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LukeW Interface Designs

LukeW Interface Designs

Life With Alacrity: The Dunbar Number as a Lately I've been noticing the spread of a meme regarding "Dunbar's Number" of 150 that I believe is misunderstanding of his ideas. The Science of Dunbar's Number Dunbar is an anthropologist at the University College of London, who wrote a paper on Co-Evolution Of Neocortex Size, Group Size And Language In Humans where he hypothesizes: ... there is a cognitive limit to the number of individuals with whom any one person can maintain stable relationships, that this limit is a direct function of relative neocortex size, and that this in turn limits group size ... the limit imposed by neocortical processing capacity is simply on the number of individuals with whom a stable inter-personal relationship can be maintained. Dunbar supports this hypothesis through studies by a number of field anthropologists. Source: Boston Consulting Group Revisiting Dunbar's Number Dunbar's theory is that this 42% number would be true for humans if humans had not invented language, a "cheap" form of social grooming.

Fuel your fascination Web Application Form Design "Input elements should be organized in logical groups so that your brain can process the form layout in chunks of related fields." –HTML: the Definitive Guide Quite rare is the Web application that doesn’t make extensive use of forms for data input and configuration. Form Layouts When the time to complete a form needs to be minimized and the data being collected is mostly familiar to users (for instance, entering a name, address, and payment information in a check-out flow), a vertical alignment of labels and input fields is likely to work best. In this layout, it’s advisable to use bold fonts for input field labels. When the data being collected by a form is unfamiliar or does not fall into easy to process groups (such as the various parts of an address), left-justifying input field labels makes scanning the information required by the form easier. An alternative layout, right aligns the input field labels so the association between input field and label is clear. Using Visual Elements

Usability throu « Follow-up bits | Main | More on blind spots » Usability through fun I've heard myself say that things can be both usable AND fun, but what if things might be more usable because they're fun? What if we started including fun in our specs? Before you start rolling your eyes, let me remind us all that FUN is not the same as FUNNY. People are often turned off by the idea of adding "fun" to an otherwise serious product simply because they think it means "humour" or "silly." Jakob Nielson defines usability with five components: * Learnability * Efficiency * Memorability * Errors * Satisfaction "Fun" can directly improve three, and potentially the other two as well. Brains reward play. Brains like play, because play is important to survival. If something is made more memorable, more easily learned, and more sastifying... we've improved usability. The more fun something is, the more likely you are to keep doing it. The more you do it, the better you'll get. Jay Socol writes: TrackBack Comments Hi Kathy,

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Remote User Experience Testing Solution for Web Sites and Software | UserVue by TechSmith From focus groups to usability studies, Morae helps you gain insight into your user's experiences by providing you with powerful data. Record and remotely observe user interactions, efficiently analyze results, and instantly share your findings with anyone, anywhere. Customize Morae to Work for You Write your own Recorder, Observer, and Manager plug-ins with Morae’s pluggable architecture, which enables you and your development team to build features specific to your testing environment. Get Great Insights with Morae Morae is the gold standard in usability and market research. Software & Web User Experience Testing Morae provides you with hard data and undeniable examples of usability problems. Market Research & Focus Groups Whether you gather customers around a formal conference table or sit down for a one-on-one, bring Morae along to capture the interaction, and share the results quickly. Mobile Device & Hardware Testing If you need a little extra help along the way, don’t worry.

User Interface Design For Programmers - Jo by Joel Spolsky Wednesday, October 24, 2001 Chapter 1: Controlling Your Environment Makes You Happy Most of the hard core C++ programmers I know hate user interface programming. This surprises me, because I find UI programming to be quintessentially easy, straightforward, and fun. It's easy because you usually don't need algorithms more sophisticated than how to center one rectangle in another. I think most programmers' fear of UI programming comes from their fear of doing UI design. Actually, I’ve found UI design to be quite easy and quite rational. I'm not going to give you "Zen and the Art of UI Design". My first real job was in a big, industrial bakery. Well, this was the design. Alert readers will be wondering, "how did the dough get from Mixer B to production line 6?" There were other complications. The first few days, of course, I was terrible at this job. At first I just couldn't keep line 6 supplied with dough. Other times, I would have tiny victories. Clunky? Right, Pete.

Information Economy Meta Language Un article de Wikipédia, l'encyclopédie libre. Information Economy Meta Language (IEML, fr. : métalangage de l'économie de l'information) est un langage informatique. Dans le monde, une quarantaine de personnes travaillent actuellement sur le projet, dont des chercheurs du laboratoire Paragraphe de Paris VIII, du MCR Lab de l’Université d’Ottawa et des informaticiens de l'association DixièmeFamille.com. Structure du métalangage[modifier | modifier le code] Synoptique de la grammaire[modifier | modifier le code] La grammaire d'IEML comporte quatre parties. 1) La structure fondamentale : le flux d'information circulant entre une source et une destination (optionnel : traductrice). 2) cinq éléments, composantes primitives des flux : Pôle pragmatique O : le virtuel Ul'actuel APôle sémantique M : le signe Sl'être Bla chose T. 3) Les glyphes, idéogrammes, correspondants aux quatre premiers niveaux de compositions des flux d'information : Dictionnaires[modifier | modifier le code]

FlairBuilder - Wireframes. Mockups. Prototypes. Interaction Design: An Introduction list.it - a place to stash your information Johnny Holland - It’s all about interaction » Blog Archive » User Stories: a strategic design tool Collaborative design methods play a key role in aligning team members towards a shared and strategic project vision. In this article we describe how user stories stimulate and facilitate discussion and decision making with clients in the development of a User Experience Strategy. In our context (the development of online projects) the User Experience Strategy becomes an ‘in principle agreement’ on the shape of the project (what), its purpose (why), and provides potential implementation strategies (how). It takes into account all perspectives (e.g business, technical, marketing, brand) but privileges the intended user experience. A collaborative approach enables clients to actively participate in the process, increasing the likelihood of achieving a collective vision for the project. This article focuses on the first step in the journey towards collaboratively developing a User Experience Strategy and is concerned specifically with how user stories are generated, themed and prioritized.

The Magical Number Seven, Plus or Minus Tw "The Magical Number Seven, Plus or Minus Two: Some Limits on Our Capacity for Processing Information"[1] is one of the most highly cited papers in psychology.[2][3][4] It was published in 1956 by the cognitive psychologist George A. Miller of Princeton University's Department of Psychology in Psychological Review. It is often interpreted to argue that the number of objects an average human can hold in working memory is 7 ± 2. Miller's article[edit] In his article, Miller discussed a coincidence between the limits of one-dimensional absolute judgment and the limits of short-term memory. Miller recognized that the correspondence between the limits of one-dimensional absolute judgment and of short-term memory span was only a coincidence, because only the first limit, not the second, can be characterized in information-theoretic terms (i.e., as a roughly constant number of bits). The "magical number 7" and working memory capacity[edit] Other cognitive numeric limits[edit] See also[edit]

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