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User interface design in practice - University ...

User interface design in practice - University of Auckland Business School

A talk I gave to the students of the University of Auckland's Business School.

Justine Sanderson

May 03, 2007
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  1. Usability in Practice User Interface Design in Practice Justine Sanderson|

    Userfaction Ltd | 3 May 2007 © 2007 Justine Sanderson
  2. Today 1.  You are not the user 2.  Design for

    the user model 3.  Involve users – not just stakeholders 4.  Prototype 5.  Learn about good design principles 6.  Know your Usability Heuristics 7.  Read some books 8.  Remember these axioms
  3. architect cleaner waitress policeman teacher gardener farmer midwife receptionist musician

    builder marine biologist nurse florist photographer sales assistant nanny plumber sharetrader banana ripener accountant journalist coach politician student machine operator truck driver manager secretary
  4. Create Personas •  Archetypal representation of your target audience • 

    Based on user research (ideally) •  Aggregation of your users` goals, attitudes, and behaviours •  Presented as a vivid, narrative description of a single lpersonz who represents a user segment
  5. Never be satisfied with the first idea Most developers tend

    to adopt a "satisficing" strategy that focuses on initial, satisfactory, but less than optimal, solutions. Never be satisfied with a single opinion or the first idea. It is Ball, L.J., Evans, J.B.T. And Dennis, I. (1994), Cognitive processes in engineering design: A longitudinal study, Ergonomics, 37(11), 1753-1786. best to "saturate the design space" with ideas before making decisions and to consider alternatives (i.e., better design solutions, throughout the design process).
  6. 1. bBits` for an account page http://37signals.com/papers/introtopatterns/ 1.  Company info

    2.  Insurance info for company 3.  My (current user) info 4.  Other users on this account 5.  My sales rep contact info 6.  Current account plan 7.  Link to change search preferences 8.  Date account was created 9.  People rarely view or change insurance info 10. Any user can edit anything except other users' info 11. Changing password is the most likely action 12. People might come here to change search preferences (which are on a separate page)
  7. 1. Company info 2. Insurance info for company 4. Other

    users on this account 5. My sales rep contact info 6. Current account plan 9. People rarely view or change insurance info 10. Any user can edit anything except other users' info 10. Any user can edit anything except other users' info 10. Any user can edit anything except other users' info 10. Any user can edit anything except other users' info 3. My (current user) info 11. Changing password is the most likely action 10. Any user can edit anything except other users' info A B C D E F 2. Group related bits together
  8. 1. Company info 10. Any user can edit anything except

    other users' info A 3. My (current user) info 11. Changing password is the most likely action 10. Any user can edit anything except other users' info C 5. My sales rep contact info E 8. Date account was created G Most important: 2. Insurance info for company 9. People rarely view or change insurance info 10. Any user can edit anything except other users' info B 4. Other users on this account 10. Any user can edit anything except other users' info D 6. Current account plan 10. Any user can edit anything except other users' info F Necessary: 7. Link to change search preferences 12. People might come here to change search preferences (which are on a separate page) H Nice to have: 3. Prioritize
  9. Prototype with Powerpoint Footer e-asTTle Welcome, username Log Out Sign-In

    Password: Forgot Password? Username: [email protected] Remember me on this computer Please sign in to your e-asTTle account: e-asTTle logo 8-Feb- 2006: e-asTTle will be unavailable on Saturday 8th February due to maintenance. 6-Feb-2006: New resources have been added to What’s Next News Sign-In Login
  10. Jacob Nielsen’s Heuristics 1.  Visibility of system status 2.  Match

    between system and the real world 3.  User control and freedom 4.  Consistency and standards 5.  Error prevention 6.  Recognition rather than recall 7.  Flexibility and efficiency of use 8.  Aesthetic and minimalist design 9.  Help users recognize, diagnose, and recover from errors 10.  Help and documentation
  11. Other Guidelines •  Bruce Tognazzini’s First Principles of Interaction Design

    http://www.asktog.com/basics/firstPrinciples.html •  A good introductory summary from a fellow student http://www.charlieguo.com/web_design_readings.php
  12. Axioms •  Interaction Design is not guesswork •  Imagine users

    as very intelligent but very busy •  No matter how cool your interface is, less would be better •  Software should behave like a considerate human