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The Encyclopedia of Human-Computer Interaction, 2nd Ed

The Encyclopedia of Human-Computer Interaction, 2nd Ed

http://www.interaction-design.org/books/hci.html

Design as performative sensemaking Are there designerly ways of knowing — distinct from the ways of the sciences and humanities? I’ve explored these questions in the writings of Béla Bánáthy and Nigel Cross, from whom I adapted the table above. This re-drafted version of the “three cultures” table includes some recent thinking and one additional source, Klaus Krippendorff’s “Design Research, an Oxymoron?” Krippendorff proposes to understand design as “making sense of things (to others).”

Must have OS X apps for UX/UI developers and designers Yep, it’s the post every Mac user has to publish at least once in their lifetime. But hear me out now; If you’re a designer or developer, you might this list useful. Efficiency is the root of all evil I like efficiency. It gives me a sense of clarity, and completeness. 10 Effective Video Examples of Paper Prototyping Paper prototyping is a commonly used low cost usability method for testing and evaluating web designs and applications. This method lets developers conduct tests before a single line of code has been written, and allows you to identify and fix any potential issues early on in development. “Paper prototyping is a variation of usability testing where representative users perform realistic tasks by interacting with a paper version of the interface that is manipulated by a person ‘playing computer,’ who doesn’t explain how the interface is intended to work.” Quote from Carolyn Snyder. In this post we have collected our top 10 videos that not only illustrate how effective paper prototyping can be, they also show you how to cost effectively conduct your own tests and some of the videos have been animated, which are just amazing to view.

The Five Competencies of User Experience Design By Steve Psomas Published: November 5, 2007 Throughout my career as a user experience designer, I have continually asked myself three questions: What should my deliverables be? Will my deliverables provide clarity to me and their audience? Case Study: Freescale Netbook Design at SCAD, by Dave Malouf Posted by core jr | 5 Aug 2009 | Comments (6) Final design by Mason Pfau UI Touchscreen design for a netbook aimed at tweens

Usability Glossary - User Experience Modeling Mental Model Diagram Mental model diagrams depict the steps involved in a task procedure and indicate how users are supported by the website or application at every step. The diagram may be divided into two halves; the top half represents the user’s mental model, and the bottom half represents how each task is supported by the system. Mental model diagrams are useful for developing the task flow of a system and for identifying gaps where a system design does not fully support its users. The User’s Mental Model

Wizard of Oz This tool takes the name from the story The Wizard f Oz, more specifically it takes the name from the figure of the character under the curtain. It is a technique derived from the information technology that is used in order to test a product or a service in a detailed way by observing the interaction of a potential user with the object without revealing the evaluator’s presence. References: (1984) J.F. Kelley, An Iterative Design Methodology for User-Friendly Natural Language Office Information Applications, ACM Transactions on Office Information Systems. (2004), J.

The Difference Between Usability and User Experience As long as there’s been an Internet, the discussion between user experience and usability has been explored. Although they are conceptually linked, taken separately, they highlight different elements of the human-computer interaction. Yet in these days of advanced user interfaces, from mobile devices to e-readers to tablets, has the line between user experience and usability blurred? And if so, what does it mean for web standards and design? We examine their distinctions, roles and implications in an effort to answer these questions.

Hype cycle for development ideas: 2014 edition The “hype cycle” is a wonderful conceptual framework for understanding how technologies move from initial invention to widespread application. The basic path is simple: whenever a new technology comes along, it usually gets hyped to the point of inflating expectations about how much it will revolutionize your life, then reality will sink in and we’ll all be disillusioned by the unfulfilled promises, after which it finally rises to a level of productivity. Visually, it looks like this:

A Brief History of Design Thinking: The Theory [P2] The Second Wave (1980s-1990s) After its initial breakthrough on the academia scene, design theory shifted into a somewhat soul searching phase that saw many scholars reflecting on the cognitive aspects of design; what it means to be creative, how much relies on intuition and how personal is the process. Design theorists that emerged during this period remain household names today. This is potentially due to the fact that design theory has not undergone much of a revolution since this reflective phase.

25 User Experience Videos That Are Worth Your Time Advertisement We’re all mostly accustomed to educating ourselves by reading articles. Rare are the opportunities to attend conferences or watch live shows on subjects that we’re interested in. Holacracy Distributed Authority Holacracy is a distributed authority system – a set of “rules of the game” that bake empowerment into the core of the organization. Unlike conventional top-down or progressive bottom-up approaches, it integrates the benefits of both without relying on parental heroic leaders.

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