When Agile and User Experience Click By Todd Zazelenchuk and Jeff Larson Published: January 21, 2013 “No two software development teams are the same. Try this test: Find three UX friends and ask them about the compatibility of UX design with agile development. In the same way that consumers’ experiences are highly contextual, no two software development teams are the same. Find MyHeadset “Find MyHeadset … gives people two methods of finding their lost headset…. We design software for Plantronics, a global leader in high-performance, audio communication devices. Find MyHeadset is a mobile app for the Android platform that helps Plantronics customers locate their missing headsets. Figure 1—Find MyHeadset app helps people find a missing headset The Find MyHeadset project was the first official agile initiative at Plantronics. Advice Worth Heeding “Jeff Patton’s 12 best practices should be required reading for any agile UX team that wants to sidestep the inherent challenges of designing in an agile development context.” References
O que é Tactile Design? Oi Chocólatras! Em minhas pesquisas sobre design e tato, nas quais muitas vezes eu atirava no Google “tactile design”, frequentemente caia em imagens como […] Oi Chocólatras! Em minhas pesquisas sobre design e tato, nas quais muitas vezes eu atirava no Google “tactile design”, frequentemente caia em imagens como essa aqui: Não era bem isso que eu queria naqueles momentos, porém me despertou o interesse e hoje dedico este post ao tal Tactile Design. Mas o que ocuparia essa categoria? O processo de criação de uma peça que pode entrar nessa categoria é o que realmente importa. O Tactile Design funciona como uma ilustração 3D feita a mão. Veja também: Expérience utilisateur : quels critères de mesure ? #UX L’expérience utilisateur se trouve désormais au coeur des présentations commerciales des agences digitales. Elle se limite souvent à un bien-être projeté pour le plus grand bonheur des clients béats. En réalité, l’expérience utilisateur fait plus l’objet de déclarations d’intention que d’évaluation objective. Pas de quoi vous étonner : si vous travaillez dans la communication, vous savez que l’évaluation en est le parent pauvre. Voici quelques critères pour évaluer l’expérience utilisateur d’un projet en cours ou à venir, voire même à intégrer dans un cahier des charges :-) Utilisabilité Il s’agit d’examiner la facilité avec laquelle vos visiteurs réussissent à atteindre leur objectif. Temps passé sur une tâcheRéussite d’une tâcheSuccès perçuFacilité d’utilisation perçueMoments de confusion ou d’hésitationReconnaissance de repères visuels (icônes)Utilisation de la navigation ou du moteur de rechercheNombre d’erreurs Engagement Conversion Auteur : Chob Profil Google+
10 Tips for Writing Good User Stories 1 Users Come First As its name suggests, a user story describes how a customer or user employs the product; it is written from the user’s perspective. What’s more, user stories are particularly helpful to capture a specific functionality, such as, searching for a product or making a booking. The following picture illustrates the relationship between the user, the story, and the product functionality (symbolised by the circle). If you don’t know who the users and customers are and why they would want to use the product, then you should not write any user stories. 2 Use Personas to Discover the Right Stories A great technique to capture your insights about the users and customers is working with personas. But there is more to it: The persona goals help you discover the right stories: Ask yourself what functionality the product should provide to meet the goals of the personas, as I explain in my post From Personas to User Stories. 3 Create Stories Collaboratively As <persona> , I want <what?
GUI Architectures There have been many different ways to organize the code for a rich client system. Here I discuss a selection of those that I feel have been the most influential and introduce how they relate to the patterns. Graphical user interfaces have become a familiar part of our software landscape, both as users and as developers. My interest is identifying common and useful patterns for application developers to use in rich-client development. In this essay I want to explore a number of interesting architectures and describe my interpretation of their most interesting features. To some extent you can see this essay as a kind of intellectual history that traces ideas in UI design through multiple architectures over the years. (There is something of an exception here, in that I did have access to a running Smalltalk-80 to examine MVC. Forms and Controls I shall begin this exploration with an architecture that is both simple and familiar. Figure 1: The UI I'll use as an example. Model View Controller
UX is not UI | Hello Erik - User Experience @Erik_UX “UX is the intangible design of a strategy that brings us to a solution.” UX has become a neologism. When something has “good UX” it is an implied meaning of having the core components of UX (research, maybe a persona, IA, interaction, interface, etc etc…). I was inspired to write this post after viewing Elisabeth Hubert’s (@lishubert) presentation at the Future of Web Design 2012 conference in Prague. The interface is not the solution. That’s the true heart of the battle between UX and those who only want UI – or don’t know the difference. How UX people see UX UX is an acronym for “user experience.” Many UX designers have started to re-label themselves as UX Architects, UX Engineers, or UX Strategists. So what does UX actually mean? What we want them to see What they typically see (Download this comparison list at UX is not UI – www.uxisnotui.com right now!) UI design is a huge part of UX. The UX Umbrella How you get to an effective UI So how do we get to implementing a killer UI?
Os 12 princípios básicos para começar a animar. O primeiro passo para quem quer começar a animar, é se apegar aos detalhes. Não somente na composição (cenário, objetos e personagens, mas nos detalhes técnicos na hora de fazer a mágica acontecer. Veja a importância neste vídeo. Agora que você viu o que acontece quando não se pensa nos detalhes do movimento, vamos aos 12 princípios da animação, retirados do livro “Disney Animation – The illusion of life”(a Disney certamente é referência quando se fala em fluidez e dramatização, mas falar sobre ela daria uma nova postagem). Comprimir e esticar (Squash and Stretch): Sem dúvida o conceito mais importante. Antecipação (Anticipation): Como na vida real, poucos movimentos ocorrem sem a antecipação. Encenação (Staging): Este princípio está baseado em apresentar uma ação de forma que fique claro visualmente para o espectador. Animação direta e posição-chave (Straight Ahead Action and Pose to Pose): Existem dois métodos para animar uma cena, o “direto” ( straight ahead ) e o “pose a pose”.
IdentityMine | 5 Key User Experience Design Principles It’s not uncommon for people to forget about the importance and value of a good user experience. Why? Well, to be honest, processing it is second nature to most of us and we usually do that subconsciously. Of course as consumers we’d rather move onto one of the other options on the market rather than put that much analysis into it. Purpose – Good design serves a number of purposes. Understanding – While it is very important to understand what your clients are looking for, to create a meaningful and successful application it is paramount to understand the user. Efficiency – The primary goal of experience design is to make things efficient for the user before making them efficient for the computer. Empathy – Unfortunately, companies often overstate their relevance to the lives consumers which can generate cynicism and undermine trust. Simple & Intuitive – Yes, these are two separate concepts but they are so closely linked that it makes sense to talk about them as one.
Designing User Interfaces For Business Web Applications - Smashing Magazine Advertisement Business Web application design is too often neglected. I see a lot of applications that don’t meet the needs of either businesses or users and thus contribute to a loss of profit and poor user experience. It even happens that designers are not involved in the process of creating applications at all, putting all of the responsibility on the shoulders of developers. This is a tough task for developers, who may have plenty of back-end and front-end development experience but limited knowledge of design. So, we will cover the basics of user interface design for business Web applications. Websites vs. Confusing Web applications and websites is easy, as is confusing user interface design and website design. A website is a collection of pages consisting mostly of static content, images and video, with limited interactive functionality (i.e. except for the contact form and search functionality). Different Types of Web Applications First, Know Your Users How to Identify Users? Testing
Lean UX: Getting Out Of The Deliverables Business Advertisement User experience design for the Web (and its siblings, interaction design, UI design, et al) has traditionally been a deliverables-based practice. Wireframes, site maps, flow diagrams, content inventories, taxonomies, mockups and the ever-sacred specifications document (aka “The Spec”) helped define the practice in its infancy. These deliverables crystallized the value that the UX discipline brought to an organization. Over time, though, this deliverables-heavy process has put UX designers in the deliverables business — measured and compensated for the depth and breadth of their deliverables instead of the quality and success of the experiences they design. When combined with serial waterfall development methodologies, these design deliverables end up consuming an enormous amount of time and creating a tremendous amount of waste. Engaging in long drawn-out design cycles risks paralysis by internal indecision as well as missed windows of market opportunity. Enter Lean UX.
Colunistas - Nizan Guanaes - A diferença é a marca - 19/02/2013 19/02/2013 - 03h00 A diferença entre um tablet fabricado na China e o mesmo tablet igualzinho, só que com a marca Apple, é a marca da Apple. A marca não é só um logo estampado num produto, mas um conjunto de valores e atributos tangíveis e intangíveis que essa marca carrega e aquele logo anuncia. A construção de uma marca é uma obra empresarial suada, que leva tempo, feita com disciplina e profissionalismo. A marca não é, como muitos pensam, fruto só de publicidade. Uma marca também é definida por coisas que não é. As marcas não vendem só luxo, exclusividade ou frescura. Para isso, a Zara é um prodígio de seguir a moda sem copiar seus custos, abrindo lojas bem na frente das marcas de luxo. As marcas, assim como os grandes jornais que amamos, têm que ter conselho editorial e editor-chefe. Jobs soube também explorar com maestria as relações públicas. Ele fez da coletiva um instrumento midiático moderno, global e excitante. A família Safra é um exemplo. Leia as colunas anteriores
Mobile User Experience: Why Analyzing It Is Crucial With the countless choices one has in the app marketplace it is crucial to provide one which caters to the user. The path to finding valuable information about your user(s) come from measuring and analyzing the user experience (UX). Traditionally, such as through a desktop environment, you would operate analytical tools that would spit out hard data. You could see, for example with a website, how people behaved by their browsing habits and by setting goals to provide helpful data on conversions. This, however, only gives you a limited scope as to seeing the true nature of your user. In recent years we have seen the rise of analytical tools which place a high emphasis on visuals. Providers like Inspectlet (which records screen sessions and performs eye-tracking) or Crazy Egg which also shows detailed visualizations on how people interact by displaying their actions via heatmaps. Heatmaps – (As noted before) these are reports which show user interact with the platform. A Note from adQuadrant