Tec's soup - posts tagged 'Usability' http://www.tecumseh.de/ Tec's soup - posts tagged 'Usability' - posts tagged 'Usability' http://www.tecumseh.de/ http://5.asset.soup.io/asset/0005/0325_74df.jpeg 128 128 Things in the web that&amp;nbsp;found me or us . Log entries, quotes and links, spiced with some of my aggregated feeds. Powered by soup.io . Soups I follow: A New Year’s Compilation Of Usability &amp; Wireframing Poetry {"tags":["Usability"],"type":"regular","title":"\u003Ca href=\"http://wireframes-usability.com/2011/03/11/a-new-year%e2%80%99s-compilation-of-usability-wireframing-poetry/\"\u003EA New Year\u2019s Compilation Of Usability \u0026amp; Wireframing Poetry\u003C/a\u003E","source":"http://wireframes-usability.com/2011/03/11/a-new-year%e2%80%99s-compilation-of-usability-wireframing-poetry/","body":"\u003Cp\u003EWe have moved well into the new year, and this is a great time to briefly pause and look back at the year 2010, which has been a remarkable year in many ways. It\u2019s been exciting, to say the least, with Facebook becoming the most frequented website on the world wide web, Google Android mixing up the mobile market, the number of mobile internet users growing massively, Twitter becoming a viable communication channel for established businesses, and cloud services really starting to take off as companies like Microsoft, IBM, or SAP have followed Amazon into the virtual world.\u003C/p\u003E\n\u003Cp\u003EWhat role do topics like user interface design or usability play in this setting? Well, with more and more services going \u201ccloud\u201d or mobile, most companies have noticed that traditional interface design concepts need to be reconsidered, not only because navigation patterns differ when you are using software in a web browser or on the small screen of a mobile touch device, but also because the competition is becoming ever more intense online and in the mobile market.\u003C/p\u003E\n\u003Cp\u003ETo pay tribute to the rising significance of great user interface design, we have started creating poetry that plays on the variations of UI design topics. Here are a few of the diamonds in this modern category of usability and wireframing poetry. Enjoy!\u003C/p\u003E\n\u003Cp\u003E\u00a0\u003C/p\u003E\n\u003Cp\u003E\u003Cspan\u003EOde to the Usability of Interface Designs\u003C/span\u003E\u003C/p\u003E\n\u003Cp\u003EThough still unfinished pride of expertness\u003C/p\u003E\n\u003Cp\u003EThou wireframe of an interface design\u003C/p\u003E\n\u003Cp\u003EA rapid paper prototype used to express\u003C/p\u003E\n\u003Cp\u003EIdeas of layouts and navigation that lurk in the mind\u003C/p\u003E\n\u003Cp\u003EWhat icons and buttons envelope thy shape\u003C/p\u003E\n\u003Cp\u003EOf links and portals that strive with growth\u003C/p\u003E\n\u003Cp\u003Ethrough the fiber optic cables of an ISP\u003C/p\u003E\n\u003Cp\u003EStreaming gigabytes of info with ease for you and me both\u003C/p\u003E\n\u003Cp\u003EWhat mad pursuit ever since the struggles of Netscape\u003C/p\u003E\n\u003Cp\u003EWhen the ripe World Wide Web became destiny\u003C/p\u003E\n\u003Cp\u003E\u00a0\u003C/p\u003E\n\u003Cp\u003EInterfaces designs are sweet, but those uncluttered\u003C/p\u003E\n\u003Cp\u003EAre sweeter:\u00a0 which is a reason why users stay on\u003C/p\u003E\n\u003Cp\u003EWhen a website is clear it becomes more endear\u2019d\u003C/p\u003E\n\u003Cp\u003ELeading to increased visits and subjective satisfaction\u003C/p\u003E\n\u003Cp\u003EBeing used with great ease and not wanting to leave\u003C/p\u003E\n\u003Cp\u003EAccomplishing tasks with minimum error scares\u003C/p\u003E\n\u003Cp\u003EKnowing I can recover if something goes amiss\u003C/p\u003E\n\u003Cp\u003EThough winning near the goal \u2013 yet, I do not grieve\u003C/p\u003E\n\u003Cp\u003EFor using this graphical user interface design is bliss\u003C/p\u003E\n\u003Cp\u003EWith a high level of memorability, this interface design is a breath of fresh air!\u003C/p\u003E\n\u003Cp\u003E\u00a0\u003C/p\u003E\n\u003Cp\u003EBased on \u003Ca href=\"http://en.wikipedia.org/wiki/Ode_on_a_Grecian_Urn\" title=\"Wikipedia - Ode to a Grecian Urn\"\u003E\u201cOde to a Grecian Urn\u201d\u003C/a\u003E by John Keats\u003C/p\u003E\n\u003Cp\u003E\u00a0\u003C/p\u003E\n\u003Cp\u003E\u00a0\u003C/p\u003E\n\u003Cp\u003E\u003Cspan\u003EOde to a Skinned Interface Design\u003C/span\u003E\u003C/p\u003E\n\u003Cp\u003EI went to the link my friend sent me,\u003C/p\u003E\n\u003Cp\u003EAnd I saw what I never had seen;\u003C/p\u003E\n\u003Cp\u003EAn ad banner was built in the midst,\u003C/p\u003E\n\u003Cp\u003EWhere I used to click on the screen.\u003C/p\u003E\n\u003Cp\u003E\u00a0\u003C/p\u003E\n\u003Cp\u003EWith no choice but to scroll down I did frown,\u003C/p\u003E\n\u003Cp\u003EMy friend\u2019s interface design was upside down,\u003C/p\u003E\n\u003Cp\u003ELike a tourist with no clue I looked around lost in town,\u003C/p\u003E\n\u003Cp\u003E\u2018Cause there were no breadcrumbs to be found.\u003C/p\u003E\n\u003Cp\u003E\u00a0\u003C/p\u003E\n\u003Cp\u003EA millisecond too long I located local navigation,\u003C/p\u003E\n\u003Cp\u003EThinking \u2018they sure could use a wireframe tool for their creations\u2019.\u003C/p\u003E\n\u003Cp\u003EWith findability resolved these usability problems would dissolve\u003C/p\u003E\n\u003Cp\u003EAnd, in tow, his search engine ranking would evolve.\u003C/p\u003E\n\u003Cp\u003E\u00a0\u003C/p\u003E\n\u003Cp\u003EBased on \u003Ca href=\"http://en.wikipedia.org/wiki/The_Garden_of_Love\" title=\"Wikipedia - The Garden of Love\"\u003E\u201cThe Garden of Love\u201d\u003C/a\u003E by William Blake\u003C/p\u003E\n\u003Cp\u003E\u00a0\u003C/p\u003E\n\u003Cp\u003E\u00a0\u003C/p\u003E\n\u003Cp\u003E\u003Cspan\u003EInstant Interface Design Sorrow\u003C/span\u003E\u003C/p\u003E\n\u003Cp\u003EMy mother groaned, my father wept:\u003C/p\u003E\n\u003Cp\u003EInto their shopping cart unwanted things leapt,\u003C/p\u003E\n\u003Cp\u003EHelpless, overcharged but arrestingly proud,\u003C/p\u003E\n\u003Cp\u003EFeeling like a fiend was hid in \u2018the cloud\u2019.\u003C/p\u003E\n\u003Cp\u003E\u00a0\u003C/p\u003E\n\u003Cp\u003EWho to blame when the mouse was in my father\u2019s hands,\u003C/p\u003E\n\u003Cp\u003EWell poor usability \u0026amp; interface design will hurt a brand,\u003C/p\u003E\n\u003Cp\u003EPlacing the \u2018Cancel\u2019 button a nanometer from \u2018Buy\u2019 is not best,\u003C/p\u003E\n\u003Cp\u003EEspecially with a return policy worse than the rest.\u003C/p\u003E\n\u003Cp\u003E\u00a0\u003C/p\u003E\n\u003Cp\u003EBased on \u003Ca href=\"http://en.wikipedia.org/wiki/Infant_Sorrow\" title=\"Wikipedia - Infant Sorrow\"\u003E\u201cInfant Sorrow\u201d\u003C/a\u003E by William Blake\u003C/p\u003E\n\u003Cp\u003E\u00a0\u003C/p\u003E\n\u003Cp\u003EThe original idea behind these poems was to adapt famous poems and use them to shed light on issues that affect usability, wireframes, wireframing tools and user interface design. If you have some suggestions of poems that you would like for us to interpolate during the coming year, please feel free to leave a comment with your request in it.\u003C/p\u003E\n\u003Cp\u003E\u00a0\u003C/p\u003E"} <p>We have moved well into the new year, and this is a great time to briefly pause and look back at the year 2010, which has been a remarkable year in many ways. It’s been exciting, to say the least, with Facebook becoming the most frequented website on the world wide web, Google Android mixing up the mobile market, the number of mobile internet users growing massively, Twitter becoming a viable communication channel for established businesses, and cloud services really starting to take off as companies like Microsoft, IBM, or SAP have followed Amazon into the virtual world.</p> <p>What role do topics like user interface design or usability play in this setting? Well, with more and more services going “cloud” or mobile, most companies have noticed that traditional interface design concepts need to be reconsidered, not only because navigation patterns differ when you are using software in a web browser or on the small screen of a mobile touch device, but also because the competition is becoming ever more intense online and in the mobile market.</p> <p>To pay tribute to the rising significance of great user interface design, we have started creating poetry that plays on the variations of UI design topics. Here are a few of the diamonds in this modern category of usability and wireframing poetry. Enjoy!</p> <p> </p> <p><span>Ode to the Usability of Interface Designs</span></p> <p>Though still unfinished pride of expertness</p> <p>Thou wireframe of an interface design</p> <p>A rapid paper prototype used to express</p> <p>Ideas of layouts and navigation that lurk in the mind</p> <p>What icons and buttons envelope thy shape</p> <p>Of links and portals that strive with growth</p> <p>through the fiber optic cables of an ISP</p> <p>Streaming gigabytes of info with ease for you and me both</p> <p>What mad pursuit ever since the struggles of Netscape</p> <p>When the ripe World Wide Web became destiny</p> <p> </p> <p>Interfaces designs are sweet, but those uncluttered</p> <p>Are sweeter:  which is a reason why users stay on</p> <p>When a website is clear it becomes more endear’d</p> <p>Leading to increased visits and subjective satisfaction</p> <p>Being used with great ease and not wanting to leave</p> <p>Accomplishing tasks with minimum error scares</p> <p>Knowing I can recover if something goes amiss</p> <p>Though winning near the goal – yet, I do not grieve</p> <p>For using this graphical user interface design is bliss</p> <p>With a high level of memorability, this interface design is a breath of fresh air!</p> <p> </p> <p>Based on <a href="http://en.wikipedia.org/wiki/Ode_on_a_Grecian_Urn" title="Wikipedia - Ode to a Grecian Urn">“Ode to a Grecian Urn”</a> by John Keats</p> <p> </p> <p> </p> <p><span>Ode to a Skinned Interface Design</span></p> <p>I went to the link my friend sent me,</p> <p>And I saw what I never had seen;</p> <p>An ad banner was built in the midst,</p> <p>Where I used to click on the screen.</p> <p> </p> <p>With no choice but to scroll down I did frown,</p> <p>My friend’s interface design was upside down,</p> <p>Like a tourist with no clue I looked around lost in town,</p> <p>‘Cause there were no breadcrumbs to be found.</p> <p> </p> <p>A millisecond too long I located local navigation,</p> <p>Thinking ‘they sure could use a wireframe tool for their creations’.</p> <p>With findability resolved these usability problems would dissolve</p> <p>And, in tow, his search engine ranking would evolve.</p> <p> </p> <p>Based on <a href="http://en.wikipedia.org/wiki/The_Garden_of_Love" title="Wikipedia - The Garden of Love">“The Garden of Love”</a> by William Blake</p> <p> </p> <p> </p> <p><span>Instant Interface Design Sorrow</span></p> <p>My mother groaned, my father wept:</p> <p>Into their shopping cart unwanted things leapt,</p> <p>Helpless, overcharged but arrestingly proud,</p> <p>Feeling like a fiend was hid in ‘the cloud’.</p> <p> </p> <p>Who to blame when the mouse was in my father’s hands,</p> <p>Well poor usability &amp; interface design will hurt a brand,</p> <p>Placing the ‘Cancel’ button a nanometer from ‘Buy’ is not best,</p> <p>Especially with a return policy worse than the rest.</p> <p> </p> <p>Based on <a href="http://en.wikipedia.org/wiki/Infant_Sorrow" title="Wikipedia - Infant Sorrow">“Infant Sorrow”</a> by William Blake</p> <p> </p> <p>The original idea behind these poems was to adapt famous poems and use them to shed light on issues that affect usability, wireframes, wireframing tools and user interface design. If you have some suggestions of poems that you would like for us to interpolate during the coming year, please feel free to leave a comment with your request in it.</p> <p> </p>Fri, 11 Mar 2011 12:04:31 GMThttp://tecumseh.de/post/115173038/A-New-Year-s-Compilation-Of-Usabilityurn:www-soup-io:1:115173038regularusability Wireframe fidelity – Why does it matter? {"tags":["Usability"],"type":"regular","title":"\u003Ca href=\"http://wireframes-usability.com/2010/05/18/wireframe-fidelity-%e2%80%93-why-does-it-matter/\"\u003EWireframe fidelity \u2013 Why does it matter?\u003C/a\u003E","source":"http://wireframes-usability.com/2010/05/18/wireframe-fidelity-%e2%80%93-why-does-it-matter/","body":"\u003Cp\u003EDo you use wireframes in your interface design projects? If so, you may have found yourself debating just how detailed your wireframes should be. In this article I shall explore the concept of wireframe fidelity and how wireframing affects the usability of a user interface in software and/or website design. Deciding which level of fidelity in your wireframes would be most advantageous to you and your project can be pivotal in ensuring success. Experts are still debating the distinctions of wireframe fidelity and whether high or low fidelity is the way to go. In the following paragraphs I will go through the differences in wireframe fidelity and the benefits they carry.\u003C/p\u003E\n\u003Cp\u003E\u003Cstrong\u003EWhy use Wireframe Prototypes?\u003C/strong\u003E\u003C/p\u003E\n\u003Cp\u003EWhen designing websites or software applications paying attention to a great interface design is key, since the graphical user interface is the part of your software that users see first and use to interact with it. In order to achieve a great interface design, the use of wireframes during the design phase has become a valued method. A wireframe (sometimes referred to as website wireframe, software wireframe or application wireframe) is a visual representation of the projected content and structure of a graphical user interface and is an essential step on the way to a great interface design. It is easily understood by all stakeholders and can serve as communication aid. Much like an architect\u2019s blueprint plans wireframes are an invaluable tool when creating software or websites with a solid foundation. In the same vein, they should be used long before the first bricks (or programming code in this case) are set.\u003C/p\u003E\n\u003Cp\u003E\u003Cstrong\u003EFurther Considerations of Using Wireframes.\u003C/strong\u003E\u003C/p\u003E\n\u003Cp\u003EWireframes allow a project\u2019s stakeholders to have a vision of what to strive for and are particularly useful in the collaborative process as they ensure that team members can easily understand a software concept and can keep track of a project\u2019s workflow. Popular use cases for wireframes include improving usability through early user tests, involving non-technical key stakeholders early on in the development process, or communicating with developers and designers for planning purposes. The level of detail in a wireframe prototype is referred to as wireframe fidelity and can be in either of two main guises: low fidelity or high fidelity. (Some even distinguish \u003Ca href=\"http://www.futile.com/2007/12/wireframe-fidelity\"\u003Ethree types\u003C/a\u003E, including medium fidelity wireframes.) Knowing which fidelity to employ is of crucial importance as the investment in creating them in terms of time, cost and expertise required varies tremendously.\u003C/p\u003E\n\u003Cp\u003E\u003Cstrong\u003EWhat are Low Fidelity Wireframes?\u003C/strong\u003E\u003C/p\u003E\n\u003Cp\u003ELow fidelity wireframes are wireframes that focus on the essentials of a user interface: layout, structure, Information Architecture \u2013\u00a0 and not graphic design! Low fidelity wireframes evolved onto computer screens from rapid paper prototyping wireframes which emerged in the mid 1980s to become a popular Blue Chip company tool by the mid 1990s. Rapid paper prototyping involved the creation of rough sketches (often drawn by hand) of graphical user interfaces as prototypes of software applications to visualize and test usability long before the coding process began.\u003C/p\u003E\n\u003Cp\u003E\u003Cimg alt=\"\" /\u003E\u003C/p\u003E\n\u003Cdiv class=\"wp-caption aligncenter\"\u003E\u003Ca href=\"http://wireframes-usability.com/wp-content/uploads/2010/05/pidoco_lofi_homepage.png\"\u003E\u003Cimg title=\"pidoco_lofi_homepage\" class=\"size-full wp-image-1202\" src=\"http://wireframes-usability.com/wp-content/uploads/2010/05/pidoco_lofi_homepage.png\" height=\"623\" alt=\"\" width=\"739\" /\u003E\u003C/a\u003E\u003Cp class=\"wp-caption-text\"\u003EExample of a low-fidelity wireframe\u003C/p\u003E\u003C/div\u003E\n\u003Cp\u003E\u003Cstrong\u003EWhat is an example of using Low Fidelity Wireframes?\u003C/strong\u003E\u003C/p\u003E\n\u003Cp\u003EA real life example of successful paper prototyping stems from the mid-90s when e-commerce was beginning to take off and Priceline.com was introducing a service that allowed consumers to submit a bid for a plane ticket along with a credit card. How could they convince users to trust their credit-card details to an as-yet-unknown website? Paper prototyping showed the team that their initial design would have been a failure, allowing them to correct the problems before launching the site. They also discovered that users didn\u2019t need some of the hard-to-implement features they had included. Paper is a readily available resource, but not easy to change or adapt. Hence, nowadays, digital solutions like \u201cdigital paper prototyping\u201d with specialized wireframing software are often used in iterative processes as they tend to be more efficient.\u003C/p\u003E\n\u003Cp\u003E\u003Cstrong\u003EWhat are the benefits of using Low Fidelity Wireframes?\u003C/strong\u003E\u003C/p\u003E\n\u003Cp\u003ELow fidelity wireframes have many benefits. By eschewing many cosmetic factors they are relatively inexpensive and quick to create or alter. This allows for collaboration as suggestions and refinements can quickly be added to a number of variations very cheaply. Furthermore, low fidelity wireframes are useful in gathering great feedback because their rather rough appearance makes it clear to viewers that they are talking about a draft that is easy to change, rather than an almost finished product, thus inviting honest and unrestrained feedback. In addition, the lower level of detail allows you to focus on fundamental usability issues of your product. When using low fidelity wireframes for usability tests, testers can also give you qualitative feedback that really focuses on usability rather than being distracted by, say, the color of the fonts used. Yet, some critics caution that the level of abstraction may be difficult for inexperienced users. Once usability has been tested and polished, beautiful designs may be added onto a solid foundation that maximizes user experience.\u003C/p\u003E\n\u003Cp\u003EHere you can find an \u003Ca href=\"http://404uxd.com/2008/02/28/the-fine-art-of-wireframes\"\u003Einteresting article on sketched wireframes\u003C/a\u003E.\u003C/p\u003E\n\u003Cp\u003E\u003Cstrong\u003EWhat are High Fidelity Wireframes?\u003C/strong\u003E\u003C/p\u003E\n\u003Cp\u003EHigh fidelity wireframes (often referred to simply as high-fidelity prototypes) are very close in design to the true representation of the final user interface design. As such, they tend to include slick and polished design features and even go as far as simulating in much detail an application\u2019s workflow or even logic. Despite pixel-perfect good looks a high fidelity wireframe remains but a prototype, however crisp it may look and feel. Due to their high level of detail, high fidelity wireframes tend to be more costly to create and usually take much more time to compose. They may also require more experience, sometimes even technical expertise, and can hinder the feedback process as testers or clients may be distracted by design features rather than focusing on usability. In addition, test users as well as clients may be more hesitant to critique a design done by a professional, which looks like it would require a significant amount of time to change. Fears that such changes may result in higher project costs are not uncommon and may skew feedback, which makes it very important to explain the purpose and method used in creating high fidelity wireframes before soliciting feedback. Advocates of \u003Ca href=\"http://subvert.ca/blog/archive/high-fidelity-concepts/\"\u003Ehigh-fidelity wireframes\u003C/a\u003E find that aside from running usability tests, they enable quicker understanding of decision makers.\u003C/p\u003E\n\u003Cdiv class=\"wp-caption aligncenter\"\u003E\u003Ca href=\"http://wireframes-usability.com/wp-content/uploads/2010/05/pidoco_hifi_homepage.png\"\u003E\u003Cimg title=\"pidoco_hifi_homepage\" class=\"size-full wp-image-1205\" src=\"http://wireframes-usability.com/wp-content/uploads/2010/05/pidoco_hifi_homepage.png\" height=\"589\" alt=\"An examle of a high-fidelity wireframe.\" width=\"728\" /\u003E\u003C/a\u003E\u003Cp class=\"wp-caption-text\"\u003EAn examle of a high-fidelity wireframe.\u003C/p\u003E\u003C/div\u003E\n\u003Cp\u003E\u003Cstrong\u003EWhat are the benefits of High Fidelity Wireframes?\u003C/strong\u003E\u003C/p\u003E\n\u003Cp\u003EOn the positive side, high fidelity wireframes share many of the same advantages with low fidelity wireframes in general but have their own benefits in particular. High fidelity wireframes are usually used in addition to low fidelity wireframes, and after the latter have been used to resolve the most impactful and fundamental usability or interface design problems of an application. Being eye-catching and less costly to create than full-fledged applications, high fidelity wireframes can be used to impress clients who have to sign off on a concept quickly. Since they tend to require less programming knowledge than coded prototypes, high fidelity wireframe prototypes can be composed by users with limited programming knowledge. As they are closer in design to the final product, clients can quickly understand the final look and feel of an application without extensive verbal explanations. The high level of detail reduces the amount of abstraction required by non-technical stakeholders, which \u2013 depending on personal experience \u2013 may be important in some scenarios. In terms of your development team, high fidelity wireframes allow you to collectively bring an interface to life. This helps in keeping a project\u2019s budget manageable which in turn further satisfies clients. Whether or not high fidelity wireframes are necessary or beneficial depends on the particular project at hand and your goal in using them. One should think about the costs and the benefits of creating detailed high fidelity wireframes beforehand. Sometimes, it turns out that it is faster to go from low fidelity wireframes to programmed code directly.\u003C/p\u003E\n\u003Cp\u003E\u003Cstrong\u003EWhich type of Wireframe should one use?\u003C/strong\u003E\u003C/p\u003E\n\u003Cp\u003EAs can be seen from the short portrait above, each type of wireframe has its own advantages. It is often not an \u201ceither or\u201c decision which type of wireframe to use. Instead, both types are useful for different purposes and can be used consecutively in a project. It really depends on the goal or use case at hand and the budget of a project. Yet, if you have to choose one type, the low-fidelity wireframe tends to offer a better cost-benefit ratio as it is quick to create and sufficient to resolve the most urgent usability issues in user interface design which may be the most decisive factor affecting the success of your software. Or you could try \u201c\u003Ca href=\"http://www.boxesandarrows.com/view/real_wireframes\"\u003Ereal wireframes\u003C/a\u003E\u201d \u2013 low-fidelity wireframes augmented with some graphic design elements that help a user who is not familiar with the project understand the wireframe more quickly despite its abstractions.\u003C/p\u003E\n\u003Cp\u003EWhat fidelity do you prefer in your prototypes?\u003C/p\u003E\n\u003Cp\u003EMore on when to use low vs. high fidelity:\u003C/p\u003E\n\u003Cp\u003E\u003Ca href=\"http://www.uxmatters.com/mt/archives/2007/03/wireframing-with-patterns.php\"\u003Ehttp://www.uxmatters.com/mt/archives/2007/03/wireframing-with-patterns.php\u003C/a\u003E\u003C/p\u003E\n\u003Cp\u003E\u003Ca href=\"http://www.boxesandarrows.com/view/what_an_ia_should_know_about_prototypes_for_user_testing\"\u003Ehttp://www.boxesandarrows.com/view/what_an_ia_should_know_about_prototypes_for_user_testing\u003C/a\u003E\u003C/p\u003E\n\u003Cp\u003EA nice slide show on wireframes:\u003C/p\u003E\n\u003Cp\u003E\u003Ca href=\"http://www.slideshare.net/piksels/wireframes-and-interaction-design-documents-presentation\"\u003Ehttp://www.slideshare.net/piksels/wireframes-and-interaction-design-documents-presentation\u003C/a\u003E\u003C/p\u003E"} <p>Do you use wireframes in your interface design projects? If so, you may have found yourself debating just how detailed your wireframes should be. In this article I shall explore the concept of wireframe fidelity and how wireframing affects the usability of a user interface in software and/or website design. Deciding which level of fidelity in your wireframes would be most advantageous to you and your project can be pivotal in ensuring success. Experts are still debating the distinctions of wireframe fidelity and whether high or low fidelity is the way to go. In the following paragraphs I will go through the differences in wireframe fidelity and the benefits they carry.</p> <p><strong>Why use Wireframe Prototypes?</strong></p> <p>When designing websites or software applications paying attention to a great interface design is key, since the graphical user interface is the part of your software that users see first and use to interact with it. In order to achieve a great interface design, the use of wireframes during the design phase has become a valued method. A wireframe (sometimes referred to as website wireframe, software wireframe or application wireframe) is a visual representation of the projected content and structure of a graphical user interface and is an essential step on the way to a great interface design. It is easily understood by all stakeholders and can serve as communication aid. Much like an architect’s blueprint plans wireframes are an invaluable tool when creating software or websites with a solid foundation. In the same vein, they should be used long before the first bricks (or programming code in this case) are set.</p> <p><strong>Further Considerations of Using Wireframes.</strong></p> <p>Wireframes allow a project’s stakeholders to have a vision of what to strive for and are particularly useful in the collaborative process as they ensure that team members can easily understand a software concept and can keep track of a project’s workflow. Popular use cases for wireframes include improving usability through early user tests, involving non-technical key stakeholders early on in the development process, or communicating with developers and designers for planning purposes. The level of detail in a wireframe prototype is referred to as wireframe fidelity and can be in either of two main guises: low fidelity or high fidelity. (Some even distinguish <a href="http://www.futile.com/2007/12/wireframe-fidelity">three types</a>, including medium fidelity wireframes.) Knowing which fidelity to employ is of crucial importance as the investment in creating them in terms of time, cost and expertise required varies tremendously.</p> <p><strong>What are Low Fidelity Wireframes?</strong></p> <p>Low fidelity wireframes are wireframes that focus on the essentials of a user interface: layout, structure, Information Architecture –  and not graphic design! Low fidelity wireframes evolved onto computer screens from rapid paper prototyping wireframes which emerged in the mid 1980s to become a popular Blue Chip company tool by the mid 1990s. Rapid paper prototyping involved the creation of rough sketches (often drawn by hand) of graphical user interfaces as prototypes of software applications to visualize and test usability long before the coding process began.</p> <p><img alt="" /></p> <div class="wp-caption aligncenter"><a href="http://wireframes-usability.com/wp-content/uploads/2010/05/pidoco_lofi_homepage.png"><img class="size-full wp-image-1202" title="pidoco_lofi_homepage" src="http://wireframes-usability.com/wp-content/uploads/2010/05/pidoco_lofi_homepage.png" height="623" alt="" width="739" /></a><p class="wp-caption-text">Example of a low-fidelity wireframe</p></div> <p><strong>What is an example of using Low Fidelity Wireframes?</strong></p> <p>A real life example of successful paper prototyping stems from the mid-90s when e-commerce was beginning to take off and Priceline.com was introducing a service that allowed consumers to submit a bid for a plane ticket along with a credit card. How could they convince users to trust their credit-card details to an as-yet-unknown website? Paper prototyping showed the team that their initial design would have been a failure, allowing them to correct the problems before launching the site. They also discovered that users didn’t need some of the hard-to-implement features they had included. Paper is a readily available resource, but not easy to change or adapt. Hence, nowadays, digital solutions like “digital paper prototyping” with specialized wireframing software are often used in iterative processes as they tend to be more efficient.</p> <p><strong>What are the benefits of using Low Fidelity Wireframes?</strong></p> <p>Low fidelity wireframes have many benefits. By eschewing many cosmetic factors they are relatively inexpensive and quick to create or alter. This allows for collaboration as suggestions and refinements can quickly be added to a number of variations very cheaply. Furthermore, low fidelity wireframes are useful in gathering great feedback because their rather rough appearance makes it clear to viewers that they are talking about a draft that is easy to change, rather than an almost finished product, thus inviting honest and unrestrained feedback. In addition, the lower level of detail allows you to focus on fundamental usability issues of your product. When using low fidelity wireframes for usability tests, testers can also give you qualitative feedback that really focuses on usability rather than being distracted by, say, the color of the fonts used. Yet, some critics caution that the level of abstraction may be difficult for inexperienced users. Once usability has been tested and polished, beautiful designs may be added onto a solid foundation that maximizes user experience.</p> <p>Here you can find an <a href="http://404uxd.com/2008/02/28/the-fine-art-of-wireframes">interesting article on sketched wireframes</a>.</p> <p><strong>What are High Fidelity Wireframes?</strong></p> <p>High fidelity wireframes (often referred to simply as high-fidelity prototypes) are very close in design to the true representation of the final user interface design. As such, they tend to include slick and polished design features and even go as far as simulating in much detail an application’s workflow or even logic. Despite pixel-perfect good looks a high fidelity wireframe remains but a prototype, however crisp it may look and feel. Due to their high level of detail, high fidelity wireframes tend to be more costly to create and usually take much more time to compose. They may also require more experience, sometimes even technical expertise, and can hinder the feedback process as testers or clients may be distracted by design features rather than focusing on usability. In addition, test users as well as clients may be more hesitant to critique a design done by a professional, which looks like it would require a significant amount of time to change. Fears that such changes may result in higher project costs are not uncommon and may skew feedback, which makes it very important to explain the purpose and method used in creating high fidelity wireframes before soliciting feedback. Advocates of <a href="http://subvert.ca/blog/archive/high-fidelity-concepts/">high-fidelity wireframes</a> find that aside from running usability tests, they enable quicker understanding of decision makers.</p> <div class="wp-caption aligncenter"><a href="http://wireframes-usability.com/wp-content/uploads/2010/05/pidoco_hifi_homepage.png"><img class="size-full wp-image-1205" title="pidoco_hifi_homepage" src="http://wireframes-usability.com/wp-content/uploads/2010/05/pidoco_hifi_homepage.png" height="589" alt="An examle of a high-fidelity wireframe." width="728" /></a><p class="wp-caption-text">An examle of a high-fidelity wireframe.</p></div> <p><strong>What are the benefits of High Fidelity Wireframes?</strong></p> <p>On the positive side, high fidelity wireframes share many of the same advantages with low fidelity wireframes in general but have their own benefits in particular. High fidelity wireframes are usually used in addition to low fidelity wireframes, and after the latter have been used to resolve the most impactful and fundamental usability or interface design problems of an application. Being eye-catching and less costly to create than full-fledged applications, high fidelity wireframes can be used to impress clients who have to sign off on a concept quickly. Since they tend to require less programming knowledge than coded prototypes, high fidelity wireframe prototypes can be composed by users with limited programming knowledge. As they are closer in design to the final product, clients can quickly understand the final look and feel of an application without extensive verbal explanations. The high level of detail reduces the amount of abstraction required by non-technical stakeholders, which – depending on personal experience – may be important in some scenarios. In terms of your development team, high fidelity wireframes allow you to collectively bring an interface to life. This helps in keeping a project’s budget manageable which in turn further satisfies clients. Whether or not high fidelity wireframes are necessary or beneficial depends on the particular project at hand and your goal in using them. One should think about the costs and the benefits of creating detailed high fidelity wireframes beforehand. Sometimes, it turns out that it is faster to go from low fidelity wireframes to programmed code directly.</p> <p><strong>Which type of Wireframe should one use?</strong></p> <p>As can be seen from the short portrait above, each type of wireframe has its own advantages. It is often not an “either or“ decision which type of wireframe to use. Instead, both types are useful for different purposes and can be used consecutively in a project. It really depends on the goal or use case at hand and the budget of a project. Yet, if you have to choose one type, the low-fidelity wireframe tends to offer a better cost-benefit ratio as it is quick to create and sufficient to resolve the most urgent usability issues in user interface design which may be the most decisive factor affecting the success of your software. Or you could try “<a href="http://www.boxesandarrows.com/view/real_wireframes">real wireframes</a>” – low-fidelity wireframes augmented with some graphic design elements that help a user who is not familiar with the project understand the wireframe more quickly despite its abstractions.</p> <p>What fidelity do you prefer in your prototypes?</p> <p>More on when to use low vs. high fidelity:</p> <p><a href="http://www.uxmatters.com/mt/archives/2007/03/wireframing-with-patterns.php">http://www.uxmatters.com/mt/archives/2007/03/wireframing-with-patterns.php</a></p> <p><a href="http://www.boxesandarrows.com/view/what_an_ia_should_know_about_prototypes_for_user_testing">http://www.boxesandarrows.com/view/what_an_ia_should_know_about_prototypes_for_user_testing</a></p> <p>A nice slide show on wireframes:</p> <p><a href="http://www.slideshare.net/piksels/wireframes-and-interaction-design-documents-presentation">http://www.slideshare.net/piksels/wireframes-and-interaction-design-documents-presentation</a></p>Tue, 18 May 2010 18:46:55 GMThttp://tecumseh.de/post/56721638/Wireframe-fidelity-Why-does-it-matterurn:www-soup-io:1:56721638regularusability Synchronous, Remote, Real-Time, Internet-based Usability Tests … what for? – Part 2 - {"tags":["Usability"],"type":"regular","title":"\u003Ca href=\"http://wireframes-usability.com/2010/02/03/synchronous-remote-real-time-internet-based-usability-tests-what-for-part-2/\"\u003ESynchronous, Remote, Real-Time, Internet-based Usability Tests \u2026 what for? \u2013 Part 2 -\u003C/a\u003E","source":"http://wireframes-usability.com/2010/02/03/synchronous-remote-real-time-internet-based-usability-tests-what-for-part-2/","body":"\u003Ch2\u003ESo What About Synchronous Remote Usability Testing?\u003C/h2\u003E\n\u003Cp\u003E\u003Cstrong\u003EThe previous week, I posted\u00a0\u003Ca href=\"http://wireframes-usability.com/2010/01/21/synchronous-remote-real-time-internet-based-usability-tests-what-for-part-1/\"\u003Epart One of this\u003C/a\u003E article.\u003C/strong\u003E\u003C/p\u003E\n\u003Cp\u003EIn order to integrate the user into the design process at the earliest possible date, it is customary to develop a low-fi prototype which will allow initial evaluation of the overall design. We are however faced with a problem if we want to combine the qualitative feedback of synchronous usability testing with the advantages of non-biased remote testing. How can both approaches be combined?\u003C/p\u003E\n\u003Cp\u003EYet again, technology should hold the answer to this question:\u003C/p\u003E\n\u003Cp\u003E\u003Ca href=\"http://wireframes-usability.com/wp-content/uploads/2009/11/rut-en.png\"\u003E\u003Cimg title=\"rut-en\" src=\"http://wireframes-usability.com/wp-content/uploads/2009/11/rut-en.png\" height=\"253\" alt=\"rut-en\" width=\"568\" /\u003E\u003C/a\u003E\u003C/p\u003E\n\u003Cp\u003ERequirements for Synchronous Usability Testing:\u003C/p\u003E\n\u003Cul\u003E\n\u003Cli\u003Etest-user and moderator need to be connected via the Internet\u003C/li\u003E\n\u003Cli\u003Ea shared screen needs to be in place for both to view the prototype\u003C/li\u003E\n\u003Cli\u003Ea live audio connection should be in place for synchronous communication\u003C/li\u003E\n\u003Cli\u003Ethe data of the test-session needs to be recorded (audio, video recording of all mouse movements)\u003C/li\u003E\n\u003Cli\u003Erecorded data needs to be stored for instant retrieval\u003C/li\u003E\n\u003C/ul\u003E\n\u003Cp\u003EOptional requirements which may increase the quality of the session:\u003C/p\u003E\n\u003Cul\u003E\n\u003Cli\u003Einformation and tasks should be visible to the test-user\u003C/li\u003E\n\u003Cli\u003Emoderator\u2019s ability to integrate questionnaires which the user can fill in his own time\u003C/li\u003E\n\u003Cli\u003Ethe moderator can change parts of the prototype whilst conducting the test\u003C/li\u003E\n\u003Cli\u003Ecomments and annotations can be included on-the-fly\u003C/li\u003E\n\u003Cli\u003Etest-user and moderator can be connected via a live video-feed\u003C/li\u003E\n\u003C/ul\u003E\n\u003Chr /\u003E\n\u003Ch2\u003EUsability Test: Methodologies\u003C/h2\u003E\n\u003Cp\u003EThe overall test should allow the following methodologies:\u003C/p\u003E\n\u003Cul\u003E\n\u003Cli\u003E\u003Ca href=\"http://en.wikipedia.org/wiki/Think_aloud_protocol\"\u003EThinking Aloud\u003C/a\u003E (test-user must think aloud and express what he thinks or misses in the prototype)\u003C/li\u003E\n\u003Cli\u003E\u003Ca href=\"http://www.usabilityfirst.com/glossary/term_105.txl\"\u003EWizard of Oz Prototyping\u003C/a\u003E (the prototype can be changed on-the-fly for instant ratifications)\u003C/li\u003E\n\u003Cli\u003ETeam Observation: (the rest of the production team follows the usability test, make notes and come up with alternatives)\u003C/li\u003E\n\u003Cli\u003EFormal and Informal Tests\u003C/li\u003E\n\u003Cli\u003EClick-path Analysis\u003C/li\u003E\n\u003Cli\u003EUse of Questionnaires\u003C/li\u003E\n\u003C/ul\u003E\n\u003Ch2\u003E\u003Cspan\u003ENext week, part THREE of this article will follow.\u003C/span\u003E\u003C/h2\u003E"} <h2>So What About Synchronous Remote Usability Testing?</h2> <p><strong>The previous week, I posted <a href="http://wireframes-usability.com/2010/01/21/synchronous-remote-real-time-internet-based-usability-tests-what-for-part-1/">part One of this</a> article.</strong></p> <p>In order to integrate the user into the design process at the earliest possible date, it is customary to develop a low-fi prototype which will allow initial evaluation of the overall design. We are however faced with a problem if we want to combine the qualitative feedback of synchronous usability testing with the advantages of non-biased remote testing. How can both approaches be combined?</p> <p>Yet again, technology should hold the answer to this question:</p> <p><a href="http://wireframes-usability.com/wp-content/uploads/2009/11/rut-en.png"><img title="rut-en" src="http://wireframes-usability.com/wp-content/uploads/2009/11/rut-en.png" height="253" alt="rut-en" width="568" /></a></p> <p>Requirements for Synchronous Usability Testing:</p> <ul> <li>test-user and moderator need to be connected via the Internet</li> <li>a shared screen needs to be in place for both to view the prototype</li> <li>a live audio connection should be in place for synchronous communication</li> <li>the data of the test-session needs to be recorded (audio, video recording of all mouse movements)</li> <li>recorded data needs to be stored for instant retrieval</li> </ul> <p>Optional requirements which may increase the quality of the session:</p> <ul> <li>information and tasks should be visible to the test-user</li> <li>moderator’s ability to integrate questionnaires which the user can fill in his own time</li> <li>the moderator can change parts of the prototype whilst conducting the test</li> <li>comments and annotations can be included on-the-fly</li> <li>test-user and moderator can be connected via a live video-feed</li> </ul> <hr /> <h2>Usability Test: Methodologies</h2> <p>The overall test should allow the following methodologies:</p> <ul> <li><a href="http://en.wikipedia.org/wiki/Think_aloud_protocol">Thinking Aloud</a> (test-user must think aloud and express what he thinks or misses in the prototype)</li> <li><a href="http://www.usabilityfirst.com/glossary/term_105.txl">Wizard of Oz Prototyping</a> (the prototype can be changed on-the-fly for instant ratifications)</li> <li>Team Observation: (the rest of the production team follows the usability test, make notes and come up with alternatives)</li> <li>Formal and Informal Tests</li> <li>Click-path Analysis</li> <li>Use of Questionnaires</li> </ul> <h2><span>Next week, part THREE of this article will follow.</span></h2>Wed, 03 Feb 2010 13:34:59 GMThttp://tecumseh.de/post/44227676/Synchronous-Remote-Real-Time-Internet-based-Usabilityurn:www-soup-io:1:44227676regularusability Synchronous, Remote, Real-Time, Internet-based Usability Tests … what for? – Part 1 - {"tags":["Usability"],"type":"regular","title":"\u003Ca href=\"http://wireframes-usability.com/2010/01/21/synchronous-remote-real-time-internet-based-usability-tests-what-for-part-1/\"\u003ESynchronous, Remote, Real-Time, Internet-based Usability Tests \u2026 what for? \u2013 Part 1 -\u003C/a\u003E","source":"http://wireframes-usability.com/2010/01/21/synchronous-remote-real-time-internet-based-usability-tests-what-for-part-1/","body":"\u003Cp\u003E\u003Cstrong\u003EThe article will be posted in 3 parts -which should be released a week after another.\u003C/strong\u003E\u003C/p\u003E\n\u003Cp\u003EDeveloping a software application is a creative and complex process. It becomes specially challenging when trying to design an interface which suits the end-user. Designers, project managers and programmers all have different views on how to approach their common goal: a successful, stable and user-friendly design.\u003C/p\u003E\n\u003Cp\u003E\u003Ca href=\"http://wireframes-usability.com/wp-content/uploads/2009/11/gant.jpg\"\u003E\u003Cimg title=\"gant\" class=\"alignleft size-full wp-image-885\" src=\"http://wireframes-usability.com/wp-content/uploads/2009/11/gant.jpg\" height=\"197\" alt=\"gant\" width=\"298\" /\u003E\u003C/a\u003ENow let\u2019s be honest: how many of you have met their targets on time and within budget? How many of you have spent sleepless nights because of unforeseen problems which came up in the very last minute?\u003C/p\u003E\n\u003Cp\u003EI bet there are a few of you and one of them is me!\u003C/p\u003E\n\u003Cp\u003EMost problems come up at a stage where a lot of design and programming work has already been invested. These problems become apparent when the test-users start getting their fingers dirty and as soon as they uncover flaws with your work, a lot of heartache will follow. User-tests are necessary yet are often deployed when it is \u2018nearly too late\u2019. Don\u2019t get me wrong, I\u2019m a keen supporter of usability tests but I believe that the traditional ways of running such tests are outdated.\u003C/p\u003E\n\u003Cp\u003EThe user should be included in the production process as soon as possible. The sooner this happens, the less time and money you will spend on conducting usability tests since you will be able to spot the flaws at an early stage. Makes sense, right?\u003C/p\u003E\n\u003Cp\u003E\u003Cimg class=\"alignright\" src=\"https://pidoco.com/files/advantages.jpg\" height=\"260\" alt=\"\" width=\"477\" /\u003E\u003C/p\u003E\n\u003Cp\u003ESo why do we keep insisting on setting up expensive test labs and pay thousands of dollars for expensive equipment and spend time and money in finding the right test-users? I want to present you a different approach to user-testing, a way which may very well change your attitude towards the established forms and also a way which can save you from those troubles mentioned earlier.\u003C/p\u003E\n\u003Cp\u003EIn order to gain the feedback you need, it always helps to gather qualitative data of users which can test your product in the right environment. Having housewifes, students or seniors sitting in your office and trying out that new e-commerce website for your client isn\u2019t the way forward, or is it? Well, i think it is defenitely more safe and reliable to let them stay at home and do it from their own desk. Why ruin that new test-rig if you can get your test-users to work remotely?\u003C/p\u003E\n\u003Chr /\u003E\n\u003Ch2\u003E\u003Cstrong\u003ERemote Usability Testing\u003C/strong\u003E\u003C/h2\u003E\n\u003Cp\u003ERemote Usability Tests are conducted in the natural environment of the user (e.g. at home).\u003C/p\u003E\n\u003Cp\u003EThe fact that it is conducted remotely and not in a lab environment has a lot of benefits:\u003C/p\u003E\n\u003Cul\u003E\n\u003Cli\u003Etest-user can work in his natural and familiar surrounding\u003C/li\u003E\n\u003Cli\u003Elimits biased feedback since user is not \u2018under pressure\u2019\u003C/li\u003E\n\u003Cli\u003Esaves money for travel \u0026amp; set-up costs\u003C/li\u003E\n\u003Cli\u003Ecreates \u003Ca href=\"http://www.prnewswire.com/news-releases/sustainable-usability-testing-on-world-usability-day-is-good-for-the-pocket-and-the-world-69911992.html\"\u003Esustainable usability testing for a greener world\u003C/a\u003E\u003C/li\u003E\n\u003C/ul\u003E\n\u003Ch2\u003E\u003Cstrong\u003ESynchronous Usability Testing \u003C/strong\u003E\u003C/h2\u003E\n\u003Ch2\u003E\u003Cstrong\u003E\u003Cstrong\u003E\u003Ca href=\"http://wireframes-usability.com/wp-content/uploads/2009/11/shake.jpg\"\u003E\u003Cimg title=\"Laptop Handshake 2\" src=\"http://wireframes-usability.com/wp-content/uploads/2009/11/shake.jpg\" height=\"165\" alt=\"Laptop Handshake 2\" width=\"356\" /\u003E\u003C/a\u003E\u003C/strong\u003E\u003C/strong\u003E\u003C/h2\u003E\n\u003Cp\u003ESynchronous Usability Testing is a well established approach for running qualitative Usability Tests.\u003C/p\u003E\n\u003Cp\u003EAs the name suggests, synchronous testing is done on a one-to-one basis and in real time. The test-user will be running tasks set by the moderator which then can be closely monitored and recorded. The moderator\u2019s difficult task is to interpret and evaluate the test-user\u2019s problems with the product. This is not an easy task and it takes a lot of experience and well refined ability to use the feedback in the most effective way possible. This is why synchronous Usability testing is often done with low-fi prototypes \u2013 therefore early testing is possible.\u003C/p\u003E\n\u003Cp\u003EThe advantages of Synchronous Usability Testing are:\u003C/p\u003E\n\u003Cul\u003E\n\u003Cli\u003Eallows moderator to guide the user\u003C/li\u003E\n\u003Cli\u003Eproduces qualitative feedback\u003C/li\u003E\n\u003Cli\u003Equestions can be solved on the spot\u003C/li\u003E\n\u003Cli\u003EUX flaws can be spotted at an early stage\u003C/li\u003E\n\u003C/ul\u003E\n\u003Chr /\u003E\n\u003Ch2\u003E\u003Cspan\u003E\u003Cstrong\u003ENext week, part TWO of this article will follow.\u003C/strong\u003E\u003C/span\u003E\u003C/h2\u003E"} <p><strong>The article will be posted in 3 parts -which should be released a week after another.</strong></p> <p>Developing a software application is a creative and complex process. It becomes specially challenging when trying to design an interface which suits the end-user. Designers, project managers and programmers all have different views on how to approach their common goal: a successful, stable and user-friendly design.</p> <p><a href="http://wireframes-usability.com/wp-content/uploads/2009/11/gant.jpg"><img class="alignleft size-full wp-image-885" title="gant" src="http://wireframes-usability.com/wp-content/uploads/2009/11/gant.jpg" height="197" alt="gant" width="298" /></a>Now let’s be honest: how many of you have met their targets on time and within budget? How many of you have spent sleepless nights because of unforeseen problems which came up in the very last minute?</p> <p>I bet there are a few of you and one of them is me!</p> <p>Most problems come up at a stage where a lot of design and programming work has already been invested. These problems become apparent when the test-users start getting their fingers dirty and as soon as they uncover flaws with your work, a lot of heartache will follow. User-tests are necessary yet are often deployed when it is ‘nearly too late’. Don’t get me wrong, I’m a keen supporter of usability tests but I believe that the traditional ways of running such tests are outdated.</p> <p>The user should be included in the production process as soon as possible. The sooner this happens, the less time and money you will spend on conducting usability tests since you will be able to spot the flaws at an early stage. Makes sense, right?</p> <p><img class="alignright" src="https://pidoco.com/files/advantages.jpg" height="260" alt="" width="477" /></p> <p>So why do we keep insisting on setting up expensive test labs and pay thousands of dollars for expensive equipment and spend time and money in finding the right test-users? I want to present you a different approach to user-testing, a way which may very well change your attitude towards the established forms and also a way which can save you from those troubles mentioned earlier.</p> <p>In order to gain the feedback you need, it always helps to gather qualitative data of users which can test your product in the right environment. Having housewifes, students or seniors sitting in your office and trying out that new e-commerce website for your client isn’t the way forward, or is it? Well, i think it is defenitely more safe and reliable to let them stay at home and do it from their own desk. Why ruin that new test-rig if you can get your test-users to work remotely?</p> <hr /> <h2><strong>Remote Usability Testing</strong></h2> <p>Remote Usability Tests are conducted in the natural environment of the user (e.g. at home).</p> <p>The fact that it is conducted remotely and not in a lab environment has a lot of benefits:</p> <ul> <li>test-user can work in his natural and familiar surrounding</li> <li>limits biased feedback since user is not ‘under pressure’</li> <li>saves money for travel &amp; set-up costs</li> <li>creates <a href="http://www.prnewswire.com/news-releases/sustainable-usability-testing-on-world-usability-day-is-good-for-the-pocket-and-the-world-69911992.html">sustainable usability testing for a greener world</a></li> </ul> <h2><strong>Synchronous Usability Testing </strong></h2> <h2><strong><strong><a href="http://wireframes-usability.com/wp-content/uploads/2009/11/shake.jpg"><img title="Laptop Handshake 2" src="http://wireframes-usability.com/wp-content/uploads/2009/11/shake.jpg" height="165" alt="Laptop Handshake 2" width="356" /></a></strong></strong></h2> <p>Synchronous Usability Testing is a well established approach for running qualitative Usability Tests.</p> <p>As the name suggests, synchronous testing is done on a one-to-one basis and in real time. The test-user will be running tasks set by the moderator which then can be closely monitored and recorded. The moderator’s difficult task is to interpret and evaluate the test-user’s problems with the product. This is not an easy task and it takes a lot of experience and well refined ability to use the feedback in the most effective way possible. This is why synchronous Usability testing is often done with low-fi prototypes – therefore early testing is possible.</p> <p>The advantages of Synchronous Usability Testing are:</p> <ul> <li>allows moderator to guide the user</li> <li>produces qualitative feedback</li> <li>questions can be solved on the spot</li> <li>UX flaws can be spotted at an early stage</li> </ul> <hr /> <h2><span><strong>Next week, part TWO of this article will follow.</strong></span></h2>Thu, 21 Jan 2010 08:26:47 GMThttp://tecumseh.de/post/42585229/Synchronous-Remote-Real-Time-Internet-based-Usabilityurn:www-soup-io:1:42585229regularusability UXcamp Europe 2010 taking place in Berlin next May {"tags":["Events","Usability"],"type":"regular","title":"\u003Ca href=\"http://wireframes-usability.com/2010/01/15/uxcamp-europe-2010-taking-place-in-berlin-next-may/\"\u003EUXcamp Europe 2010 taking place in Berlin next May\u003C/a\u003E","source":"http://wireframes-usability.com/2010/01/15/uxcamp-europe-2010-taking-place-in-berlin-next-may/","body":"\u003Cp\u003E\u003Ca href=\"http://www.uxcampeurope.org\"\u003E\u003Cimg src=\"http://www.uxcampeurope.org/storage/images/farm/7/3/0/31f1c9ea845376140251483beabd1.jpg\" height=\"100\" alt=\"UX Camp Europe 2010\" width=\"200\" /\u003E\u003C/a\u003E\u003Cbr /\u003E\nThe first UXcamp was a huge success if you read some of the blog articles from last summer (read the \u003Ca href=\"http://www.centigrade.de/en/news/article/uxcamp-2009-in-berlin/\"\u003Ereview from centigrade\u003C/a\u003E or have a look at the \u003Ca href=\"http://www.uxcampeurope.org/networks/wiki/index.Feedback\"\u003EGerman blog feedback\u003C/a\u003E). That was encouragement enough to lift the UXcamp to the next level by opening the event to an international audience. This makes it \u003Ca href=\"http://uxcampeurope.org\"\u003E\u003Cstrong\u003EUXcamp Europe 2010\u003C/strong\u003E\u003C/a\u003E.\u003C/p\u003E\n\u003Cp\u003E\u003Cspan\u003E\u003Cbr /\u003E\nWe still follow the BarCamp principle to bring together the European community for User Experience, Information Architecture, Usability, Interaction Design, Visual Design, and everybody who feels himself dedicated to the user of products and services. In case you fit somehow to that description, please join the \u003Ca href=\"http://uxcampeurope.org\"\u003EUXcamp network\u003C/a\u003E and prepare yourself for a trip to Berlin on \u003Cstrong\u003E29th and 30th of May 2010\u003C/strong\u003E. The registration for the single days and the UXcamp party is planned to open next month. The concrete date will be published in our network once we decided which day.\u003C/span\u003E\u003C/p\u003E\n\u003Cp\u003ESince we want to welcome participants from hopefully every country of Europe, we introduced the concept of \u003Ca href=\"http://www.uxcampeurope.org/networks/wiki/index.Ambassadors2010\"\u003ECountry Ambassadors\u003C/a\u003E. If your country is not yet represented by an ambassador, please let us know. The only thing you have to do as an ambassador is to spread the word and connect your local community with our network. We are sure this will be an exciting event to be for everybody!\u003C/p\u003E\n\u003Cp\u003EUsually, a BarCamp is free to the participants to provide everybody with the possibility to join the event and participate by giving a session, discussing with the others, or simply by giving a hand whenever necessary. However, this requires us to cover the expenses with sponsorships. If your company is active in the User Experience field, or if you think your company should get active, please don\u2019t hesitate to get in touch with us. We are thankful for every support we can get!\u003C/p\u003E\n\u003Cp\u003EIf you \u00a0are still in doubt whether you should travel to Germany next May, there is also the \u003Ca href=\"http://www.usabilityprofessionals.org/conference/2010/index.new.html\"\u003EInternational UPA Conference\u003C/a\u003E, taking place in Munich from 26.-28. of May, which is right before the UXcamp Europe. Oh, and two weeks before there will be the (German) \u003Ca href=\"http://www.iakonferenz.org\"\u003EIAKonferenz\u003C/a\u003E in Cologne. And if you\u2019d like to extend your stay in Berlin, right after the UXcamp Europe there will be the \u003Ca href=\"http://webinale.de/\"\u003EWebinale\u003C/a\u003E, another gathering for all the Web geeks. So, plenty of events to go to next May.\u003C/p\u003E"} <p><a href="http://www.uxcampeurope.org"><img src="http://www.uxcampeurope.org/storage/images/farm/7/3/0/31f1c9ea845376140251483beabd1.jpg" height="100" alt="UX Camp Europe 2010" width="200" /></a><br /> The first UXcamp was a huge success if you read some of the blog articles from last summer (read the <a href="http://www.centigrade.de/en/news/article/uxcamp-2009-in-berlin/">review from centigrade</a> or have a look at the <a href="http://www.uxcampeurope.org/networks/wiki/index.Feedback">German blog feedback</a>). That was encouragement enough to lift the UXcamp to the next level by opening the event to an international audience. This makes it <a href="http://uxcampeurope.org"><strong>UXcamp Europe 2010</strong></a>.</p> <p><span><br /> We still follow the BarCamp principle to bring together the European community for User Experience, Information Architecture, Usability, Interaction Design, Visual Design, and everybody who feels himself dedicated to the user of products and services. In case you fit somehow to that description, please join the <a href="http://uxcampeurope.org">UXcamp network</a> and prepare yourself for a trip to Berlin on <strong>29th and 30th of May 2010</strong>. The registration for the single days and the UXcamp party is planned to open next month. The concrete date will be published in our network once we decided which day.</span></p> <p>Since we want to welcome participants from hopefully every country of Europe, we introduced the concept of <a href="http://www.uxcampeurope.org/networks/wiki/index.Ambassadors2010">Country Ambassadors</a>. If your country is not yet represented by an ambassador, please let us know. The only thing you have to do as an ambassador is to spread the word and connect your local community with our network. We are sure this will be an exciting event to be for everybody!</p> <p>Usually, a BarCamp is free to the participants to provide everybody with the possibility to join the event and participate by giving a session, discussing with the others, or simply by giving a hand whenever necessary. However, this requires us to cover the expenses with sponsorships. If your company is active in the User Experience field, or if you think your company should get active, please don’t hesitate to get in touch with us. We are thankful for every support we can get!</p> <p>If you  are still in doubt whether you should travel to Germany next May, there is also the <a href="http://www.usabilityprofessionals.org/conference/2010/index.new.html">International UPA Conference</a>, taking place in Munich from 26.-28. of May, which is right before the UXcamp Europe. Oh, and two weeks before there will be the (German) <a href="http://www.iakonferenz.org">IAKonferenz</a> in Cologne. And if you’d like to extend your stay in Berlin, right after the UXcamp Europe there will be the <a href="http://webinale.de/">Webinale</a>, another gathering for all the Web geeks. So, plenty of events to go to next May.</p>Fri, 15 Jan 2010 08:01:43 GMThttp://tecumseh.de/post/41719555/UXcamp-Europe-2010-taking-place-in-Berlinurn:www-soup-io:1:41719555regulareventsusability The Beauty of Web-Based Paper Prototyping -Part 3- {"tags":["Usability"],"type":"regular","title":"\u003Ca href=\"http://wireframes-usability.com/2010/01/08/the-beauty-of-web-based-paper-prototyping-part-3/\"\u003EThe Beauty of Web-Based Paper Prototyping -Part 3-\u003C/a\u003E","source":"http://wireframes-usability.com/2010/01/08/the-beauty-of-web-based-paper-prototyping-part-3/","body":"\u003Cp\u003E\u003Cspan\u003E\u003Cstrong\u003E\u003Cspan\u003EThe previous week, \u003Ca href=\"http://wireframes-usability.com/2009/12/14/the-beauty-of-web-based-paper-prototyping-part-2/\"\u003Epart TWO of this post\u003C/a\u003E was on the benefits which digital, web-based prototyping will make exportation and presentation easier. This FINAL part will show you how iterations can be made easy and that using digital solutions will in fact help against the fight of global warming.\u003C/span\u003E\u003C/strong\u003E\u003Cbr /\u003E\n\u003C/span\u003E\u003C/p\u003E\n\u003Ch2\u003EQuick Iteration: \u003Ca href=\"http://wireframes-usability.com/wp-content/uploads/2009/11/share.jpg\"\u003E\u003Cimg title=\"share\" class=\"size-full wp-image-889 alignleft\" src=\"http://wireframes-usability.com/wp-content/uploads/2009/11/share.jpg\" height=\"211\" alt=\"share\" width=\"205\" /\u003E\u003C/a\u003E\u003C/h2\u003E\n\u003Cp\u003EOne of the main benefits of using the digital solution is the possibility to make us of quicker, easier and cost-effective iterations. But this will only happen if the prototype can be adjusted to new requirements in an instant. Digital paper prototypes can be re-used and won\u2019t have to be created all over again once a new iteration starts. You simply have to adjust specific elements once and then apply those changes to the rest of the prototype, that\u2019s it.\u003C/p\u003E\n\u003Chr /\u003E\n\u003Ch2\u003ESustainability: \u003Ca href=\"http://wireframes-usability.com/wp-content/uploads/2009/11/green.jpg\"\u003E\u003Cimg title=\"green\" class=\"alignright size-full wp-image-886\" src=\"http://wireframes-usability.com/wp-content/uploads/2009/11/green.jpg\" height=\"223\" alt=\"green\" width=\"264\" /\u003E\u003C/a\u003E\u003C/h2\u003E\n\u003Cp\u003EThe average usability testing project leaves a footprint of approximately 250 kilograms, or 0.25 a tonne of CO2. That may not seem much but that is close to amount of CO2 emission as a 3 hour flight. Usability testing is universally seen as the best way to improve a system\u2019s ease and satisfaction of use. If one usability test itself emits the equivalent of a 3 hour flight, there clearly are considerable gains to be made! In an ordinary usability test, someone travels from his/her location to a laboratory or office where they interact with a test facilitator. Normally this takes about an hour and the process is repeated with 7 to 10 people.\u003C/p\u003E\n\u003Cp\u003EThe carbon emission for a usability testing project is based on an average of 10 participants, with each participant traveling 20 kilometers return to get to the test and spending 1 hour with the test facilitator.\u003Cbr /\u003E\nMore on: \u003Ca href=\"http://www.prnewswire.com/news-releases/sustainable-usability-testing-on-world-usability-day-is-good-for-the-pocket-and-the-world-69911992.html\"\u003Ehttp://www.prnewswire.com\u003C/a\u003E\u003C/p\u003E\n\u003Chr /\u003E\n\u003Ch2\u003EConclusion:\u003C/h2\u003E\n\u003Cp\u003EBy making use of the newest technologies it is now possible to make the shift from paper-based prototyping to digital or web-based prototyping. User-centered design, sharing of ideas, iterative work-flow, collection of feedback and collaborative work are all aspects which speak in favor of implementing such process. Developers, designers, clients and test-users alike can benefit from working on digital prototypes which engage them from the very first idea. Unnecessary iterations which often confuse and hinder continuous work-flow can be a thing of the past since everyone will be up-to-date. Test-users can work in their natural surrounding whilst the design team can make changes on-the-fly.\u003C/p\u003E\n\u003Cp\u003EOverall, web-based prototyping can only be beneficial for all parties involved. Also, since using excessive sheets of paper can be a thing of the past, it will be a make our planet a little greener.\u003C/p\u003E"} <p><span><strong><span>The previous week, <a href="http://wireframes-usability.com/2009/12/14/the-beauty-of-web-based-paper-prototyping-part-2/">part TWO of this post</a> was on the benefits which digital, web-based prototyping will make exportation and presentation easier. This FINAL part will show you how iterations can be made easy and that using digital solutions will in fact help against the fight of global warming.</span></strong><br /> </span></p> <h2>Quick Iteration: <a href="http://wireframes-usability.com/wp-content/uploads/2009/11/share.jpg"><img class="size-full wp-image-889 alignleft" title="share" src="http://wireframes-usability.com/wp-content/uploads/2009/11/share.jpg" height="211" alt="share" width="205" /></a></h2> <p>One of the main benefits of using the digital solution is the possibility to make us of quicker, easier and cost-effective iterations. But this will only happen if the prototype can be adjusted to new requirements in an instant. Digital paper prototypes can be re-used and won’t have to be created all over again once a new iteration starts. You simply have to adjust specific elements once and then apply those changes to the rest of the prototype, that’s it.</p> <hr /> <h2>Sustainability: <a href="http://wireframes-usability.com/wp-content/uploads/2009/11/green.jpg"><img class="alignright size-full wp-image-886" title="green" src="http://wireframes-usability.com/wp-content/uploads/2009/11/green.jpg" height="223" alt="green" width="264" /></a></h2> <p>The average usability testing project leaves a footprint of approximately 250 kilograms, or 0.25 a tonne of CO2. That may not seem much but that is close to amount of CO2 emission as a 3 hour flight. Usability testing is universally seen as the best way to improve a system’s ease and satisfaction of use. If one usability test itself emits the equivalent of a 3 hour flight, there clearly are considerable gains to be made! In an ordinary usability test, someone travels from his/her location to a laboratory or office where they interact with a test facilitator. Normally this takes about an hour and the process is repeated with 7 to 10 people.</p> <p>The carbon emission for a usability testing project is based on an average of 10 participants, with each participant traveling 20 kilometers return to get to the test and spending 1 hour with the test facilitator.<br /> More on: <a href="http://www.prnewswire.com/news-releases/sustainable-usability-testing-on-world-usability-day-is-good-for-the-pocket-and-the-world-69911992.html">http://www.prnewswire.com</a></p> <hr /> <h2>Conclusion:</h2> <p>By making use of the newest technologies it is now possible to make the shift from paper-based prototyping to digital or web-based prototyping. User-centered design, sharing of ideas, iterative work-flow, collection of feedback and collaborative work are all aspects which speak in favor of implementing such process. Developers, designers, clients and test-users alike can benefit from working on digital prototypes which engage them from the very first idea. Unnecessary iterations which often confuse and hinder continuous work-flow can be a thing of the past since everyone will be up-to-date. Test-users can work in their natural surrounding whilst the design team can make changes on-the-fly.</p> <p>Overall, web-based prototyping can only be beneficial for all parties involved. Also, since using excessive sheets of paper can be a thing of the past, it will be a make our planet a little greener.</p>Fri, 08 Jan 2010 08:09:30 GMThttp://tecumseh.de/post/40852954/The-Beauty-of-Web-Based-Paper-Prototypingurn:www-soup-io:1:40852954regularusability The Beauty of Web-Based Paper Prototyping -Part 2- {"tags":["Usability"],"type":"regular","title":"\u003Ca href=\"http://wireframes-usability.com/2009/12/14/the-beauty-of-web-based-paper-prototyping-part-2/\"\u003EThe Beauty of Web-Based Paper Prototyping -Part 2-\u003C/a\u003E","source":"http://wireframes-usability.com/2009/12/14/the-beauty-of-web-based-paper-prototyping-part-2/","body":"\u003Cp\u003E\u003Cstrong\u003E\u003Cspan\u003EThe previous week,\u003Ca href=\"http://wireframes-usability.com/2009/11/23/the-beauty-of-web-based-paper-prototyping-part-1/\"\u003E part One of this post\u003C/a\u003E was dealing with some of the core ideas of why classic paper prototyping is no longer sufficient. This week, I will talk about why versioning of prototypes and the ability to acces, export and present the results are a necessity. \u003C/span\u003E\u003C/strong\u003E\u003C/p\u003E\n\u003Chr /\u003E\n\u003Ch2\u003EThe Need for Digital Prototyping:\u003C/h2\u003E\n\u003Cp\u003E\u003Ca href=\"http://wireframes-usability.com/wp-content/uploads/2009/11/table.jpg\"\u003E\u003Cimg title=\"Conference Table\" class=\"size-full wp-image-891 alignleft\" src=\"http://wireframes-usability.com/wp-content/uploads/2009/11/table.jpg\" height=\"180\" alt=\"Conference Table\" width=\"240\" /\u003E\u003C/a\u003EThat big round table to which everyone gathers around can never be big enough! The bigger the table becomes, the more sketches and papers are on the whiteboard, the bigger the chance of losing out on some detail. A reasonable alternative would be making use of \u003Ca href=\"http://en.wikipedia.org/wiki/Digital_prototyping\"\u003Edigital prototyping\u003C/a\u003E and to have that table digitized (including the papers, sketches and the words being said). Why keep working with the whiteboard, stacks of paper which have to be carried around the office? Digitizing the work and all what comes with it would make the chaotic meetings a thing of the past. Using a digital solution is a\u00a0 way which allows collaborative work-flow to be fully recorded, ammended, shared and viewed at at given time.\u003C/p\u003E\n\u003Chr /\u003E\n\u003Ch2\u003ETeam Work Challenge:\u003C/h2\u003E\n\u003Cp\u003E\u003Ca href=\"http://wireframes-usability.com/wp-content/uploads/2009/11/collaborate.jpg\"\u003E\u003Cimg title=\"collaborate\" class=\"alignright\" src=\"http://wireframes-usability.com/wp-content/uploads/2009/11/collaborate.jpg\" height=\"313\" alt=\"collaborate\" width=\"209\" /\u003E\u003C/a\u003E\u003C/p\u003E\n\u003Cp\u003EOne of the requirements for successful team work is to administrate various versions of the same prototype. Versioning of prototypes has two meanings within this context:\u003C/p\u003E\n\u003Cp\u003E\u003Cem\u003E\u003Cbr /\u003E\n(1) the different stages in development process which can be accessed at any time\u003Cbr /\u003E\n(2) different versions of the same prototype\u003C/em\u003E\u003C/p\u003E\n\u003Cp\u003EOnce several people work on the same prototype the need for digital versioning quickly becomes apparent. While one is already working on the CSS, the other is still in the process of developing the menu bar; now can you see what may go wrong? Using a tool which gathers all the different process and work-flows of the various co-designers will help to unite the project into one single application and help the collaborative flow. Real-time collaboration will ensure that misunderstandings and miss-communication are reduced to a minimum. A team which works from different locations and on different elements within the same project are in dear need of such a tool!\u003C/p\u003E\n\u003Chr /\u003E\n\u003Ch2\u003EPresenting the Results:\u003C/h2\u003E\n\u003Cp\u003EOnce a prototype is finished, the real work starts. The prototype will be used for extensive usability tests, will be used for presentations and is part of the developers specification. All the various players need access to the prototype which again needs to be in various formats. Since it is pivotal to have a prototype ready for presentation, viewing and export, it should be digitized and ready-accessible on the Web. Well, not accessible to all, just to the one\u2019s involved in the process of course!\u003C/p\u003E\n\u003Cp\u003EUsability tests need to be run and an interactive and/or clickable prototype must be easily accessible to the test users. Furthermore, if qualitative feedback is what is needed, a moderator also would need to access the prototype without a problem. In addition, the developers and the rest of the design team must be able to quickly \u2018click through\u2019 and be able to make some minor changes if needed. This is why a prototype needs to be open to all the people involved, needs to be updated in real-time and be exportable to any format and at any time!\u003C/p\u003E\n\u003Chr /\u003E\u003Cstrong\u003E\u003Cspan\u003EPart THREE will talk about the benefits of digital iteration cycles and talk about the positive impact digital prototyping can have on our environment. Hope to see you there!\u003C/span\u003E\u003C/strong\u003E"} <p><strong><span>The previous week,<a href="http://wireframes-usability.com/2009/11/23/the-beauty-of-web-based-paper-prototyping-part-1/"> part One of this post</a> was dealing with some of the core ideas of why classic paper prototyping is no longer sufficient. This week, I will talk about why versioning of prototypes and the ability to acces, export and present the results are a necessity. </span></strong></p> <hr /> <h2>The Need for Digital Prototyping:</h2> <p><a href="http://wireframes-usability.com/wp-content/uploads/2009/11/table.jpg"><img class="size-full wp-image-891 alignleft" title="Conference Table" src="http://wireframes-usability.com/wp-content/uploads/2009/11/table.jpg" height="180" alt="Conference Table" width="240" /></a>That big round table to which everyone gathers around can never be big enough! The bigger the table becomes, the more sketches and papers are on the whiteboard, the bigger the chance of losing out on some detail. A reasonable alternative would be making use of <a href="http://en.wikipedia.org/wiki/Digital_prototyping">digital prototyping</a> and to have that table digitized (including the papers, sketches and the words being said). Why keep working with the whiteboard, stacks of paper which have to be carried around the office? Digitizing the work and all what comes with it would make the chaotic meetings a thing of the past. Using a digital solution is a  way which allows collaborative work-flow to be fully recorded, ammended, shared and viewed at at given time.</p> <hr /> <h2>Team Work Challenge:</h2> <p><a href="http://wireframes-usability.com/wp-content/uploads/2009/11/collaborate.jpg"><img class="alignright" title="collaborate" src="http://wireframes-usability.com/wp-content/uploads/2009/11/collaborate.jpg" height="313" alt="collaborate" width="209" /></a></p> <p>One of the requirements for successful team work is to administrate various versions of the same prototype. Versioning of prototypes has two meanings within this context:</p> <p><em><br /> (1) the different stages in development process which can be accessed at any time<br /> (2) different versions of the same prototype</em></p> <p>Once several people work on the same prototype the need for digital versioning quickly becomes apparent. While one is already working on the CSS, the other is still in the process of developing the menu bar; now can you see what may go wrong? Using a tool which gathers all the different process and work-flows of the various co-designers will help to unite the project into one single application and help the collaborative flow. Real-time collaboration will ensure that misunderstandings and miss-communication are reduced to a minimum. A team which works from different locations and on different elements within the same project are in dear need of such a tool!</p> <hr /> <h2>Presenting the Results:</h2> <p>Once a prototype is finished, the real work starts. The prototype will be used for extensive usability tests, will be used for presentations and is part of the developers specification. All the various players need access to the prototype which again needs to be in various formats. Since it is pivotal to have a prototype ready for presentation, viewing and export, it should be digitized and ready-accessible on the Web. Well, not accessible to all, just to the one’s involved in the process of course!</p> <p>Usability tests need to be run and an interactive and/or clickable prototype must be easily accessible to the test users. Furthermore, if qualitative feedback is what is needed, a moderator also would need to access the prototype without a problem. In addition, the developers and the rest of the design team must be able to quickly ‘click through’ and be able to make some minor changes if needed. This is why a prototype needs to be open to all the people involved, needs to be updated in real-time and be exportable to any format and at any time!</p> <hr /><strong><span>Part THREE will talk about the benefits of digital iteration cycles and talk about the positive impact digital prototyping can have on our environment. Hope to see you there!</span></strong>Mon, 14 Dec 2009 16:27:27 GMThttp://tecumseh.de/post/37970048/The-Beauty-of-Web-Based-Paper-Prototypingurn:www-soup-io:1:37970048regularusability Getting to the customer – why everything you think about User Centred Design is wrong {"tags":["Usability"],"type":"regular","title":"\u003Ca href=\"http://wireframes-usability.com/2009/11/27/getting-to-the-customer-%e2%80%93-why-everything-you-think-about-user-centred-design-is-wrong/\"\u003EGetting to the customer \u2013 why everything you think about User Centred Design is wrong\u003C/a\u003E","source":"http://wireframes-usability.com/2009/11/27/getting-to-the-customer-%e2%80%93-why-everything-you-think-about-user-centred-design-is-wrong/","body":"\u003Cp\u003EGreat post on UCD and the common belief systems. \u003Ca href=\"http://000fff.org/getting-to-the-customer-why-everything-you-think-about-user-centred-design-is-wrong/\"\u003EBy Thomas Petersen \u003C/a\u003E\u003C/p\u003E\n\u003Cblockquote\u003E\u003Cp\u003E\u003Cem\u003E\u201cIn broad terms, user-centered design (UCD) is a design philosophy and a process in which the needs, wants, and limitations of end users of an interface or document are given extensive attention at each stage of the design process. User-centered design can be characterized as a multi-stage problem solving process that not only requires designers to analyze and foresee how users are likely to use an interface, but also to test the validity of their assumptions with regards to user behaviour in real world tests with actual users. Such testing is necessary as it is often very difficult for the designers of an interface to understand intuitively what a first-time user of their design experiences, and what each user\u2019s learning curve may look like.\u003C/em\u003E\u003C/p\u003E\n\u003Cp\u003E\u003Cem\u003E \u003C/em\u003E\u003C/p\u003E\n\u003Cp\u003E\u003Cem\u003EThe chief difference from other interface design philosophies is that user-centered design tries to optimize the user interface around how people can, want, or need to work, rather than forcing the users to change how they work to accommodate the software developers approach.\u003C/em\u003E\u003C/p\u003E\u003C/blockquote\u003E\n\u003Cp\u003E\u003Cem\u003E\u003Cbr /\u003E\n\u003C/em\u003E\u003C/p\u003E\n\u003Cp\u003E\u003Cimg title=\"Testing the hammer\" class=\"size-full wp-image-276 aligncenter\" src=\"http://000fff.org/wp-content/uploads/2009/11/hammer_012.png\" height=\"360\" alt=\"Testing the hammer\" width=\"378\" /\u003E\u003C/p\u003E\n\u003Cblockquote\u003E\n\u003Cp\u003E\n\u003C/p\u003E\u003Cp\u003ESo as you can see a typical UCD process to define it in terms of the hammer test, is based on testing the drawing, the cutout and the Styrofoam hammer.\u003C/p\u003E\n\u003Cp\u003E\u003Cstrong\u003ENot the actual hammer.So why is that? How comes something that seems to be an obvious problematic implementation of the goal of UCD, have become the norm?\u003C/strong\u003E\u003C/p\u003E\n\u003Cp\u003E\u003C/p\u003E\u003C/blockquote\u003E\n\u003Cp\u003E\n\u003C/p\u003E\u003Cp\u003E\u003Cem\u003E\u003Cimg title=\"Default UCD Process\" class=\"size-full wp-image-264 aligncenter\" src=\"http://000fff.org/wp-content/uploads/2009/11/UCD_01.png\" height=\"300\" alt=\"Default UCD Process\" width=\"378\" /\u003E\u003C/em\u003E\u003C/p\u003E\n\u003Cp\u003E\n\u003C/p\u003E\u003Cp\u003E\n\u003C/p\u003E\u003Cblockquote\u003E\n\u003Cp\u003E\u003Cstrong\u003EThis way, users have become customers and you can suddenly start to test where it matters with valuable feedback.\u003C/strong\u003E\u003C/p\u003E\n\u003C/blockquote\u003E\n\u003Cp\u003E\u003Cem\u003E \u003C/em\u003E\u003Cimg title=\"Revised UCD process\" class=\"size-full wp-image-267 aligncenter\" src=\"http://000fff.org/wp-content/uploads/2009/11/UCD_02.png\" height=\"180\" alt=\"Revised UCD process\" width=\"378\" /\u003E\u003C/p\u003E\n\u003Cp\u003E\n\u003C/p\u003E\u003Cblockquote\u003E\u003Cp\u003EThis will no doubt mean that many have to re-educate themselves and rethink how they approach design whether it be UX, IA, UI or GUI. It is none the less as stated, necessary to stay relevant for the future. A pivotal part of this will also be to re-educate clients and help them understand that they will need to look at at product design a little different.\u003C/p\u003E\n\u003Cp\u003EDesign is a decision, not a democracy. If you are serious about using design strategically then \u003Cem\u003Ecourage\u003C/em\u003E is the strategic advantage you should be looking for. And with the ability to quickly change wrong assumptions it\u2019s not really dangerous, just common sense.\u003C/p\u003E\u003C/blockquote\u003E\u003Cp\u003E\u003C/p\u003E\u003Cp\u003E\u003C/p\u003E\u003Cp\u003E\u003C/p\u003E\u003Cp\u003E\u003C/p\u003E"} <p>Great post on UCD and the common belief systems. <a href="http://000fff.org/getting-to-the-customer-why-everything-you-think-about-user-centred-design-is-wrong/">By Thomas Petersen </a></p> <blockquote><p><em>“In broad terms, user-centered design (UCD) is a design philosophy and a process in which the needs, wants, and limitations of end users of an interface or document are given extensive attention at each stage of the design process. User-centered design can be characterized as a multi-stage problem solving process that not only requires designers to analyze and foresee how users are likely to use an interface, but also to test the validity of their assumptions with regards to user behaviour in real world tests with actual users. Such testing is necessary as it is often very difficult for the designers of an interface to understand intuitively what a first-time user of their design experiences, and what each user’s learning curve may look like.</em></p> <p><em> </em></p> <p><em>The chief difference from other interface design philosophies is that user-centered design tries to optimize the user interface around how people can, want, or need to work, rather than forcing the users to change how they work to accommodate the software developers approach.</em></p></blockquote> <p><em><br /> </em></p> <p><img class="size-full wp-image-276 aligncenter" title="Testing the hammer" src="http://000fff.org/wp-content/uploads/2009/11/hammer_012.png" height="360" alt="Testing the hammer" width="378" /></p> <blockquote> <p> </p><p>So as you can see a typical UCD process to define it in terms of the hammer test, is based on testing the drawing, the cutout and the Styrofoam hammer.</p> <p><strong>Not the actual hammer.So why is that? How comes something that seems to be an obvious problematic implementation of the goal of UCD, have become the norm?</strong></p> <p></p></blockquote> <p> </p><p><em><img class="size-full wp-image-264 aligncenter" title="Default UCD Process" src="http://000fff.org/wp-content/uploads/2009/11/UCD_01.png" height="300" alt="Default UCD Process" width="378" /></em></p> <p> </p><p> </p><blockquote> <p><strong>This way, users have become customers and you can suddenly start to test where it matters with valuable feedback.</strong></p> </blockquote> <p><em> </em><img class="size-full wp-image-267 aligncenter" title="Revised UCD process" src="http://000fff.org/wp-content/uploads/2009/11/UCD_02.png" height="180" alt="Revised UCD process" width="378" /></p> <p> </p><blockquote><p>This will no doubt mean that many have to re-educate themselves and rethink how they approach design whether it be UX, IA, UI or GUI. It is none the less as stated, necessary to stay relevant for the future. A pivotal part of this will also be to re-educate clients and help them understand that they will need to look at at product design a little different.</p> <p>Design is a decision, not a democracy. If you are serious about using design strategically then <em>courage</em> is the strategic advantage you should be looking for. And with the ability to quickly change wrong assumptions it’s not really dangerous, just common sense.</p></blockquote><p></p><p></p><p></p><p></p>Fri, 27 Nov 2009 16:34:29 GMThttp://tecumseh.de/post/36028504/Getting-to-the-customer-why-everything-youurn:www-soup-io:1:36028504regularusability Agile User Experience Projects for the small agency {"tags":["Usability"],"type":"regular","title":"\u003Ca href=\"http://wireframes-usability.com/2009/11/24/agile-user-experience-projects-for-the-small-agency/\"\u003EAgile User Experience Projects for the small agency\u003C/a\u003E","source":"http://wireframes-usability.com/2009/11/24/agile-user-experience-projects-for-the-small-agency/","body":"\u003Cp\u003E\u003Ca href=\"http://www.useit.com/alertbox/agile-user-experience.html\"\u003EJakob Nielsen\u2019s article on Agile User Experience Projects\u003C/a\u003E suggests that good implementation of usability in agile projects can be vanguarded by:\u003C/p\u003E\n\u003Cblockquote\u003E\u003Cp\u003E\u003Cem\u003E\u201cSeparate design and development, and have the user interface team progress one step ahead of the implementation team. That way, when it comes time to build something, it\u2019s already been designed and tested. (And yes, you can do both in a week or two by using paper prototypes and discount user testing.)\u201d\u003C/em\u003E\u003C/p\u003E\u003C/blockquote\u003E\n\u003Cp\u003EOut of our own experience,\u00a0 small software and design companies do not have the necessary funds to run a dedicated UX-team and by using the above mentioned approach, good design and usability can be achieved.\u003C/p\u003E"} <p><a href="http://www.useit.com/alertbox/agile-user-experience.html">Jakob Nielsen’s article on Agile User Experience Projects</a> suggests that good implementation of usability in agile projects can be vanguarded by:</p> <blockquote><p><em>“Separate design and development, and have the user interface team progress one step ahead of the implementation team. That way, when it comes time to build something, it’s already been designed and tested. (And yes, you can do both in a week or two by using paper prototypes and discount user testing.)”</em></p></blockquote> <p>Out of our own experience,  small software and design companies do not have the necessary funds to run a dedicated UX-team and by using the above mentioned approach, good design and usability can be achieved.</p>Tue, 24 Nov 2009 09:27:42 GMThttp://tecumseh.de/post/35510906/Agile-User-Experience-Projects-for-the-smallurn:www-soup-io:1:35510906regularusability The Beauty of Web-Based Paper Prototyping -Part 1- {"tags":["Usability"],"type":"regular","title":"\u003Ca href=\"http://wireframes-usability.com/2009/11/23/the-beauty-of-web-based-paper-prototyping-part-1/\"\u003EThe Beauty of Web-Based Paper Prototyping -Part 1-\u003C/a\u003E","source":"http://wireframes-usability.com/2009/11/23/the-beauty-of-web-based-paper-prototyping-part-1/","body":"\u003Cp\u003E\u003Cstrong\u003E\u003Cspan\u003EThis article which will deal with the various benefits which digital web-based prototyping can bring to your production cycle. The main idea of this article is to promote the digital implementation from the very start of the production work. Many\u00a0 design agencies still work with pen and paper, a method which has been used for a long time but which in today\u2019s world should be seen a thing from the past. It is time to explore the possibilities which technology can offer us! \u003C/span\u003E\u003C/strong\u003E\u003C/p\u003E\n\u003Cp\u003E\u003Cstrong\u003E\u003Cspan\u003EThe article will be posted in 3 parts -which should be released a week after another. Part ONE will offer a little review on classic prototyping and talk a little about the general structures within the team. The following articles will go more in-depth and talk a little about the ambitions, requirements and solutions for making the product development a little easier and more fun. I hope that you will enjoy this article and hopefully be able to take something useful out of it. Thanks!\u003C/span\u003E\u003C/strong\u003E\u003C/p\u003E\n\u003Chr /\u003E\n\u003Ch2\u003EIntroduction:\u003C/h2\u003E\n\u003Cp\u003EUser-centered software development is a dynamic and creative process. In the prototyping phase and in the evaluation, one can see it\u2019s benefits and new challenges arise for the production team. The conceivability of the clients must be fully understood, ideas of the heterogeneous design team as well as the gathered feedback of the target audience must be included into the design. A challenging task indeed!\u003C/p\u003E\n\u003Cp\u003EDue to global requirements of today\u2019s digitally connected world, \u2018\u003Cem\u003E\u003Ca href=\"http://en.wikipedia.org/wiki/Paper_prototyping\"\u003Eclassic paper prototyping\u003C/a\u003E\u003C/em\u003E\u2018 often is no longer sufficient. A bunch of draft papers are easily misunderstood, mixed up or lost in the super information highway and the need for an all-encompassing, digital and rapid solution is becoming more of a demand.\u003C/p\u003E\n\u003Cp\u003ETherefore, web-based rapid paper prototyping has been growing into a well known topic for designers, developers and clients. But what is it what makes digital sketching so appealing to the usability community? Are design agencies simply too lazy to do the manual work with pen and paper or do they simply want to be more Eco-friendly and want to stop the deforestation of the amazon by refusing to use paper-based prototypes? This article will touch some of the core points and issues within the field and will list the justifications of this development.\u003C/p\u003E\n\u003Chr /\u003E\n\u003Ch2\u003EPaper Prototyping:\u003Ca href=\"http://wireframes-usability.com/wp-content/uploads/2009/11/scribble1.jpg\"\u003E\u003Cimg title=\"scribble\" class=\"alignright size-full wp-image-935\" src=\"http://wireframes-usability.com/wp-content/uploads/2009/11/scribble1.jpg\" alt=\"scribble\" /\u003E\u003C/a\u003E\u003C/h2\u003E\n\u003Cp\u003EThe easy way to create \u003Cem\u003E\u003Ca href=\"http://www.boxesandarrows.com/view/what_an_ia_should_know_about_prototypes_for_user_testing\"\u003Elow-fi prototypes\u003C/a\u003E\u003C/em\u003E, to gather the design team around the big table or the whiteboard and a chance for everyone to jot down their ideas on the project. This technique supports the main ideas of rapid paper prototyping. Everyone can make changes and also view the changes already made by others. Everyone knows what is going on.\u003C/p\u003E\n\u003Cp\u003EHowever, there are a few problems with this method. Increasing the complexity of a prototype whilst keeping a full overview on the project as a whole can become a bit of a challenge. Once a change has been made, it it difficult to be undone. Of course you can simply delete or throw away an error prone design but it is not as easy as a simple \u2018CTRL+Z\u2019.\u003Cbr /\u003E\nTo add to this, imagine that the team works from different locations and with different tasks to manage \u2026 it can become a mess in no time! Therefore, paper prototyping is no longer sufficient for the demands of the modern design agency.\u003C/p\u003E\n\u003Chr /\u003E\n\u003Ch2\u003EPrototyping Roles:\u003C/h2\u003E\n\u003Cp\u003EThe main roles in the prototyping stage are of course the users, the design team, the developers and the client. In order to finish up with a satisfying product, the different needs of those interest groups must be met and considered. Gathering those people around the same table, meeting their requirements, dealing with time pressure, budget limitations and the different locations of the various key players are a tough one to call.\u003C/p\u003E\n\u003Chr /\u003E\n\u003Ch2\u003EThe Design Team:\u003C/h2\u003E\n\u003Cp\u003EThe design team is a collective of some very smart and able professionals. The interaction designer, visual designer, information architect, human researcher, usability experts and prototype developers are just some of the many roles one can find in a team. In order to express their varied ideas on how the end product should be like,\u003Cem\u003E \u003Ca href=\"http://hci.stanford.edu/publications/bds/10-Schrage.pdf\"\u003Ecollaborative prototyping\u003C/a\u003E\u003C/em\u003E is the way to meet this ambition. This method will enable them to discuss and clarify the multitude of requirements.\u003C/p\u003E\n\u003Chr /\u003E\u003Cspan\u003E\u003Cbr /\u003E\n\u003C/span\u003E\n\u003Cp\u003E\u003Cspan\u003E\u003Cstrong\u003ENext week part TWO of this article will follow. Subjects are the challenges of a team, collaborative working and requirements for digital prototyping.\u003C/strong\u003E\u003C/span\u003E\u003C/p\u003E"} <p><strong><span>This article which will deal with the various benefits which digital web-based prototyping can bring to your production cycle. The main idea of this article is to promote the digital implementation from the very start of the production work. Many  design agencies still work with pen and paper, a method which has been used for a long time but which in today’s world should be seen a thing from the past. It is time to explore the possibilities which technology can offer us! </span></strong></p> <p><strong><span>The article will be posted in 3 parts -which should be released a week after another. Part ONE will offer a little review on classic prototyping and talk a little about the general structures within the team. The following articles will go more in-depth and talk a little about the ambitions, requirements and solutions for making the product development a little easier and more fun. I hope that you will enjoy this article and hopefully be able to take something useful out of it. Thanks!</span></strong></p> <hr /> <h2>Introduction:</h2> <p>User-centered software development is a dynamic and creative process. In the prototyping phase and in the evaluation, one can see it’s benefits and new challenges arise for the production team. The conceivability of the clients must be fully understood, ideas of the heterogeneous design team as well as the gathered feedback of the target audience must be included into the design. A challenging task indeed!</p> <p>Due to global requirements of today’s digitally connected world, ‘<em><a href="http://en.wikipedia.org/wiki/Paper_prototyping">classic paper prototyping</a></em>‘ often is no longer sufficient. A bunch of draft papers are easily misunderstood, mixed up or lost in the super information highway and the need for an all-encompassing, digital and rapid solution is becoming more of a demand.</p> <p>Therefore, web-based rapid paper prototyping has been growing into a well known topic for designers, developers and clients. But what is it what makes digital sketching so appealing to the usability community? Are design agencies simply too lazy to do the manual work with pen and paper or do they simply want to be more Eco-friendly and want to stop the deforestation of the amazon by refusing to use paper-based prototypes? This article will touch some of the core points and issues within the field and will list the justifications of this development.</p> <hr /> <h2>Paper Prototyping:<a href="http://wireframes-usability.com/wp-content/uploads/2009/11/scribble1.jpg"><img class="alignright size-full wp-image-935" title="scribble" src="http://wireframes-usability.com/wp-content/uploads/2009/11/scribble1.jpg" alt="scribble" /></a></h2> <p>The easy way to create <em><a href="http://www.boxesandarrows.com/view/what_an_ia_should_know_about_prototypes_for_user_testing">low-fi prototypes</a></em>, to gather the design team around the big table or the whiteboard and a chance for everyone to jot down their ideas on the project. This technique supports the main ideas of rapid paper prototyping. Everyone can make changes and also view the changes already made by others. Everyone knows what is going on.</p> <p>However, there are a few problems with this method. Increasing the complexity of a prototype whilst keeping a full overview on the project as a whole can become a bit of a challenge. Once a change has been made, it it difficult to be undone. Of course you can simply delete or throw away an error prone design but it is not as easy as a simple ‘CTRL+Z’.<br /> To add to this, imagine that the team works from different locations and with different tasks to manage … it can become a mess in no time! Therefore, paper prototyping is no longer sufficient for the demands of the modern design agency.</p> <hr /> <h2>Prototyping Roles:</h2> <p>The main roles in the prototyping stage are of course the users, the design team, the developers and the client. In order to finish up with a satisfying product, the different needs of those interest groups must be met and considered. Gathering those people around the same table, meeting their requirements, dealing with time pressure, budget limitations and the different locations of the various key players are a tough one to call.</p> <hr /> <h2>The Design Team:</h2> <p>The design team is a collective of some very smart and able professionals. The interaction designer, visual designer, information architect, human researcher, usability experts and prototype developers are just some of the many roles one can find in a team. In order to express their varied ideas on how the end product should be like,<em> <a href="http://hci.stanford.edu/publications/bds/10-Schrage.pdf">collaborative prototyping</a></em> is the way to meet this ambition. This method will enable them to discuss and clarify the multitude of requirements.</p> <hr /><span><br /> </span> <p><span><strong>Next week part TWO of this article will follow. Subjects are the challenges of a team, collaborative working and requirements for digital prototyping.</strong></span></p>Mon, 23 Nov 2009 10:52:50 GMThttp://tecumseh.de/post/35399969/The-Beauty-of-Web-Based-Paper-Prototypingurn:www-soup-io:1:35399969regularusability