Hi

I would like to know about the drop down values for the forms that I have
been creating recently. The values are only Yes and No for the dropdowns
varying from 5-9 in number in a single form. I just want to know how best it
is to provide the user with a YES, NO and I don't KNOW as the values for
dropdown? Any best practices regarding whether the I dont know should or
should not be provided to the user? Will it confuse them? Assist them?



The app is a financial application helping user choose the best financial
product suiting their needs. All comments welcome!!!

Cheers
Sonal


2008/8/17 <[EMAIL PROTECTED]>

> Send Discuss mailing list submissions to
>        discuss@lists.interactiondesigners.com
>
> To subscribe or unsubscribe via the World Wide Web, visit
>
> http://lists.interactiondesigners.com/listinfo.cgi/discuss-interactiondesigners.com
>
> or, via email, send a message with subject or body 'help' to
>        [EMAIL PROTECTED]
>
> You can reach the person managing the list at
>        [EMAIL PROTECTED]
>
> When replying, please edit your Subject line so it is more specific
> than "Re: Contents of Discuss digest..."
>
>
> Today's Topics:
>
>   1. JOB: NYC: 3 Information Architects for global,    casual (!)
>      investment research firm, UX recruiter (JWG) (Joanne Weaver)
>   2. JOB: Indianapolis: INTERACTION DESIGNER for boutique      UX firm,
>      cool clients + up/coming 'hood: UX recruiter (JWG) (Joanne Weaver)
>   3. NYT:Digital Designers Rediscover Their Hands (Murli Nagasundaram)
>   4. Re: ING sues PNC over alleged similarities of Web sites
>      (Jenny Wallace)
>   5. The World's First Open Source Circular and Spiral Dock (bford)
>   6. Re: The World's First Open Source Circular and    Spiral Dock
>      (Andy Edmonds)
>   7. Re: IxDA iPhone users straw poll (USABILITY MEDIC)
>   8. Re: Activities of Usability team (Daniel Szuc)
>
>
> ----------------------------------------------------------------------
>
> Message: 1
> Date: Sat, 16 Aug 2008 16:02:21 -0400
> From: "Joanne Weaver" <[EMAIL PROTECTED]>
> Subject: [IxDA Discuss] JOB: NYC: 3 Information Architects for global,
>        casual (!) investment research firm, UX recruiter (JWG)
> To: <[EMAIL PROTECTED]>
> Message-ID: <[EMAIL PROTECTED]>
> Content-Type: text/plain;       charset="us-ascii"
>
> Privately-held firm specializing in knowledge management is looking for
> THREE---count 'em 3!---midlevel IAs with 3+ years experience. Work with BIG
> BRAINS in a bustling environment filled with subject matter experts (ie,
> former CEOs of hedge funds and other heavy hitters in the government,
> insurance, financial services, etc arenas).
>
>
>
> I hear through the grapevine that anyone who interviews here *really* likes
> this company and has high hopes that they'll get hired. You'd interview in
> a
> suit/corporate clothes but once "in", it's a very casual, laid back
> environment. They tend to like folks who have stayed in their previous
> roles
> awhile; they dislike "jumpiness" on a resume....so if you're interested but
> you've jumped around a bit, please be prepared to explain why. They love
> long-goal oriented people.
>
>
>
> Been around since '98, employs ~500 people globally: NYC, Boston, DC,
> Chicago, Austin, SF, LA, London, Sydney, Hong Kong, Shanghai, Tokyo, and
> India.
>
>
>
>
>
> The role:
>
>
>
> INFORMATION ARCHITECT/BUSINESS ANALYST
>
>
>
> We are looking for a highly organized, proactive Information Architect with
> solid experience in IA development, product requirements analysis, UI
> documentation, prototyping and testing.  The Information Architect will
> report directly to the Design Director and will work on public facing,
> intranet and extranet Web applications.  A strong ability to work with
> multiple business owners and on multiple projects is a must.
>
>
>
> The Information Architect will:
>
>
>
> .           Collaborate with senior design staff and business owners on
> workflow, UI requirements, prototypes, use cases and user profiles
>
> .           Ensure that functional requirements documents properly reflect
> a
> projects' full page and screen inventory
>
> .           Ensure that functional requirements document properly reflect
> each page or screen's functionality
>
> .           Create, maintain and update reference UI wire frames for all
> pages and screens
>
> .           Create prototypes and help manage user testing
>
> .           Collaborate with senior design staff to insure proper execution
> of interaction design
>
> .           Collaborate with QA staff to insure proper implementation of
> features and functions
>
> .           Research, report on and test emerging interaction design
> methods
> and implementation technologies
>
>
>
> Expected Background
>
>
>
> .           Bachelor's degree or higher in Visual Design, Information
> Architecture, Cognitive Interaction, or related field
>
> .           3+ years of experience in business analysis and information
> architecture
>
> .           Experience with Axure and Fireworks
>
> .           Strong experience with design process
>
> .           Very strong detail and process orientation
>
> .           Experience in an e-commerce, media, or start-up environment
> with
> tight release cycles
>
> .           Intranet/extranet experience
>
> .           Ability to follow set standards and drive projects through to
> completion
>
>
>
> interested? know someone who'd be great?
>
>
>
> email me!
>
> joanne (at) joanneweavergroup (dot) com
>
> [EMAIL PROTECTED]
>
>
>
> please pass along!
>
> referral bonus offered
>
>
>
>
>
> Thanks!
>
> Joanne
>
>
>
>
>
> Joanne Weaver
>
> President
>
> The Joanne Weaver Group
>
> UX + Creative Talent Acquisition
>
> http://www.joanneweavergroup.com
>
> +1 917 623 9369
>
>
>
>
>
>
>
>
>
>
>
>
> ------------------------------
>
> Message: 2
> Date: Sat, 16 Aug 2008 16:41:57 -0400
> From: "Joanne Weaver" <[EMAIL PROTECTED]>
> Subject: [IxDA Discuss] JOB: Indianapolis: INTERACTION DESIGNER for
>        boutique        UX firm, cool clients + up/coming 'hood: UX
> recruiter (JWG)
> To: <[EMAIL PROTECTED]>
> Message-ID: <[EMAIL PROTECTED]>
> Content-Type: text/plain;       charset="us-ascii"
>
> **Plea for help to the greater IxDA community: Please forward to your
> Midwestern/Midwestern-minded friends---I could sure use your networking
> help
> in our nation's breadbasket! thanks so much; referral bonus offered!**
>
>
>
> Hi IxDA'ers---quite a mouthful of a subject line---but there's quite a bit
> to squeeze in about this role..!
>
>
>
> Ever daydream about moving out to a small town within a bigger town, in a
> sleepy Midwestern slice of the world where life moves slower, the music
> scene is fantastic + up + coming, the cost of living is dramatically lower,
> and you could still have the opportunity to work on world-reknowned clients
> (including one that creates the 2nd most downloaded widget on MySpace and
> gets 18 million visitors per month)?
>
>
>
> Even better, you could put your killer + UX skills to use within a
> tight-knit family of likeminded people, working in a converted old
> schoolhouse on applications and web experiences that are entirely
> UX-centric, beautiful, smart and would serve as great portfolio fodder.
>
>
>
> This may be your lucky day!
>
>
>
> An 8 person firm in Irvington, Indiana (hip little subsidary of
> Indianapolis, going through a major revitalization) is looking for an
> INTERACTION DESIGNER with great UX + Design skills to join their happy
> team.
>
>
>
> They did the redesign of flixster.com (that super cool
> search/recommendation
> engine + movie player on Netflix), which gets 18 million visits per month,
> and is the 2nd most installed widget on MySpace.
>
>
>
> Relocation assistance offered.
>
>
>
>
>
> Qualifications
>
>
>
> .           Strong visual design skills
>
> .           Strong or growing interaction design skills
>
> .           Empathy for the end user
>
> .           Proficiency with Photoshop and Illustrator (Flash is not
> required but is a plus)
>
> .           Understanding and enthusiasm for the latest in web-based design
> and technology
>
> .           Desire to practice and hone the latest user experience
> methodologies
>
> .           Demonstrated skill applying user-centered design practices,
> e.g., using ethnography data, user needs analysis, participatory design,
> end-user observation data, and usability testing data to influence design
> decisions
>
> .           Ability to rapidly sketch out user-flows with pencil and paper,
> whiteboards or post-it notes
>
> .           Ability to develop interactive prototypes and documentation to
> aid evaluation of designs for complex applications
>
> .           Excellent visual, verbal and written communication skills, with
> the ability to effectively engage and convey ideas to technical and
> business
> teams with passion and diplomacy
>
> Responsibilities
>
> .           Collaborate with clients, team members, and other stakeholders
> to translate rough ideas and opportunities into clear concept models,
> tangible prototypes, and elegant screen designs
>
> .           Be a champion for users' needs from requirements gathering
> through solution definition, with wireframe mockups and detailed visual
> design mockups
>
> .           Participate in the full design and development cycle to ensure
> that creative innovations in user-centered design are faithfully delivered
> to our clients
>
> .           Contribute to the continual refinement of our company design
> and
> development process
>
>
>
>
>
> please email joanne (at) joanneweavergroup (dot) com
>
> [EMAIL PROTECTED]
>
>
>
> thanks!
>
>
>
> Joanne
>
>
>
>
>
>
>
> Joanne Weaver
>
> President
>
> The Joanne Weaver Group
>
> UX + Creative Talent Acquisition
>
>  <http://www.joanneweavergroup.com> http://www.joanneweavergroup.com
>
> +1 917 623 9369
>
>
>
>
>
>
>
>
>
>
>
>
> ------------------------------
>
> Message: 3
> Date: Sun, 17 Aug 2008 14:15:46 +0530
> From: "Murli Nagasundaram" <[EMAIL PROTECTED]>
> Subject: [IxDA Discuss] NYT:Digital Designers Rediscover Their Hands
> To: "[EMAIL PROTECTED]" <[EMAIL PROTECTED]>
> Message-ID:
>        <[EMAIL PROTECTED]>
> Content-Type: text/plain; charset=WINDOWS-1252
>
> "Some people thought we were crazy to do this," says Michael Gough, a
> vice president for design at Adobe. "But for others, the experience
> has started to inform how they work," giving them a better
> appreciation of how customers experience Adobe's programs.
>
> My son has never dismantled a bicycle.  For me, it used to be an
> annual ritual to take the whole thing apart, lovingly clean off the
> dirt and grime and make the parts shine, and then put the thing back
> together again.  Fixing a flat tire was such an engrossing,
> flow-generating activity.
>
> http://www.nytimes.com/2008/08/17/technology/17ping.html?th&emc=th
>
> August 17, 2008
> Ping
> Digital Designers Rediscover Their Hands
> By G. PASCAL ZACHARY
>
> GEVER TULLEY has only one qualification for training software
> designers how to become more creative. He teaches children how to
> build objects like gravity-powered wooden roller coasters with their
> hands, at his Tinkering School in Montara, Calif., south of San
> Francisco.
>
> Now Mr. Tulley does the same thing for dozens of adults who are in the
> front ranks of software design at Adobe, the big software supplier
> based in San Jose, Calif. In daylong workshops, about 100 Adobe
> designers wrestle with plastic beads, small electronic displays, Ikea
> water glasses and tiny sensors to create wacky motion games. Usually,
> about the only thing these folks touch on the job is a computer mouse.
>
> "Some people thought we were crazy to do this," says Michael Gough, a
> vice president for design at Adobe. "But for others, the experience
> has started to inform how they work," giving them a better
> appreciation of how customers experience Adobe's programs.
>
> "So we're going to keep pushing it," Mr. Gough says.
>
> Mr. Tulley's transformation highlights a little-noticed movement in
> the world of professional design and engineering: a renewed
> appreciation for manual labor, or innovating with the aid of human
> hands.
>
> "A lot of people get lost in the world of computer simulation," says
> Bill Burnett, executive director of the product design program at
> Stanford. "You can't simulate everything."
>
> Using computers to model the physical world has become increasingly
> common; products as diverse as cars and planes, pharmaceuticals and
> cellphones are almost entirely conceived, specified and designed on a
> computer screen. Typically, only when these creations are nearly ready
> for mass manufacturing are prototypes made ? and often not by the
> people who designed them.
>
> Creative designers and engineers are rebelling against their
> alienation from the physical world. "The hands-on part is for me a
> critical aspect of understanding how to design," said Michael
> Kuniavsky , a consultant in San Francisco who for three years has
> convened a summer gathering of leading designers, called "Sketching in
> Hardware."
>
> At last month's session, at the Rhode Island School of Design,
> attendees broke into small groups, wielding soldering irons and
> materials their grandfathers probably knew more about.
>
> Such experiences hone instinct and intuition as opposed to logic and
> cognition, advocates say, and bring the designer closer to art than
> science.
>
> "I'm not sure employers are recognizing the importance of hands-on,"
> Mr. Kuniavsky says.
>
> Mr. Gough began to appreciate the possibilities of Mr. Tulley's "learn
> by making" idea for Adobe only after his own children attended the
> Tinkering School.
>
> Part of corporate resistance to experimenting with hands-on activities
> comes from the difficulty of measuring the value of paying employees
> to, say, build a go-cart or a radio set while in the office. Yet
> educators say the benefits, even if intangible, are clear. "All your
> intelligence isn't in your brain," Mr. Burnett says. "You learn
> through your hands."
>
> At Stanford, the rediscovery of human hands arose partly from the
> frustration of engineering, architecture and design professors who
> realized that their best students had never taken apart a bicycle or
> built a model airplane. For much the same reason, the Massachusetts
> Institute of Technology offers a class, "How to Make (Almost)
> Anything," which emphasizes learning to use physical tools
> effectively.
>
> "Students are desperate for hands-on experience," says Neil
> Gershenfeld, who teaches the course.
>
> Paradoxically, yearnings to pick up a hammer ? or an oscilloscope ?
> may deepen even as young people immerse themselves in simulated
> worlds. "People spend so much time in digital worlds that it creates
> an appetite for the physical world," says Dale Dougherty, an executive
> at O'Reilly Media, which is based in Sebastopol, Calif., He manages a
> magazine, Maker, that is devoted to building digital-era gear.
>
> Fifty years ago, tinkering with gadgets was routine for people drawn
> to engineering and invention. When personal computers became
> widespread starting in the 1980s, "we tended to forget the importance
> of physical senses," says Richard Sennett, a sociologist at the London
> School of Economics.
>
> Making refinements with your own hands ? rather than automatically, as
> often happens with a computer ? means "you have to be extremely
> self-critical," says Mr. Sennett, whose book "The Craftsman" (Yale
> University Press, 2008), examines the importance of "skilled manual
> labor," which he believes includes computer programming.
>
> EVEN in highly abstract fields, like the design of next-generation
> electronic circuits, some people believe that hands-on experiences can
> enhance creativity. "You need your hands to verify experimentally a
> technology that doesn't exist," says Mario Paniccia, director of
> Intel's photonics technology lab in Santa Clara, Calif. Building
> optical switches in silicon materials, for example, requires engineers
> to test the experimental switches themselves, and to build test
> equipment, too.
>
> Bringing human hands back into the world of digital designers may have
> profound long-term consequences. Designs could become safer, more
> user-friendly and even more durable.
>
> At the very least, the process of creating things could become a
> happier one. While working in simulated computer worlds has undeniable
> appeal, Mr. Tulley says, "the physical act of making things helps the
> whole person."
>
> G. Pascal Zachary writes about technology and economic development.
> E-mail: [EMAIL PROTECTED]
>
> murli nagasundaram, ph.d. | www.murli.com | [EMAIL PROTECTED] | +91 99 0269
> 6920
>
>
> ------------------------------
>
> Message: 4
> Date: Sat, 16 Aug 2008 12:49:00 -0400
> From: "Jenny Wallace" <[EMAIL PROTECTED]>
> Subject: Re: [IxDA Discuss] ING sues PNC over alleged similarities of
>        Web     sites
> To: "Scott McDaniel" <[EMAIL PROTECTED]>
> Cc: [EMAIL PROTECTED]
> Message-ID:
>        <[EMAIL PROTECTED]>
> Content-Type: text/plain; charset=ISO-8859-1
>
> this actually reminds me of something i brought up to my manager yesterday.
> i remarked that i wonder if it will ever be the case that companies will
> trademark things such as their taxonomy. for instance - i could steal
> shopping.com's categorization and mimic it - would that be wrong or IP
> infringement? does anybody think it will ever come to this?
>
> 2008/8/15 Scott McDaniel <[EMAIL PROTECTED]>
>
> > Sometimes I'd swear this is the goth list.
> >
> > On Fri, Aug 15, 2008 at 9:31 PM, John Vaughan <[EMAIL PROTECTED]>
> > wrote:
> > > Jared said:
> > >
> > >    Um
> > >
> > > John says:
> > >
> > > Um
> >
> > --
> > The lesson here is that we cannot remove artificial dependencies, but
> > we can reduce them. - Hao He
> > ________________________________________________________________
> > 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
> >
>
>
> ------------------------------
>
> Message: 5
> Date: Sat, 16 Aug 2008 14:30:27 -0600
> From: bford <[EMAIL PROTECTED]>
> Subject: [IxDA Discuss] The World's First Open Source Circular and
>        Spiral  Dock
> To: [EMAIL PROTECTED]
> Message-ID: <[EMAIL PROTECTED]>
> Content-Type: text/plain; charset=US-ASCII; format=flowed; delsp=yes
>
> Circle Dock is a free open source dock-style applications launchers
> for Windows that appear where your mouse is instead of you having to
> move your mouse to the dock like with other programs. This is
> accomplished by making the dock a circular or spiral shape so that it
> can be placed anywhere, even near the edge of the screen. The
> offscreen portions of the dock are easily reached by just scrolling
> with your mouse wheel or arrow keys.
>
> Its Windows only But i would like to see..if anyone has tried this App.
>
> http://circledock.wikidot.com/
>
>
>
>
> ------------------------------
>
> Message: 6
> Date: Sun, 17 Aug 2008 08:44:18 -0400
> From: "Andy Edmonds" <[EMAIL PROTECTED]>
> Subject: Re: [IxDA Discuss] The World's First Open Source Circular and
>        Spiral Dock
> To: bford <[EMAIL PROTECTED]>
> Cc: [EMAIL PROTECTED]
> Message-ID:
>        <[EMAIL PROTECTED]>
> Content-Type: text/plain; charset=ISO-8859-1
>
> Interesting!
>
> There are two ways this could easily be much more interesting:
>
> 1)  I've always done a zooming effect in spiral layouts.  This negates
> the effect of increasing whitespace in the outer regions. (see
> http://www.surfmind.com/musings/2004/05/25/)
>
> 2) Some amazing research shows that the Dock really misses an
> opportunity to optimize motor performance.  By increasing size based
> upon trajectory not just hover, a 25% speedup can be had.  See
> http://www.surfmind.com/musings/2002/04/16.cfm or more directly
> http://www.dgp.toronto.edu/~mjmcguff/research/#mcguffin_chi2002<http://www.dgp.toronto.edu/%7Emjmcguff/research/#mcguffin_chi2002>
> .
>
> Nice find, thanks.  -A
>
> On Sat, Aug 16, 2008 at 4:30 PM, bford <[EMAIL PROTECTED]> wrote:
> > Circle Dock is a free open source dock-style applications launchers for
> > Windows that appear where your mouse is instead of you having to move
> your
> > mouse to the dock like with other programs. ...
>
> > http://circledock.wikidot.com/
>
>
> ------------------------------
>
> Message: 7
> Date: Sun, 17 Aug 2008 12:37:10 -0400
> From: USABILITY MEDIC <[EMAIL PROTECTED]>
> Subject: Re: [IxDA Discuss] IxDA iPhone users straw poll
> To: "Petroff, Greg" <[EMAIL PROTECTED]>
> Cc: "<[EMAIL PROTECTED]>" <[EMAIL PROTECTED]>
> Message-ID: <[EMAIL PROTECTED]>
> Content-Type: text/plain;       charset=us-ascii;       format=flowed;
>  delsp=yes
>
> 1) carry my up to thw minute To Do list with me...did this before but
> no where near as efficiently.
>
> 2) EFFICIENT addressing of email.  I no longer need to spend each
> evening going throu in excess of 150 emails (from about 8 email
> accounts)...answering, archiving, etal thanks to Apple's fabulous mail
> client amd my iPhone.
>
> I use Mail's rules to automatically archive many of my subscription
> emails (for example, these discussions) on my laptop.
>
> This enables real time reading and responding to the discussion during
> the day or on the train without the need to archive the threads when I
> get home.
>
> At home I can just address the regular emails and be done.
>
> If I ever want to follow up on an email subscription's content, I
> simply forward of to myself, quickly delete it from the iPhone and
> it's waiting for me on my laptop when I get home to follow up on.
>
> 3) Play Scrabble anytime anywhere. (although the app is disappointing).
>
>
>
> Sent from my iPhone
> On Aug 13, 2008, at 1:06 PM,"Petroff, Greg" <[EMAIL PROTECTED]>
> wrote:
>
> > Quick straw poll question for list members who have iPhones.
> >
> > What are the top 3 things you find yourself doing now with your iPhone
> > that you did not do before and why?
> >
> >
> > --Greg
> >
> >
> > ________________________________________________________________
> > 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
>
>
> ------------------------------
>
> Message: 8
> Date: Sun, 17 Aug 2008 11:33:27
> From: Daniel Szuc <[EMAIL PROTECTED]>
> Subject: Re: [IxDA Discuss] Activities of Usability team
> To: [EMAIL PROTECTED]
> Message-ID: <[EMAIL PROTECTED]>
>
> Another way to think about the activities is how well you can sell the
> approach and results to your stakeholders. Sometimes a simple toolkit
> can work just as well.
>
> You can also look at combination of approaches to help find insights.
> For example, interviews, usability reviews, sketching with
> stakeholders and usability testing.
>
> rgds,
> Dan
>
>
> . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
> Posted from the new ixda.org
> http://www.ixda.org/discuss?post=31932
>
>
>
>
> ------------------------------
>
> ________________________________________________________________
> ________________________________________________________________
> 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
>
> End of Discuss Digest, Vol 59, Issue 17
> ***************************************
>
________________________________________________________________
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

Reply via email to