http://www.ixda.org/guidelines
List Help .. http://www.ixda.org/help


Re: [IxDA Discuss] what are your fundamental tenets of design?

2007-11-13 Thread Stew Dean
Best ever advice given to me about design is  'Avoid the arbitary'.

Like many user experience people I use the term 'It depends' a lot.

Stew Dean

On 12/11/2007, 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 footer, the philosophies you work
 by as you design?

 What's your domain and how do you use your tenets to guide you on a daily
 basis?

 ~Lisa
 (IxDA Boston)
 
 *Come to IxDA Interaction08 | Savannah*
 February 8-10, 2008 in Savannah, GA, USA
 Register today: http://interaction08.ixda.org/

 
 Welcome to the Interaction Design Association (IxDA)!
 To post to this list ... [EMAIL PROTECTED]
 Unsubscribe  http://www.ixda.org/unsubscribe
 List Guidelines  http://www.ixda.org/guidelines
 List Help .. http://www.ixda.org/help



-- 
Stewart Dean

*Come to IxDA Interaction08 | Savannah*
February 8-10, 2008 in Savannah, GA, USA
Register today: http://interaction08.ixda.org/


Welcome to the Interaction Design Association (IxDA)!
To post to this list ... [EMAIL PROTECTED]
Unsubscribe  http://www.ixda.org/unsubscribe
List Guidelines  http://www.ixda.org/guidelines
List Help .. http://www.ixda.org/help


Re: [IxDA Discuss] Paper is not a prototyping tool

2007-11-13 Thread Stew Dean
On Mon, 12 Nov 2007 11:40:59, David Malouf [EMAIL PROTECTED] wrote:

 In the end what Andrei is saying (at least my interpretation) is that
 detailed models have to be a part of our design process if we are to
 indeed consider ourselves designers. Designers make things ... not
 semblances of things or virtualizations of things. To me one of the
 biggest failings of IxD and IA is that we have traditionally let
 other people create the things that we conceptualize. We immediately
 loose our value to the process and fight to explain ourselves.

Take two steps back for a second. Consider an architect, you know, the
real ones that design buildings. They make nothing as part of a
project, just as I make nothing as part of a project.

So not you don't have to make anything to be a 'designer' - you just
need to specify and guide. Depending on the role and make up of a team
I will do differing things in different ways - for example my current
project is a software project and I'm using real interface looking
elements in my page designs as opposed to web stuff where it's all
very lo-fi.

If you're saying that having visual design skills or technical skills
are a benefit then yes, I agree. I have a smattering of both and they
help, I am totaly capable of putting together a website including CMS,
graphic design and a fair amount of scripting. BUT others can do it
better - so I work as part of a team.

I also hold that good experience design requires a degree of
seperation between design and implimentation. Why? Because the
engineering mindset is not the same as the design mind set and tends
to lead to feature rich and finely engineered solutions that, well,
suck. You can end up with a Nokia N95 instead of an iPhone, to use a
product design example. Nokia - what happened?

Because you can do everything does not mean you should and often it's
better you don't.

-- 
Stewart Dean

*Come to IxDA Interaction08 | Savannah*
February 8-10, 2008 in Savannah, GA, USA
Register today: http://interaction08.ixda.org/


Welcome to the Interaction Design Association (IxDA)!
To post to this list ... [EMAIL PROTECTED]
Unsubscribe  http://www.ixda.org/unsubscribe
List Guidelines  http://www.ixda.org/guidelines
List Help .. http://www.ixda.org/help