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Archive for the 'mobile' Category

The Experience of Design?

I’m currently through my second and final week of the Design Experience module – where we get into groups and use all the HCI skills we’ve learnt to good use. Our job this year is to come up with a navigational device for tourists. Our group has decided to focus on museums, and we’ve gone through user observation, interviews, personas, paper prototyping, etc. – and even though we’ve  we still have debates over whether we’re doing the right thing, sometimes.

Is this the experience of design?

I sometimes think about what’s essential past the logical reasoning for the way we design interfaces. One thing we don’t get very much in a HCI course like UCLIC’s is studio work. Unlike many design schools that function like apprenticeship workshops, we only get hands-on work during project days – hardly a chance to overcome our shyness of doing fieldwork and working with real users.

Last weekend, when I was interviewing some tourists at the British Museum, I found it really hard to come up with the right questions and help people feel at ease. I got better with each try, but it wasn’t easy. I learnt a bit of how fieldwork is done from books like “Tricks of the Trade” by Howard S. Becker, and from papers on design ethnography – hardly a core part of conventional HCI courses.

I also observed that our groups tended to talk more than sketch, prototype, wireframe, or interview. We have lengthy discussions about definitions, the usefulness and appropriateness of methods, whether certain methods were applied properly, or whether they should be used at all. Our modules constantly focus on the value of ‘reflection’, and I’m now wondering if there’s such a thing as ‘over-reflection’ vs. just-get-the-damn-thing-done… just my way of saying talk after doing rather than before.

It’s hard to learn everything in a year, but I’m getting the feeling that all this learning is preparation for even more learning – of the hands-on kind.

Already, I’m applying this as a programmer with a small startup company I’m doing some part-time work for. We hold one-day sessions where we sit around a kitchen table and get stuff done. If we need to draw references from books or methods, we do it. Otherwise, whatever works gets applied. It doesn’t have to be perfect, but it needs to function first. We’re applying design as we produce our work, not before.

Side-rant:

Recently, there’s been some debate over what interaction design is (or isn’t). Does it really matter? Is this a concern because we’re trying to establish an industry, and that we need to formalize our reputation with our clients? Maybe we still call ourselves programmers, or graphic artists, or project managers – but we do a good job of it,  because we understand more about the way things work the way others can’t. The terms, ‘usability’, ‘user experience’, ‘information architect’ and the like seem to be transitional. Who knows what businesses might call UX practitioners in 5 years time?

I do hope that in due time, more people are aware of practitioners who apply user-centered solutions for interactive systems. But it involves us going out, interacting with industry and users, and solving their problems – rather than poring over books and figures.

ACM’s Interactions magazine – Jan/Feb ‘09 online

ACM publishes a fantastic journal on human-computer interaction. They’ve made the Jan/Feb ‘09 edition publicly available online.

Interesting article titles I skimmed from the “Contents” page:

  • Social Network Sites and Society: Current Trends and Future Possibilities
  • 90 Mobiles in 90 Days: A Celebration of Ideas for Mobile User Experience
  • The Washing Machine That Ate My Sari—Mistakes in Cross-Cultural Design
  • Design Versus Innovation: The Cranbrook / IIT Debate
  • Can “Wow” Be a Design Goal?
  • The Value of Visual Design in Software Development
  • What is Interaction? Are There Different Types?

Link source from experientia.

Beyond the browser: Usability in Mobile Interaction

I was at a UXCorner meeting last night, and it was organized by the kind folks at UXMedia. They had some interesting speakers come share their experiences about mobile user experience.

Mobile Design

One of the speakers, Anthony Ribot, gave some insightful bits about user experience from a mobile perspective. Maybe it’s the fact that I haven’t spent that much work on developing real-world mobile applications – but he’s right in saying it’s really competitive to be in this space.

“A single early failure = non-returning user”

… it said on one of his slides. That’s enough to put shivers down a lot of developer’s spines.

“data snacking”

was another term he mentioned, referring to a common european trend for users to log-in to check for new messages, posts, news, updates. “simple but repetitive”.

Another 2 tips for mobile developers/designers:

  • miniaturization != mobilization
  • design reward-based exploration (he mentions Opera Mini a lot here) – using convenient keys to allow for more direct access (hotkey-like, almost) to useful functionality (e.g. tree menu traversal)

The slides are here.

UX in London vs. US

I was chatting with Scott Weiss from Human Factors International, who was also one of the speakers, about his experience between the UK and US user experience industries – which one did he think was more “ahead of the game”. To my surprise, he seemed to think that UK has it together a little more than in the US. And I think he may have been referring to how tons of companies still aren’t very into this kind of stuff, not counting most of the major cities.

In fact, speaking to one of the folks from UXmedia, I didn’t realize that they’re not based in London, although they do a lot of work in the city. The Southampton-based agency is certainly getting more active in London, but I was humbly surprised to find so many small but great agencies doing this kind of stuff around the country.

2009 – a UX year?

This is one of three UX events that area already taking place the first month of the year. Can’t wait to see what’s in store for the rest!

iPhone usability

Create with Context did a study on iphone usability by “regular” users, new users, and non-users. There were some interesting things I observed from the presentation:

  • touchscreen interfaces really benefit from good feedback and good button placement
  • visual trims like shadows, bevels, icon quality and transparency can help communicate affordance
  • smartphones can get overly complicated due to inconsistencies like modes
  • iphones use good metaphors (natural-feel scrolling) but it can be implemented in a way that confuses people
  • you just can’t assume anything about users, sometimes

Take a look at the presentation below: