29 June 2004
The Tablet PC Nonrevolution
23 June 2004
User Experience Design
16 June 2004
Design
worryfreedigitalTM Sony. Engineered to be effortless.
CompUSA Flyer, June 2004
...Don't be surprised if you look for excuses to do the wash! Great design. Great technology. Great for the way you live...
LG Electronics ad on the back of Architectural Digest, June 2004.
10 June 2004
If you want to make software developers squirm, force them to watch people using their software.
At the Eighth International Python Conference, HCI (human/computer interaction) expert Dr. Randy Pausch talked about doing just that for his educational software project, Alice. Patrick Phalen, a developer who attended Pausch’s talk, recalls: “I vividly remember laughing out loud when Randy described the extreme methods they used to get their users to adopt beginner’s mind. They required developers to sit on their hands in chairs behind newbies to observe them gaining familiarity with Alice. They were not allowed to reach over and commandeer the mouse or keyboard.”
Developers who possess deep but tacit knowledge of complex hardware and software environments are notoriously unable to project themselves into the beginner’s mind. Observation is the only way to bridge the gap....
It’s still hard for developers to watch this stuff. We have had a tendency to spare them the pain -- and to sacrifice the gain -- because connecting developers to users in this way has not often been practical. This new generation of tools aims to close that critical feedback loop, thereby helping developers figure out what ease-of-use really means to users.
How to survive creative burnout
The longer you work at creating things, whether it’s software, websites, essays or paintings, the greater the odds you’ll hit a day of impenetrable dread. Up until then, you may have heard others describe burnout, but you just shrugged it off as superstition, or perhaps believed yourself immune. But the day it hits you, the world seems suddenly grey. What was once fun and challenging feel stupid and annoying. Or perhaps the things that used to motivate or move you don’t resonate at all. You feel nothing for them.
Scott Berkun, "How to survive creative burnout," UIWEB.com, June 2004 via Tomalak's Realm
25 May 2004
Gmail Reviews
11 May 2004
Appeal to brains and hearts
If you can design a product that appeals to people's brains and hearts, you can get them to pay a great premium...
Ultimately, what sells the product is the emotional side of design. We aim to create products that intrigue people, invite a question: There's something different about this thing. What does it do? The critical moment is when they smile and say, "A-ha!" If done right, the process makes people feel clever. They think, "How come nobody ever thought of this before?" They get it, and somehow, the belong to this exclusive club of people who get it.
Alex Lee (President OXO International), "Made to Measure," Fast Company, July 2004, p. 57.
07 May 2004
Though the chip maker may be better known for its research and development work in physics and computer science, a small group of approximately 10 anthropologists and psychologists has been steadily accumulating research on how people use computer technology in their work and home lives since 1997.
The purpose of the People and Practices group, which is based in Intel's Hillsboro, Ore., research and development facility, is to help translate this knowledge into better Intel products.
Robert McMillan, "Intel researchers study cultures not circuits," Computerworld, 6 May 2004 via Tomalak's Relm
05 May 2004
What makes a good experience varies from person to person, product to product, and task to task, but a good general definition is to define something as "usable" if it's functional, efficient, and desirable to its intended audience.
Mike Kuniavsky, Oberving the User Experience, San Francisco: Morgan Kaufmann, 2003, p. 18.