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Usability Anonymous A 12 Step Program for Better User Experiences Jay Goldman • Radiant Core, Inc. David Crow • Microsoft Canada
 
$yourName
Hi! My name is  $yourName , and I have a Usability Problem.
We write  BAD  code. But we do  GREAT  design.
1• Admit You Have a Problem You are powerless to design GOOD usability alone and the user experience of your software has become unmanageable.
 
Know thy User.
G o o g l e  This! Personas Qualitative vs. Quantitative Analytics (web or other) Guerilla Usability Tactics
2• Believe in a Power greater than yourselves (and we don't mean Jakob Nielsen)
David Verba, Adaptive Path • RWE 2007: Practical Design for Developers
 
 
Citizens Police City Homeless Police City Citizens Homeless Priority
3• All this could be yours Make a decision to recognize the value of GOOD design.
http://mac.blorge.com
“Design is not just what it looks like and feels like.  Design is how it works .” —  Steve Jobs
4• Make a searching and fearless inventory of your user experience shortcomings.
Opportunity Matrix Value Cost Effectivness
Stick Figures 101 Dave Gray, XPLANE http://communicationnation.blogspot.com/2005/12/visual-thinking-practice-draw-stick.html
G o o g l e  This! Scott McLoud,  Understanding Comics Kevin Chang,  Creating Conceptual Comics Dave Gray, XPLANE & VizThink
5• Admit to yourselves, and to another human being, the nature of your problems.
“ The  definition of insanity  is doing the same thing over and over and expecting different results.” —  Albert Einstein
Talk to your users!
6• Be entirely ready to remove these defects of character.
 
 
 
 
Of the top 10 feature requests,  5 had been in Office  for more than a release.
 
7• Ask for help! It's out there.
 
 
 
G o o g l e  This! Jenifer Tidwel,  Designing Interfaces welie.com,  Patterns in Interaction Design
8• Make a list of all users you've harmed, and then make their lives better.
Focused on Tasks (Products, Features) Objective/Quantifiable Focused on Experiences (People, Activities, Contexts) Subjective/Qualitative
9• Made direct amends.  Make direct amends to people wherever possible, except when to do so would injure them or others.
http://www.bumfonline.com/images/BurningBridges.jpg
10• Continue to take a personal inventory and when you are wrong, promptly admit to it.
Iterative Practitioner Observe Analyze Design
Observe Analyze Solve Know thy User Prototype to  find possible Solutions Prototype to flesh out a Solution
G o o g l e  This! Card sorting Affinity diagrams Wireframes Sketching (Bill Buxton,  Sketching User Experiences ) Low fidelity prototypes (paper, etc.) High fidelity prototypes (software)
11• Without users, it doesn’t matter. We’re building things for people. No people = no things.
 
12• Pay it Forward Having had an awakening as a result of these steps, try to carry the message to other developers and to practice these principles in any projects you're involved with.
 
Thanks!

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Usability Anonymous: A 12 Step Program for Better User Experiences

  • 1. Usability Anonymous A 12 Step Program for Better User Experiences Jay Goldman • Radiant Core, Inc. David Crow • Microsoft Canada
  • 2.  
  • 4. Hi! My name is $yourName , and I have a Usability Problem.
  • 5. We write BAD code. But we do GREAT design.
  • 6. 1• Admit You Have a Problem You are powerless to design GOOD usability alone and the user experience of your software has become unmanageable.
  • 7.  
  • 9. G o o g l e This! Personas Qualitative vs. Quantitative Analytics (web or other) Guerilla Usability Tactics
  • 10. 2• Believe in a Power greater than yourselves (and we don't mean Jakob Nielsen)
  • 11. David Verba, Adaptive Path • RWE 2007: Practical Design for Developers
  • 12.  
  • 13.  
  • 14. Citizens Police City Homeless Police City Citizens Homeless Priority
  • 15. 3• All this could be yours Make a decision to recognize the value of GOOD design.
  • 17. “Design is not just what it looks like and feels like. Design is how it works .” — Steve Jobs
  • 18. 4• Make a searching and fearless inventory of your user experience shortcomings.
  • 19. Opportunity Matrix Value Cost Effectivness
  • 20. Stick Figures 101 Dave Gray, XPLANE http://communicationnation.blogspot.com/2005/12/visual-thinking-practice-draw-stick.html
  • 21. G o o g l e This! Scott McLoud, Understanding Comics Kevin Chang, Creating Conceptual Comics Dave Gray, XPLANE & VizThink
  • 22. 5• Admit to yourselves, and to another human being, the nature of your problems.
  • 23. “ The definition of insanity is doing the same thing over and over and expecting different results.” — Albert Einstein
  • 24. Talk to your users!
  • 25. 6• Be entirely ready to remove these defects of character.
  • 26.  
  • 27.  
  • 28.  
  • 29.  
  • 30. Of the top 10 feature requests, 5 had been in Office for more than a release.
  • 31.  
  • 32. 7• Ask for help! It's out there.
  • 33.  
  • 34.  
  • 35.  
  • 36. G o o g l e This! Jenifer Tidwel, Designing Interfaces welie.com, Patterns in Interaction Design
  • 37. 8• Make a list of all users you've harmed, and then make their lives better.
  • 38. Focused on Tasks (Products, Features) Objective/Quantifiable Focused on Experiences (People, Activities, Contexts) Subjective/Qualitative
  • 39. 9• Made direct amends. Make direct amends to people wherever possible, except when to do so would injure them or others.
  • 41. 10• Continue to take a personal inventory and when you are wrong, promptly admit to it.
  • 43. Observe Analyze Solve Know thy User Prototype to find possible Solutions Prototype to flesh out a Solution
  • 44. G o o g l e This! Card sorting Affinity diagrams Wireframes Sketching (Bill Buxton, Sketching User Experiences ) Low fidelity prototypes (paper, etc.) High fidelity prototypes (software)
  • 45. 11• Without users, it doesn’t matter. We’re building things for people. No people = no things.
  • 46.  
  • 47. 12• Pay it Forward Having had an awakening as a result of these steps, try to carry the message to other developers and to practice these principles in any projects you're involved with.
  • 48.