1HX: One Human's Experience
Notes from one human about usability and accessibility of technology, human-centered design, and some random thoughts that may be tied quite loosely thereto. And stuff like that.
Wednesday, January 18, 2012
Monday, November 7, 2011
A Good Nielsen Quote...
From: http://www.useit.com/alertbox/mobile-ux-guidelines.html
"People want me to give hard and fast rules: don't show more than X menu items; don't write more than Y words per page; nothing should be more than Z clicks from the homepage. Sadly, UI design doesn't work that way. Usability questions seldom have a single answer. Rather, they are qualitative issues that specify the direction and nature of inevitable design tradeoffs."
"People want me to give hard and fast rules: don't show more than X menu items; don't write more than Y words per page; nothing should be more than Z clicks from the homepage. Sadly, UI design doesn't work that way. Usability questions seldom have a single answer. Rather, they are qualitative issues that specify the direction and nature of inevitable design tradeoffs."
Saturday, October 22, 2011
Huh.
Seen on a semi-private women's restroom door.
I felt like going to the front and asking if there was a key for the restroom.
I felt like going to the front and asking if there was a key for the restroom.
Wednesday, October 19, 2011
One More Steve Jobs Post...but not what you expect.
Steve Jobs was a genius. No question. I enjoy many of the products he enabled to be brought to market. He was a huge influence on my technology life.
But if one more person tells me that 'we don't need to talk to users, because Steve Jobs didn't talk to users to inform his designs', I'll barf on their shoes.
My contrary assertions:
He was a user of what he designed, so he had intimate domain knowledge. If you are designing something for someone else, and you don't have intimate domain knowledge, you need to get it. How? Engage the users.*
He had people who talked to users. If you don't have people to talk to users, you need to do it yourself.
Not everyone likes the iPhone or has one. Don't say that they do. And there are very poorly-designed apps for iOS devices, just like other platforms.
He was a marketing genius. He told us what we wanted, and we bought it. He could have sold us the iTurd. He couldn't know--and didn't design--everything we would do with his creations. He just gave us the platform in which to do it.
Consider this, from Apple's own Human Interface Design Guidelines:
By gosh, I wish I had a fraction of the visionary, arrogant, creative genius of Steve Jobs. But until I do, I'm gonna spend some time trying to understand my users.
_________________
*An example: While designing a system for healthcare professionals, I learned, from talking with healthcare professionals, that a "doc" is a physician. In my context of information technology, a "doc" is a document, or a file. In your design, you must remove ambiguity for your audience. Labeling is contextual, and you can't rely solely on your own frame of reference unless you are a domain expert. (And even then, you're only one domain expert.)
But if one more person tells me that 'we don't need to talk to users, because Steve Jobs didn't talk to users to inform his designs', I'll barf on their shoes.
My contrary assertions:
He was a user of what he designed, so he had intimate domain knowledge. If you are designing something for someone else, and you don't have intimate domain knowledge, you need to get it. How? Engage the users.*
He had people who talked to users. If you don't have people to talk to users, you need to do it yourself.
Not everyone likes the iPhone or has one. Don't say that they do. And there are very poorly-designed apps for iOS devices, just like other platforms.
He was a marketing genius. He told us what we wanted, and we bought it. He could have sold us the iTurd. He couldn't know--and didn't design--everything we would do with his creations. He just gave us the platform in which to do it.
Consider this, from Apple's own Human Interface Design Guidelines:
"A great user interface follows human interface design principles that are based on the way people—users—think and work, not on the capabilities of the device. "Last I looked, "human interface design principles" include the principle of talking to users.
By gosh, I wish I had a fraction of the visionary, arrogant, creative genius of Steve Jobs. But until I do, I'm gonna spend some time trying to understand my users.
_________________
*An example: While designing a system for healthcare professionals, I learned, from talking with healthcare professionals, that a "doc" is a physician. In my context of information technology, a "doc" is a document, or a file. In your design, you must remove ambiguity for your audience. Labeling is contextual, and you can't rely solely on your own frame of reference unless you are a domain expert. (And even then, you're only one domain expert.)
Friday, August 26, 2011
Huh.
Thursday, July 7, 2011
Curious signage
I wonder what happened that made them be so specific?
Seems like you could simply say, "NO MOTORIZED VEHICLES BEYOND THIS POINT." What's not to understand?
Seems like you could simply say, "NO MOTORIZED VEHICLES BEYOND THIS POINT." What's not to understand?
Friday, May 13, 2011
Let me guess: this experience was designed by someone in IT?
Scenario: filling out a "form" online to request a medical appointment. Click "Confirm Request", and receive this message:
Surprisingly, I don't have a big problem with the fact that the "form" is simply a pre-filled input area that I edited. I found it simple to understand and use, except for the intent of the "Voicemail" question: are they asking "Does your phone have voicemail capabilities?", or "May we leave a voicemail with your patient information in it?"
But the error condition AND its helpful messaging are atrocious for your average healthcare consumer.
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