28 February 2001

TheStandard.com: BlueLight Special A short article on what it took to build a big site for Kmart.

27 February 2001

FEED | Digital Culture - Stories on a Rail "One of the best fundamental principles that anybody ever expressed to me about game design is that games should teach you how to play them,"
ZDNet: Interactive Week: Back To The Drawing Board All the experts agree on basic goals: Devices and interfaces need to be made simpler; the interface or Web site should closely match the task the user wants to accomplish; the brains of the device should work to adapt to the user and the task, not vice versa. Sounds easy enough, but the experts said they often feel they are swimming against a strong current. Real change won't come without a fundamental change in an industry that gives engineers primacy over designers, and that relegates usability to late-stage testing under tight time limits. No such change is likely, they said, unless users refuse to buy poorly designed products or patronize aggravating Web sites. If not, only a generation raised on badly designed products will be able to figure them out.

23 February 2001

hypergene | amazoning the news The web is not conducive to story telling as we know it. Which is a shame. Because good story telling is transforming. It conveys meaning. But the web can offer a meaningful experience — just not in the traditional story-telling way. The web is really about people, and people come to it with certain goals that they want to satisfy. If you help them fulfill their goals you will create a meaningful experience.

22 February 2001

The Role of Flow in Web Design I think of flow in a design as the movement of a person from their desire to their satisfaction, in as natural and easy a way as possible. A good developer, designer, or creator of anything strives to allow users to experience this kind of flow.

16 February 2001

DaveNet : How to Make Money on the Internet v2.0 But listening to users is actually not that easy. It's easier to *be* a user and make products for other users. And that my friends, the combination of user-based information exchange and products that reflect user experience and wants, is where money will be made on the Internet.

08 February 2001

07 February 2001

The Interface Revolutionary | Computerworld News & Features Story Adaptive interfaces are a disaster. When an interface "adapts," it changes without warning, and you suddenly have a new interface where things work differently or the menus are mixed up. Windows 2000 has some adaptive features, and every user report I've seen says that they are a nuisance. What people want is a stable environment that works well from the get-go, doesn't crash, doesn't lose your work or even lose your place, and which doesn't change.

06 February 2001

ZDNet: Interactive Week: Top 25 Movers & Shakers "Software-based products are not inherently hard to use," Cooper writes. "They are that way because we use the wrong process for creating them."

05 February 2001

Yaahoooooo--argh! Genuine People Personalities The most salient phrase from the book describes the whole philosophy of the company: "Their fundamental design flaws are completely hidden by their superficial design flaws." Or, you're so happy when you get the damn thing to work, you ignore that it's a terribly useless thing to begin with.

01 February 2001

You're a What? - OOQ Online, Winter 2000-01 You're a what? Usability engineer Olivia Crosby