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<modified>2006-03-03T09:26:40Z</modified>
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<copyright>Copyright (c) 2006, pjb</copyright>
<entry>
<title>t-Living La Vida Virtual: Interfaces of the Near Future</title>
<link rel="alternate" type="text/html" href="http://dev.uxmatters.com/topics/archives/digital_product_design/hardware_products/tliving_la_vida_virtual_interfaces_of_the_near_fut.php" />
<modified>2006-03-03T09:26:40Z</modified>
<issued>2006-03-02T14:55:53Z</issued>
<id>tag:dev.uxmatters.com,2006:/topics//4.47</id>
<created>2006-03-02T14:55:53Z</created>
<summary type="text/plain">By Dirk Knemeyer
Published: December 19, 2005
Personal computing is in an awkward adolescence right now.
  On one hand, we are rapidly moving into ubiquitous computing
  environments that let people constantly interact with the omnipresent
  network; on the other, the devices and interfaces we are using
  to enter these new frontiers provide woefully inadequate user
  experiences. Let&amp;#8217;s take a look at one of the key technologies
  that will take mobile user experiences to the next level: holography.
</summary>
<author>
<name>pjb</name>

<email>pjb@bogieland.com</email>
</author>
<dc:subject>Hardware Products</dc:subject>
<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://dev.uxmatters.com/topics/">
<![CDATA[<div class="category-column-logo"><img src="/images/column_images/bg-imagine3.gif" width="434" height="73" />
</div>]]>
<![CDATA[<p class="author">By <a href="/authors/archives/2005/11/dirk_knemeyer.php">Dirk Knemeyer</a></p>
<p class="date">Published: December 19, 2005</p>
<div class="pullquote-wide">&#8220;On one
    hand, we are rapidly moving into ubiquitous computing
  environments that let people constantly interact with the omnipresent
  network; on the other, the devices and interfaces we are using
  to enter these new frontiers provide woefully inadequate user
  experiences.&#8221;
</div>
<!-- End pullquote -->
<p>Personal computing is in an awkward adolescence right now.
  On one hand, we are rapidly moving into ubiquitous computing
  environments that let people constantly interact with the omnipresent
  network; on the other, the devices and interfaces we are using
  to enter these new frontiers provide woefully inadequate user
  experiences. Let&#8217;s take a look at one of the key technologies
  that will take mobile user experiences to the next level: holography.</p>
<h2>Holography and the State of Input</h2>
<p>The primary reason why the BlackBerry&reg; became such an enormous
  success is its miniature QWERTY keyboard, which lets people
  rapidly enter information and, in the process, made easy-email-while-on-the-run
  a reality. Earlier devices such as cell phones and Palm&reg; PDAs
  provided a substandard means of communicating with a computing
  system, but the BlackBerry took the well-established and long-practiced
  QWERTY keyboard interface and employed it in a practical and
  portable form. This allowed people to engage in a more <em>natural</em> human/computer
  interaction.</p>
<p class="sub-p">Unfortunately, while it is our accustomed way of entering
  information into a computing system, even in its most optimal
  state, using the QWERTY keyboard is an unnatural and awkward
  activity. Shrinking it down to fit on a handheld device may
  have allowed mobile computing to leap far forward, but this
  remains a poor and ultimately temporary solution to the problem
  of mobile data input. While more people&#8212;particularly people
  in east Asian cultures&#8212;are embracing an active mobile-computing
  lifestyle, the modes of input mobile devices offer have not advanced much.
Components that behave like a mouse and
  miniature touch screens cannot replicate the speed and power
  of desktop computing environments.</p>
<div class="pullquote-wide">&#8220;Unlocking a superior user experience for mobile 
computing begins with the development of more sophisticated modes of input.&#8221;
</div>
<!-- End pullquote -->
<p class="sub-p">The potential of mobile computing is enormous. Indeed, despite
  clumsy input devices, the mobile computing market is taking
  off and will only continue to get bigger&#8212;even if input
  devices do not get demonstrably better. Yet, unlocking a superior
  user experience for mobile computing begins with the development
  of more sophisticated modes of input. Soon, more effective voice recognition will drive input, in part.
  And, eventually, modes of input will evolve into what we have
  come to think of as science fiction&#8212;controlled by our
  eyes, our gestures and body movements, and ultimately, perhaps
  the holy grail of direct mind-to-machine interaction. But in
  the space between, we need a better, yet technologically practical
  way of entering data.</p>
<p class="sub-p">Most people who use computers know and are accustomed to using
  the QWERTY keyboard. For all of its faults, it remains both
  the primary and the most rapid, yet robust way for people to
  communicate with computers. That is why incorporating it into
  BlackBerry devices was such a success. However, miniaturization
  and thumb typing compound the issues of a full-size keyboard.
  There are already reports of heavy usage of the BlackBerry
  causing physical problems in users&#8217; hands and wrists&#8212;the
  new repetitive stress injury <em>BlackBerry thumb</em>.</p>
<p class="sub-p">The obvious opportunity might seem to be a mobile device with
  a larger QWERTY keyboard. But others have done this before.
  Palm has long offered a fold-up, peripheral keyboard that <em>somewhat</em> conveniently
  fits into a coat pocket. But it is just one more thing to carry,
  among an ever-increasing cache of personal gadgets, and ultimately,
  lags in performance compared to a standard, full-size keyboard.
  At the same time, notebook computers might seem to be effective
  mobile devices&#8212;most sporting a full-size QWERTY keyboard,
  along with full desktop-computing power. Unfortunately, notebooks
  are just too big and bulky to function as truly mobile devices.
  While portable enough to carry around, they remain a far cry
  from a cell phone or PDA-sized device that a user can slip
  into a pocket, without being noticeably encumbered in any environment&#8212;short
  of a nudist colony.</p>
<p class="sub-p">So there is a tension between our desires for usability and
  mobility: the QWERTY keyboard is an effective and well-practiced
  input device, but is too large and bulky for use in a truly
  mobile user experience. Enter the holographic keyboard&#8212;virtual
  save for a small component that is part of a mobile computing
  device. A holographic projector could place a full-size keyboard <em>anywhere,</em> giving
  us a computer input experience that is similarly robust to
  that of our desktop/place-bound computing stations. A holographic
  keyboard synthesizes the essential usability problem of providing
  desktop-quality computing with seamless and always-available
  portability. Now, I&#8217;m sure the early versions of such
  a technology will not deliver on the promise of the idea, but
  this is the likely technology to take us from the awkward fumbling
  of today into the powerful mobile computing environment of
  tomorrow.</p>
<h2>Holography and the State of Output</h2>
<p>But input is only part of the problem. One of the biggest
  challenges facing everyone in the mobile space today&#8212;on
  both the hardware and software sides&#8212;are the device outputs, particularly
  their displays. The screens are incredibly small. The resolution
  is poor. The output of even the most remarkable devices of
  today pales in comparison to the standard 14-inch desktop monitors
  of some 15 years ago&#8212;a monitor that today is essentially
  obsolete. Indeed, for desktop computing environments, we are
  rapidly moving into the world of large LCD flat-screen displays&mdash;some
  in excess of 30 inches. Why bigger? Because when it comes to
  visual output, bigger is almost always better. More pixels.
  Higher definition. Improved usability and a more natural interactive
  environment. This is what makes the &#8220;Baby
  Faces&#8221; of mobile devices&#8212;as Aaron Marcus so cutely and appropriately
  calls them&#8212;so inadequate for displaying computer output.</p>
<div class="pullquote-wide">&#8220;Holography would
  enable us to project a large&#8212;even full-size&#8212;virtual
  object with next to no physical space requirements.&#8221;
</div>
<!-- End pullquote -->
<p class="sub-p">The primary constraint is again one of portability. Notebook
  computers offer relatively effective visual output, but as
  I mentioned earlier, are not truly mobile devices. They do
  not integrate well into our on-the-move lifestyles. So, how
  can we provide a large, high-resolution display that is truly
  portable&mdash;small enough to fit in a pocket?</p>
<p class="sub-p">Nothing even remotely close to such a technology exists today,
  but as with the virtual QWERTY keyboard, we could once again
  use holographic technology to create a projection of a computer
  display or even a virtual 3D environment. Holography would
  enable us to project a large&#8212;even full-size&#8212;virtual
  object with next to no physical space requirements. It might
  take some time to develop very high-resolution holographic
  displays, enabling this technology to achieve display quality
  that is comparable to that of a desktop monitor. However, the
  sheer size of such a display would, to some degree, make up
  for any deficiencies in resolution. Just in their being much
  larger than the mobile output devices that are now standard,
  holographic displays would exceed the current mobile user experience&#8212;to
  say nothing of their potential for three dimensionality, which
  would open up entire new frontiers of interacting with our
  machines.</p>
<h2>Privacy Concerns, and How to Solve Them</h2>
<div class="pullquote-wide">&#8220;Implicit
      in next-generation interface technologies&#8212; holographic
  output displays as well as rich voice-enabled inputs&#8212;are
  problems relating to privacy. And these are significant problems.&#8221;
</div>
<!-- End pullquote -->
<p>Implicit in next-generation interface technologies&#8212;holographic
  output displays as well as rich voice-enabled inputs&#8212;are
  problems relating to privacy. And these are significant problems.
  For users, the confidential information that is a normal part
  of living a digital lifestyle&#8212;from banking and purchases
  to password entry and communicating secret personal information
  for account verification purposes&#8212;becomes dangerously
  public in these new contexts. This is to say nothing of the
  personal privacy we prefer to have when communicating with
  a lover or getting dressed-down by our boss or playing a computer
  game. These more effective means of interaction bring with
  them very real challenges to our personal security and comfort.</p>
<p class="sub-p">At the same time, there are also privacy concerns for non-users.
  Already today, people complain bitterly about others talking
  on cell phones in public spaces. What if voice inputs were
  extended beyond voice communication and became the driver for
  most human/computer interaction? What is now a relative annoyance
  would become an unbearable cacophony. Then consider the physical
  space requirements of holography: even though these are virtual
  objects, the reality is they fill space just as real objects
  do. Others would need to walk around a projected computer display
  just as they would need to walk around a physical one. The
  problem will amplify if and as more and more people adopt and
  use the technology. The next time you go into your local Starbucks&reg;  during the morning rush, imagine half or more of the people
  seated inside with 15-inch computer monitors on tables a few feet
  in front of them. What impact would that have
  on the experience? How would that change the very personality
  of Starbucks? After all, if these technologies work, people
  will use them. The relatively modest number of notebook users
  today would undoubtedly be replaced by an ever-increasing number
  of rich-mobile-device users.</p>
<div class="pullquote-wide">&#8220;As is often the case, technology will need to solve the problems
  that technology creates.&#8221;
</div>
<!-- End pullquote -->
<p class="sub-p">As is often the case, technology will need to solve the problems
  that technology creates. I saw a great example of a possible
  technology solution in practice recently, in a government R&amp;D
  environment: a device that looked something like a DirecTV&reg;-style
  satellite dish, focused and directed music in a specific and
  completely unexpected way. We started in one room, where music
  was very lightly playing on iPod&reg; speakers. Then we went outside
  the room and walked down a really, really, really long hallway.
  Our colleague took the device, stood outside the office, and
  tilted it in a way to create triangulation. Suddenly, we were
  able to hear the music at approximately the same volume level
  as we had while in the office! If we moved a few feet to the
  right or left, we couldn&#8217;t hear it at all. But if we
  stood within the correct field, we were able to hear it. No
  one else outside the room in this busy work environment was
  able to hear it at all. It was really an amazing experience.</p>
<p class="sub-p">Whether or not that technology in particular will ultimately
  be the one to solve some of the privacy problems next-generation
  interfaces create, it underscores the essential truth that
  there is already technology out there that is well ahead of
  anything we are seeing in mainstream use today. Historically,
  technology has been successful in solving the problems it creates.
  With every gain come inevitable challenges. If we are to enjoy
  the power and freedom of robust mobile user interfaces, we
  will need to develop technologies that can help keep our computing
  experiences somewhat contained and, therefore, private.</p>
<h2>Filling the Space Between</h2>
<div class="pullquote-wide">&#8220;The more
    distant future will be one of entirely digital environments,
    in which inputs and outputs are all around us.&#8221;
</div>
<!-- End pullquote -->
<p>Yes, the more distant future will be one of entirely digital
  environments, in which inputs and outputs are all around us,
  and it is only a device containing our personal data&#8212;or
  a key into our personal data&#8212;that serves as our mobile
  computing device. But in most parts of the world, we are a
  decade or more away from realizing that degree of integration.
  In the meantime, we are dealing with ubiquitous computing experiences
  that are painfully low resolution in every way, presenting
  a real opportunity for a technology or company that can change
  this very tepid paradigm. Holography is one technology that
  very nimbly addresses issues of both input and output. Whether
  applications of the technology will reach the point where they
  are both sufficiently effective <em>and</em> affordable to the mass
  market&#8212;as well as relatively private and secure&#8212;remains
  to be seen. But this is certain: the trend that digital computing
  technologies have started&#8212;transforming elements of the
  physical world into a virtual existence&#8212;is one that will
  continue in the decades ahead. Holographic technology is an
  early technology that could serve an important role in not
  only the short-term improvement of the mobile user experience,
  but also in changing our very mental model of the relationship
  between the real and the virtual.</p>
]]>
</content>
</entry>
<entry>
<title>t-New topic title</title>
<link rel="alternate" type="text/html" href="http://dev.uxmatters.com/topics/archives/business_of_ux/tnew_topic_title.php" />
<modified>2006-01-01T10:57:59Z</modified>
<issued>2006-01-01T10:52:34Z</issued>
<id>tag:dev.uxmatters.com,2006:/topics//4.61</id>
<created>2006-01-01T10:52:34Z</created>
<summary type="text/plain">By Luke Wroblewski
Published: January 1, 2006
Many software programs provide access to, and let users work
  with, large amounts of information. In addition to interactions
  that allow users to create, edit, and expand massive data sets,
  these information-rich applications must also support effective
  data interpretation.</summary>
<author>
<name>pjb</name>

<email>pjb@bogieland.com</email>
</author>
<dc:subject>Business of UX</dc:subject>
<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://dev.uxmatters.com/topics/">

<![CDATA[<p class="author">By <a href="/authors/archives/2005/11/luke_wroblewski.php">Luke Wroblewski</a></p>
<p class="date">Published: January 1, 2006</p>
<p>Many software programs provide access to, and let users work
  with, large amounts of information. In addition to interactions
  that allow users to create, edit, and expand massive data sets,
  these information-rich applications must also support effective
  data interpretation.</p>]]>
</content>
</entry>
<entry>
<title>t-Small Multiples Within a User Interface</title>
<link rel="alternate" type="text/html" href="http://dev.uxmatters.com/topics/archives/practice_of_ux/principles_guidelines/visual_design/small_multiples_within_a_user_interface.php" />
<modified>2006-01-01T10:46:05Z</modified>
<issued>2005-12-19T15:23:51Z</issued>
<id>tag:dev.uxmatters.com,2005:/topics//4.48</id>
<created>2005-12-19T15:23:51Z</created>
<summary type="text/plain">By Luke Wroblewski
Published: December 19, 2005
Many software programs provide access to, and let users work
  with, large amounts of information. In addition to interactions
  that allow users to create, edit, and expand massive data sets,
  these information-rich applications must also support effective
  data interpretation.</summary>
<author>
<name>pjb</name>

<email>pjb@bogieland.com</email>
</author>
<dc:subject>Visual Design</dc:subject>
<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://dev.uxmatters.com/topics/">
<![CDATA[<div class="category-column-logo"><img src="/images/column_images/bg-communicationdesign3.gif" width="434" height="73" /></div>]]>
<![CDATA[<p class="author">By <a href="/authors/archives/2005/11/luke_wroblewski.php">Luke Wroblewski</a></p>
<p class="date">Published: December 19, 2005</p>
<p>Many software programs provide access to, and let users work
  with, large amounts of information. In addition to interactions
  that allow users to create, edit, and expand massive data sets,
  these information-rich applications must also support effective
  data interpretation.</p>
<p class="sub-p">Data monitoring, reporting, and modeling applications require
  people to makes sense of large amounts of information quickly
  and easily. It should come as no surprise, then, that for such
  applications many interface design problems are actually information
  design problems. As a result, we can leverage information design
  solutions when tackling such problems. Using small multiples
  is one such solution.</p>
<p class="quotation">&#8220;Small multiple designs are graphical depictions of variable
  information that share context, but not content.&#8221;&#8212;Edward
  Tufte</p>
<h2>Defining Small Multiples </h2>
<div class="pullquote-wide">&#8220;Small multiple designs are graphical depictions of variable
  information that share context, but not content.&#8221;
</div>
<!-- End pullquote -->
<p>In <em>Envisioning Information</em>, Edward Tufte defined
  <em>small multiple designs</em> as information slices that repeat a
  common design several times within a user&#8217;s eye span&#8212;with
  each instance showing different data values. In other words,
  small multiple designs are graphical depictions of variable
  information that share context, but not content.</p>
<p class="sub-p">The small size of each presentation of data
  is necessary to allow viewers to &#8220;make comparisons at a glance&#8212;uninterrupted
  visual reasoning.&#8221; Their consistent design &#8220;puts
  the emphasis on changes in data&#8221; and visually enforces &#8220;comparisons
  of changes, of the differences among objects, of the scope
  of alternatives, of a range of options.&#8221;</p>
<p class="sub-p">In the storm cloud animation shown in Figure 1, small multiples
  illustrate the change in variables over time.</p>
<p class="caption"><span class="run-in-head">Figure 1</span>&#8212;Redesigned animation of a numerically modeled severe storm by Edward Tufte &amp; Colleen Bushell</p>
<img src="images/dec_2005_images/1severe-storm-animation.gif" width="429" height="319" class="figure-left">
<p class="sub-p">Each multiple
  maintains a consistent frame of reference&#8212;size, color,
  fonts&#8212;with changing data&#8212;cloud shape, number of
  minutes. The resulting information provides a complete narrative
  of how the storm changed over time.</p>
<h2>Applying Small Multiples </h2>
<p class="quotation">&#8220;For a wide range of problems in data presentation,
  small multiples are the best design solution.&#8221;&#8212;Edward
  Tufte</p>
<p>In 1999, I teamed up with Colleen Bushell&#8212;co-designer
  of the storm visualization shown in Figure 1&#8212;on a project
  to redesign a financial transaction software package. Users
  on the receiving end of these exchanges were faced with the
  task of potentially coordinating multiple transactions at once.</p>
<p class="sub-p">My first iteration of the user interface design utilized cascading
  windows to stack incoming transactions within the user&#8217;s
  workspace, as seen in Figure 2 . However, it quickly became
  clear that these windows would hold little value for our users.
  They did not provide enough context to help users locate the
  appropriate window&#8212;only the title and time left&#8212;and
  because users often had just seconds to react to incoming transactions,
  the short title bars did not provide large enough targets for
  quick mouse movements.</p>
<p class="caption"><span class="run-in-head">Figure 2</span>&#8212;Initial design of multiple transaction windows</p>
<img src="images/dec_2005_images/2multiple-transaction-windows.gif" width="467" height="130" class="figure-left">
<p class="sub-p">Colleen suggested we utilize a small multiples
  design. In the redesign, shown in Figure 3, a small pane represents
  each transaction and shows enough data to support quick identification.
  The colored bar at the top of each pane gives a high-level
  indication of the status of a quote that a user can quickly
  interpret, and the timer bars provide detailed information&#8212;the
  exact amount of time left to fill a request. When a user mouses
  over one of these small multiples, the application brings the
  full information for the corresponding transaction to the foreground. </p>
<p class="caption"><span class="run-in-head">Figure 3</span>&#8212;The small multiples design</p>
<img src="images/dec_2005_images/3small-multiples-design.gif" width="467" height="241" class="figure-left">
<p class="sub-p">Not only do these small multiples provide quick access to
  important functions, they also help differentiate sets of information
  and options. These qualities become even more useful as the
  quantity of information increases.</p>
<p class="sub-p">In the data monitoring application depicted in Figure 4, small
  multiples visualize the current status of traffic at individual
  sites. The consistent visual presentation of each of the small
  multiples enables users to quickly scan a dense information
  grid for important differences.</p>
<p class="caption"><span class="run-in-head">Figure 4</span>&#8212;A set of small multiples within a radar traffic
  monitoring application</p>
<img src="images/dec_2005_images/4radar-traffic-monitoring.gif" width="466" height="186" class="figure-left">
<p class="sub-p">Like other forms of information design, small multiples have
  a place within user interfaces for complex information systems.
  As we continue expanding the amount of digital information
  that is available to people, expressing data as small multiples
  is likely to become even more useful.</p>
<h4>Bibliography</h4>
<p class="bibliography">Baker, M. Pauline, and Colleen Bushell.
  <em>After the Storm: Considerations for Information Visualization.</em> Urbana-Champaign,
  Illinois: National Center for Supercomputing Applications,
  University of Illinois: 1995. 
Retrieved from <a href="http://vis.iu.edu/Publications/Storm.pdf">http://vis.iu.edu/Publications/Storm.pdf</a></p>
<p class="bibliography">Tufte, Edward R. <em>Envisioning Information.</em> Cheshire,
  Connecticut: Graphics Press, 1990.</p>]]>
</content>
</entry>
<entry>
<title>t-Introduction to Eyetracking: Seeing Through Your Users&apos; Eyes</title>
<link rel="alternate" type="text/html" href="http://dev.uxmatters.com/topics/archives/practice_of_ux/usercentered_design_process/usability_testing/tintroduction_to_eyetracking_seeing_through_your_u.php" />
<modified>2006-01-02T02:05:14Z</modified>
<issued>2005-12-06T10:04:20Z</issued>
<id>tag:dev.uxmatters.com,2005:/topics//4.51</id>
<created>2005-12-06T10:04:20Z</created>
<summary type="text/plain"><![CDATA[By Matteo Penzo
Published: December 6, 2005
This article is the first in a series of articles on eyetracking
  that will appear in UXmatters. Over the coming months, I&#8217;ll
  use eyetracking to evaluate a lot of world-renowned user
  interfaces&#8212;including Web sites like Amazon.com&reg;, Google&#8482;
  News, and eBay&reg;; Rich Internet Applications (RIAs); and desktop
  applications&#8212;and
  analyze quantitative eyetracking data to provide best practices
  for designing user interface elements like navigation systems,
menus, and forms, and for effective ad placement.]]></summary>
<author>
<name>pjb</name>

<email>pjb@bogieland.com</email>
</author>
<dc:subject>Usability Testing</dc:subject>
<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://dev.uxmatters.com/topics/">

<![CDATA[<p class="author">By <a href="/authors/archives/2005/12/matteo_penzo.php">Matteo Penzo</a></p>
<p id="date">Published: December 6, 2005</p>
<p>This article is the first in a series of articles on eyetracking
  that will appear in UXmatters. Over the coming months, I&#8217;ll
  use eyetracking to evaluate a lot of world-renowned user
  interfaces&#8212;including Web sites like Amazon.com&reg;, Google&#8482;
  News, and eBay&reg;; Rich Internet Applications (RIAs); and desktop
  applications&#8212;and
  analyze quantitative eyetracking data to provide best practices
  for designing user interface elements like navigation systems,
menus, and forms, and for effective ad placement.</p>
<div class="pullquote-wide">&#8220;<span class="sub-p">Eyetracking
    offers unique benefits and provides a practical alternative
    to conventional discount usability testing.</span>&#8221;
</div>
<!-- End pullquote -->
<p class="sub-p">For some time, usability professionals have evangelized the
  term <em>discount usability testing</em>. Discount usability
  testing was a product of the early years of the Internet. Its
  techniques promised to provide a simple, fast, and relatively
  economical way of conducting usability studies and improving
  users&#8217; experience of the Web and other software user
  interfaces. However, such studies are mainly qualitative and
  subjective. The data reflect users&#8217; conscious thoughts
  and feelings as well as the observers&#8217; impressions. Some
  think this is the best, even the only method of conducting
  usability studies, but there are other&#8212;in some situations,
  perhaps better&#8212;ways of evaluating user interactions.
  Eyetracking offers unique benefits and provides a practical
alternative to conventional discount usability testing.</p>
<p class="sub-p">As John Elvesjo&#8212;founder of the firm Tobii
  Technology, which produces eyetracking technology&#8212;said, &#8220;The eye
  is the mirror of the soul, and the soul is the mirror of our
  thoughts.&#8221; This
  quotation expresses wonderfully the magic of human sight and
  the manifold possibilities that the study of users&#8217; eye
movements makes possible.</p>
<h2>Adoption of Eyetracking Methods</h2>
<div class="pullquote-wide">&#8220;<span class="sub-p">Eyetracking
    can show which parts of your user interfaces users see and
    which parts seem to be invisible to them&#8212;not just by
    observing users and gathering qualitative data, but also
    by analyzing their gaze plots and other quantitative data.</span>&#8221;
</div>
<!-- End pullquote -->
<p>Usability gurus have written little on eyetracking, which
  is odd considering what an effective technique it is. Back
  in 2000, Jakob Nielsen wrote an Alertbox column about an eyetracking
  study of readers&#8217; behaviors when reading news on the
  Web, and Jared Spool&#8217;s User Interface Engineering published
  an article on using eyetracking to test the usability of Web
  sites back in 1998. These early articles came out before recent
  advances in eyetracking technologies and techniques. The near
  silence of usability gurus on the subject of eyetracking since
  then is quite surprising to me. Eyetracking is <em>not</em> rocket
  science. It is a simple and effective means of evaluating Web
  pages and user interfaces.</p>
<p class="sub-p">Fortunately, things are now changing. If you
  take a look at Steve Krug&#8217;s book <em>Don&#8217;t Make
  Me Think</em>, you will see a graph that resembles a gaze plot.
  He derived that graph from years of experience observing user
  interactions with Web pages. Eyetracking now makes it possible
  to accurately measure the kinds of gaze patterns that Krug
  observed. Eyetracking can show which parts of your user interfaces
  users see and which parts seem to be invisible to them&#8212;not
  just by observing users and gathering qualitative data, but
  also by analyzing their gaze plots and other quantitative data.</p>
<h2>What You Need to Know About Human Sight</h2>
<p>Human sight has a visual field of about 120 degrees, encompassing
  three degrees of visual acuity: foveal, parafoveal, and peripheral
  vision. We primarily take in visual data from the outside world
  through the fovea, which provides the greatest visual acuity.
  We move our head and eyes to focus the fovea on objects of
  interest that we want to see.</p>
<p>Eye movement has two states:</p>
<ul>
  <li><span class="run-in-head">saccade</span>&#8212;A <em>saccade</em> is the fastest movement of which
    the human body is capable&#8212;taking only about 30 milliseconds&#8212;and
    centers content within the foveal area.</li>
  <li><span class="run-in-head">fixation</span>&#8212;A <em>fixation</em> occurs when this movement stops,
    permitting the eye to acquire content.</li>
</ul>
<p class="sub-p">During saccadic activity, we cannot see at all. We perceive
  the world visually only through fixations. The brain virtually
  integrates the visual images that we acquire through successive
fixations.</p>
<h2>How Eye-tracker Works</h2>
<p>The Tobii Eye-tracker, shown in Figure 1, is an instrument that is capable
  of capturing data about both saccadic activity and fixations
  of the foveal area.</p> 
<p class="caption"><span class="run-in-head">Figure 1</span>&#8212;Eye-tracker</p>
<img src="images/dec_2005_images/1eyetracker.jpg" width="222" height="290" class="figure-left" />
<p>To accomplish this, it uses an infrared light source to illuminate the eyes, a
  CCD (Charge Coupled Device) sensor to capture a reflection
  of the user&#8217;s eyes, as shown in Figure 2, and eye-gaze analysis software to process 
  the data.</p>
<p class="clear">&nbsp;</p>  
<p class="caption"><span class="run-in-head">Figure 2</span>&#8212;Eye-tracker in operation</p>
<img src="images/dec_2005_images/2eyetracking_functioning.jpg" width="222" height="162" class="figure-float-left" />
<p class="sub-p">By using a remote, digital eyetracker, we can record saccades
  and fixations, the length of each fixation, the distance to
  the eye, the pupils&#8217; diameter, and a lot of other useful
  data within an accuracy of half a degree. Thus, eyetracking
  can, for example, tell us what a user is looking at and for
  how long.</p>
<p class="clear">&nbsp;</p>  
<p class="sub-p">Eye-gaze analysis software produces various
  graphs that are useful for data interpretation, as follows:</p>
<ul>
    <li><span class="run-in-head">Hotspots</span>&#8212;Generalize
      the behavior of a group of test subjects. They&#8217;re
      very similar to heat maps, as shown in Figure 3.</li>
    <li><span class="run-in-head">Gaze plots</span>&#8212;Provide
      a comprehensive image of all the eye-gaze data from a single
      eyetracking test. Figure 4 shows a gaze plot.</li>
    <li><span class="run-in-head">Gaze replays</span>&#8212;Provide
      both real-time and slow-motion replay of the paths a user&#8217;s
      eyes followed during an eyetracking test.</li>
</ul>
<p class="caption"><span class="run-in-head">Figure 3</span>&#8212;Hotspots</p>
<img src="images/dec_2005_images/3hotspot.jpg" width="239" height="242" class="figure-float-left" />
<p class="clear">&nbsp;</p>
<p class="caption"><span class="run-in-head">Figure 4</span>&#8212;Gaze plot</p>
<img src="images/dec_2005_images/4gazeplot.jpg" width="249" height="242" class="figure-float-left" />
<p class="sub-p">Both gaze plots and gaze replays are much more informative
    than hotspots. They permit an evaluator to see through each
    individual user&#8217;s eyes, displaying the gaze path a
    user&#8217;s eyes followed while exploring a Web page or interacting with
    a user interface.</p>
<p class="sub-p">To facilitate analysis of a user&#8217;s interactions at a
  deeper level, you can export all of these data to an Excel&reg;
  file, as shown in Figure 5.</p>
<p class="caption"><span class="run-in-head">Figure 5</span>&#8212;Data exported to an Excel file</p>
<img src="images/dec_2005_images/5eyetracking_excel_export.jpg" width="350" height="263" class="figure-left" />
<p class="sub-p">Analyzing the angles between saccades or the distance between
  two fixations can reveal a lot of information about a user&#8217;s
  thoughts while interacting with a Web page or user interface.
  Eye-tracker provides a powerful set of tools that lets you
  define areas of interest, or boxes of content, on a Web page
  such as an ad, then determine a user&#8217;s attentiveness
  to them by evaluating the percentage of time the user spends
  viewing each area of interest relative to time spent viewing
  other areas of a page during normal page browsing.</p>
<h2>Evaluating Usability Using Eyetracking</h2>
<p>A very effective test methodology combines standard usability
  evaluation techniques&#8212;such as the think-aloud protocol&#8212;with
  the latest eyetracking capabilities, as shown in Figure 6.
  Eyetracking introduces quantitative measurement to the field
  of usability evaluation, which has typically provided mostly
  qualitative data. Whether you are videotaping or logging data
  during a usability test session, the think-aloud protocol lets
  you collect qualitative data such as a user&#8217;s mood through
  tone of voice and facial expressions, while Eye-tracker gathers
  and records quantitative data such as pupil diameter, fixation
  coordinates, fixation length, saccade angles, and more. The
  combined data of these two methods provide a broad overview
  of the problems a user encounters in a user interface while
  performing a task.</p>
<p class="caption"><span class="run-in-head">Figure 6</span>&#8212;Combining
the think-aloud protocol with eyetracking</p>
<img src="images/dec_2005_images/6eyetracking_think_aloud.jpg" width="250" height="197"  class="figure-float-left" />
<p class="sub-p">We can now leave expert evaluators&#8217; interpretations
  and de facto standards behind and instead determine things
  like the optimal position for the labels of fields in a form,
  the best placement for a navigation bar, or the most visible
  location for a logo or an advertisement by evaluating gaze
  data that shows the percentage of users actually seeing them.</p>
<p class="sub-p">Eyetracking technology lets us observe the behaviors
  of users and provides quantitative, objective data that lets
  us develop a deeper understanding of how users interact with
  Web pages and user interfaces. Armed with this knowledge, we
  can improve the usability and usefulness of Web pages and software
  products.</p>
<h2>Eyetracking in New Interaction Paradigms</h2>
<p>Usability and marketing studies are just two of the possible
  applications for eyetracking technology. In addition to using
  eyetracking to analyze Web pages and software user interfaces,
  through my research at Consultechnology, I am exploring how
  we can take full advantage of eyetracking capabilities and
  working to discover better interaction paradigms. For example,
  by capturing the screen coordinates of a user&#8217;s gaze,
  eyetrackers</p>
<ul>
  <li>allow people to use their eyes as input devices, thus creating
    new and more natural and ecological ways for them to interact
    with systems</li>
  <li>can provide the means for a system to know where a user&#8217;s
    attention is focused while reading or interacting with a
    user interface and even to anticipate what a user wants to
    do next</li>
  <li>can analyze a driver&#8217;s level of attentiveness while
    driving and prevent drowsiness from causing accidents</li>
</ul>
<h2>What&#8217;s Next?</h2>
<p>Eyetracking provides a relatively quick and straightforward
  way of conducting studies of any kind, making it possible for
  me to present reports on eyetracking studies every month in
  UXmatters. Through these studies, I will evaluate specific
  user tasks and interactions with Web pages and user interfaces.
  My reports will demonstrate best design practices through the
  analysis of quantitative test results.</p>
<p><span class="run-in-head">Next Month</span>&#8212;Eyetracking and Field Label Placement
  in Forms</p>
<h4>Bibliography</h4>
<p class="bibliography">Krug, Steve. <em>Don&#8217;t Make Me Think! A Common Sense Approach
  to Web Usability.</em> Indianapolis, Indiana: Que, 2000.</p>
<p class="bibliography">Nielsen, Jakob. &#8220;Eyetracking Study of Web Readers.&#8221; <em>Alertbox</em>,
  May 14, 2000. Retrieved from <a href="http://www.useit.com/alertbox/20000514.html">http://www.useit.com/alertbox/20000514.html</a></p>
<p class="bibliography">Shroeder, Will. &#8220;Testing Web Sites with Eye-Tracking.&#8221; <em>User
  Interface Engineering</em>, September 1, 1998. Retrieved from <a href="http://www.uie.com/articles/eye_tracking/">http://www.uie.com/articles/eye_tracking/</a></p>]]>
</content>
</entry>
<entry>
<title>t-RIAs: The Technology Is Exciting, but They Really Do Help Users</title>
<link rel="alternate" type="text/html" href="http://dev.uxmatters.com/topics/archives/digital_product_design/software_products/web_applications/trias_the_technology_is_exciting_but_they_really_d.php" />
<modified>2006-03-08T15:03:48Z</modified>
<issued>2005-12-06T10:02:28Z</issued>
<id>tag:dev.uxmatters.com,2005:/topics//4.50</id>
<created>2005-12-06T10:02:28Z</created>
<summary type="text/plain">By David Heller
Published: December 6, 2005
Recently, there has been a lot of talk about Rich Internet
  Applications (RIAs), how they work, and how to choose the appropriate
  RIA technology. Unfortunately, so far, we&amp;#8217;ve had few
  discussions about the value of RIAs to users and how
RIA technologies let us create better, more usable Web applications.</summary>
<author>
<name>pjb</name>

<email>pjb@bogieland.com</email>
</author>
<dc:subject>Web Applications</dc:subject>
<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://dev.uxmatters.com/topics/">
<![CDATA[<h2 class="bar">Earlier This Month</h2>]]>
<![CDATA[<p class="author">By <a href="/authors/archives/2005/12/david_heller.php">David Heller</a></p>
<p id="date">Published: December 6, 2005</p>
<p>Recently, there has been a lot of talk about Rich Internet
  Applications (RIAs), how they work, and how to choose the appropriate
  RIA technology. Unfortunately, so far, we&#8217;ve had few
  discussions about the <em>value</em> of RIAs to users and how
RIA technologies let us create better, more usable Web applications.</p>
<p>This article addresses two questions:</p>
<ul>
  <li>What is wrong with traditional, pre-RIA Web applications?</li>
  <li>How do RIAs remedy their problems?</li>
</ul>
<h2>What Is a Traditional Web Application?</h2>
<p>A traditional Web application is heavily dependent on the
  metaphor of the <em>page</em>. A page presents a single set
  of information in response to a user request or query and provides
  limited interactivity. Bob Baxley, in his book <em>Making
  the Web Work</em>, discusses various page types. A page might
  be a form&#8212;allowing limited user input&#8212;a view of
  a single dataset or media object, or a list view of aggregated,
  or summary, data. Without
  adding richness, you cannot really break away from these three
  basic page types. Each page type has an infinite set of variations
  and, depending on the level of richness that you add, can provide
  a certain amount of intrapage interactivity such as the selection
  of options, drag and drop within a page, and even business
  rule validation.</p>
<p class="sub-p">No matter how much interactivity you add to a single page
  in a Web application, there is one overriding limit. When a
  user navigates to a page, the Web server sends <em>both</em> the
  information that the page presents <em>and</em> all of the
  code that supports user interactions on the page. Interactions
  on the page do <em>not</em> trigger another get from the server
  to obtain further information that would support a greater
  degree of interactivity. Doing so would initiate a page refresh,
  which downloads a <em>new</em> page.</p>
<h2> Why Is the Metaphor of a Page So Apt for the HTML-Based
    Web Experience?</h2>
<div class="pullquote-wide">&#8220;The page metaphor defines the user experience
  of the traditional Web, because following a hyperlink initiates
  a change that is similar to the experience of turning the pages
  of a book.&#8221;
</div>
<!-- End pullquote -->
<p>This question begs the further question: Why does the page
  metaphor even matter? The page metaphor defines the user experience
  of the traditional Web, because following a hyperlink initiates
  a change that is similar to the experience of turning the pages
  of a book. As I turn to the next page of a book, there is a
  moment when neither the previous page nor the next page is
  available or readable. I must pause for a moment before I can
  continue reading. The same is true of Web pages. I must wait
  while the next page loads.</p>
<p class="sub-p">On content sites, the page is an appropriate metaphor, because
  most Web pages let us view narrative content that is similar
  to the content in magazines, books, pamphlets, and other print
  media. Traditional Web sites often have site maps, which are
  analogous to the tables of contents in books, and index pages,
  which have the same function as the indexes in books.</p>
<p class="sub-p">Prior to the introduction of Web versions of applications,
  this idea of a page was <em>not</em> the primary metaphor for
  applications. Windows and panels were the primary containers
  of functionality, and the transition points when users requested
  new data did not lead to such stark differences in context.
  The only transitions that placed users in a new context were
  those that denoted a complete change in task or a different
  step in a task.</p>
<p class="sub-p">The cultural effect that the page metaphor has had is quite
  strong. This metaphor permeates not just our Web applications&rsquo; behavior
  models, but also the artifacts that we, as designers, use to
  communicate our ideas such as wireframes and site maps. This
  legacy is an issue that we must deal with as we move forward. <em>Beyond
  the Page</em>, a presentation by Gene
  Smith at the IA Summit in
  2005 addressed the issues relating
  to moving beyond the page metaphor and its design repercussions.</p>
<h2>What Is Wrong with the Page Metaphor and Is It Wrong
    for Everything?</h2>
<p>First, let&#8217;s re-examine the primary reason for the
  use of the page metaphor. The original purpose of the Web was
  to distribute content that was most closely analogous to printed
  articles, abstracts, and other similar documents. The Web&#8217;s
  primary task flows involved information distribution and consumption.</p>
<p class="sub-p">But even from the early days of the Web, people have done
  more than just consume information. Web sites have also let
  users complete transactions such as purchasing items on e-commerce
  sites and paying bills online and perform collaboration and
  content management tasks. While these early Web applications
  fit nicely into a page metaphor, because of the step-by-step
  nature of their interactions, some of their more complex transactions
  could benefit from the use of protocols that are not subject
  to the limitations of the page metaphor.</p>
<p class="sub-p">The problem with traditional Web applications is that they
  often require users to either send data to the server or send
  a new request to the server to obtain more information. In
  either case, the Web browser must display a new page, regardless
  of whether the submission of or request for data occurs at
  a natural stopping point in a user&#8217;s task flow.</p>
<p class="sub-p">This interruption, in some circumstances, leads to a significant
  wait and, thus, causes a significant and seemingly unnecessary
  break in a task flow. This unexpected delay is an opportunity
  for thought, contemplation, aggravation, and remorse&#8212;probably
  in that order&#8212;and can lead to</p>
<ul>
  <li>negative brand experience</li>
  <li>premature use of browser options such as back or refresh</li>
  <li>a user&#8217;s clicking again, resulting in further delay</li>
  <li>a user&#8217;s giving up and abandoning calls to customer
    service, entailing costs for the company providing the Web
    application</li>
</ul>
<p>The limitations of the page metaphor have tremendous impacts
  on the user experience of Web applications, for example:</p>
<ul>
  <li>It is <em>difficult</em> to manage the display of information
    in different areas on a page without refreshing the entire
    page.</li>
  <li>Web pages serve as the equivalents of dialog boxes in
    desktop applications, resulting either in the loss of context
    or in window management problems.</li>
  <li>Web applications often do not handle validation exceptions
    well. Web applications&#8217; use of animation to communicate
    transitions with contextual cues is very limited. Generally,
    there are fewer opportunities for providing contextual dynamism.</li>
  <li>Web applications offer limited capabilities for tracking
    user interactions. While some feel that the opposite is the
    case, the reality is that we can track <em>only</em> clicks
    in a traditional Web application. In an RIA, we can track
    mouse movements.</li>
</ul>
<h2> What Makes an Application Rich?</h2>
<div class="pullquote-wide">&#8220;RIAs offer
  richer interactive behaviors and more functionality that works
  within a single screen.&#8221;
</div>
<!-- End pullquote -->
<p>With the distributed processing of an RIA on a networked
  computer, it is possible to send more data from the server
  to the client computer and use more of its processing power
  to handle complex user interactions in real time. RIAs offer
  richer interactive behaviors and more functionality that works
  within a single screen. They require fewer returns to the server&#8212;conserving
  both network and server CPU bandwidth&#8212;and therefore,
  require fewer arbitrary interruptions of a user&#8217;s normal
  task flow.</p>
<p class="sub-p">Another valuable feature of most RIAs is the addition of
  a messaging layer that can communicate between the client computer
  and the server without the user being aware of it, and most
  importantly, without any arbitrary interruption of a user&#8217;s
  task. Because an RIA can request information and display it
  on the current page, there is no loss of context&#8212;as there
  would be with a page refresh&#8212;and it is clear how any
  changes to the content have occurred.</p>
<p class="sub-p">The oldest and most famous example of such a Web application
  is the reservation system for the <a href="https://reservations.ihotelier.com/onescreen.cfm?hotelid=2054&languageid=1">Broadmoor
  Hotel</a><a href="https://reservations.ihotelier.com/onescreen.cfm?hotelid=2054&languageid=1"><img src="../../images/new-window-arrow.gif" width="14" height="12" class="icon-right" /></a> in Colorado Springs.</p>
<p class="caption"><span class="run-in-head">Figure 1</span>&#8212;The
iHotelier<span class="service-mark">SM</span> reservation system for the Broadmoor Hotel</p>
<img src="images/dec_2005_images/1broadmoor-hotel-res.jpg" width="475" height="306" class="figure-left" />
<p class="sub-p">While you might criticize its design, this Web page demonstrates
  the possibilities of having three distinct interactive areas
  on the same page. More importantly, if you use this system,
  you will experience what it is like to complete transactions
  without loading a new page. While it is important to view the
  calendar and the room descriptions at the same time, one might
  consider making a reservation to be a separate step in the
  task flow. However, this RIA lets the designer keep <em>all</em> of
  this functionality on the same page. This RIA also provides
  better contextual transitions between pages.</p>
<p class="sub-p">The RIA&#8217;s messaging layer not only overcomes the limitations
  of the page metaphor, it also supports real-time communication
  between the client computer and the server. While the implementers
  of many traditional Web applications have figured out how to
  hide the asynchronous behavior of the browser and give the
  perception of real-time communication, there are limitations
  to such solutions. They are hard to maintain, are limited in
  scale, and still allow the browser to process only one HTTP
  request at a time. Yes, the browser can manage more than one
  connection at a time, but it can handle only one HTTP request
  at a time per connection. Many RIAs use server extensions that
  further enhance their real-time messaging layer.</p>
<p class="sub-p">The aspect of RIAs that people most often discuss is their
  use of graphics, animation, and sound to bring user interfaces
  to life. Some would like to ignore this aspect of richness
  in favor of the more serious programmatic side of RIAs. However,
  I believe we would be doing RIAs a disservice if we didn&#8217;t
  explore the very real value to the user experience of their
  capabilities for displaying graphics and text and their use
  of animation and sound.</p>
<p class="sub-p">With the cross-browser/cross-platform realities of traditional
  HTML-based solutions, it is almost impossible to get text to
  appear exactly the way you want it to look. Some RIA solutions
  allow a designer to be quite precise in designing a visual
  interface. For example, they allow you to embed the precise
  fonts that you want to use. This is especially important when
  text is a major part of your brand. Why should we all have
  to use Arial and Verdana because Microsoft&reg; says so?</p>
<p class="sub-p">RIAs can use graphics formats that conserve network bandwidth&#8212;usually
  vector-based Flash&reg; or SVG graphics. These graphics formats
  provide greater efficiency in animations and when reusing a
  single image across many instances on a Web site. However,
  they do require more CPU processing power, so you could say
  you are exchanging network bandwidth for CPU bandwidth.</p>
<p class="sub-p">Animation is underused in almost all software
  design. Mac OS&reg; X uses animation well as a means of teaching
  users and re-enforcing the lesson of context. Microsoft Windows&reg; 
  XP attempts to do the same, but its animations are not as satisfying.
  You can also use animation to provide a more subtle alerting
  mechanism. In general, movement tells a better story and engages
  users better than refreshing a page.</p>
<p class="sub-p">Sound is even more underused than animation in Web design.
  It is very effective as a feedback mechanism and provides another
  means of engaging a user&#8217;s senses. While it is possible
  to use sound in HTML, many RIAs offer better sound manipulation
  than HTML does.</p>
<p class="sub-p">Would users ever ask for animation, sound, or
  perfect rendering of text and graphics? Probably not. But these
  extras make a proven difference in users&#8217; total experience
  of not only a Web application, but a company&#8217;s brand
  image. Consistency in branding engenders trust and credibility,
  as the research findings of the recent Stanford Web Credibility
  Project demonstrated.</p>
<p class="sub-p">The most important aspect of network-distributed applications
  is that they are distributed. Traditional Web applications
  are not wholly distributed. Either the client computer&#8217;s
  operating system, the browser, or both determine their form
  widgets, fonts, and many of their behaviors. The ability to
  dynamically distribute basic and complex user interface elements
  makes distributed applications invaluable platforms&#8212;regardless
  of their degree of richness.</p>
<p>To summarize, a Rich Internet Application</p>
<ul>
  <li>places more
    behavioral logic and captured data on the client machine</li>
  <li>allows communication between the networked client and
    the server without forcing page refreshes</li>
  <li>provides better control and use of various media, including
    text, graphics, animation, video, and sound</li>
  <li>supports distributed content, widgets, and logic</li>
</ul>
<h2>So, What Is the Problem?</h2>
<p>For me, there aren&#8217;t really problems with <em>any</em> of
  the suggested solutions for RIAs, network-distributed applications,
  or other means of enriching Web applications. Other people,
  however, find problems in</p>
<ul>
  <li>the immaturity of the technologies</li>
  <li>their development environments</li>
  <li>security concerns</li>
  <li>the lack of flexibility in design criteria (Okay, this
    one is mine.)</li>
</ul>
<div class="pullquote-wide">&#8220;Security is probably the largest
  single problem. &#8230; <span class="sub-p">Most large corporations
  do not allow employees to enable ActiveX or install Java applications
  on their computers.</span>&#8221;
</div>
<!-- End pullquote -->
<p class="sub-p">Security is probably the largest single problem.
  Over the last three years, the need to protect yourself and
  your enterprise from bad people and bad programs on the Internet
  was probably the number one obstacle to the adoption of rich,
  network-distributed Web applications. Most large corporations
  do not allow employees to enable ActiveX&reg; or install Java&#8482; applications
  on their computers. While many new RIAs work around these challenges,
  there is still a fear of their use. Some basic forms of RIAs
  still don&#8217;t
  work in a corporate environment, including Macromedia&reg; Flash,
  Sun&#8482; Java Web Start technology, and Microsoft .NET&#8482;/ActiveX.
  For the consumer market, there are fewer obstacles, but many
  users are afraid to install anything new, unless it comes from
  a very trusted source. Unfortunately, many formerly trusted
  sources have become untrustworthy. (For example, AOL&reg; Instant
  Messenger&#8482; installs a WeatherBug&reg; application without
  asking users if they want to install it.)</p>
<p class="sub-p">The other problems with RIAs may concern some, but they are
  more like excuses rather than reasons. Technological change
  is a cultural reality, and I never accept resignation to the <em>status
  quo</em>. Lack of control over design criteria is a concern
  of mine, as I noted above, but I&#8217;d rather work under
  such constraints than be severely limited in the kinds of interaction
  models Web applications can support.</p>
<h2> What About Desktop Applications?</h2>
<p>While few, if any, RIAs can match the capabilities of a network-distributed
  desktop application, I didn&#8217;t pose this rubber-meets-the-road
  scenario as a problem with RIAs. The main reason for the small
  number of desktop applications in this arena centers on security.
  Any software that can access the desktop can do way too much
  to a user&#8217;s client computer without him knowing about
  it. If getting approval to install an RIA is hard, installing
  one that connects the desktop to the Internet is almost impossible
  within many organizations.</p>
<p>That said, there are good examples in the consumer market.
  Here are some of the ones I like:</p>
<ul>
  <li>Google&#8482; Desktop&#8482;&#8212;which allows you to search both your
    desktop and the Web at the same time</li>
  <li>almost all of the photo-sharing services, including Flickr&#8482;,
    Picasa&#8482;, Kodak&#8482; EasyShare Gallery, and Snapfish&#8482;</li>
  <li>good instant messaging clients, including Trillian&#8482;,
    Adium X, AOL Instant Messenger, Yahoo!&reg; Messenger, MSN&reg; Messenger,
    and Paltalk.com&#8482;</li>
</ul>
<h2> How Will These Design Considerations Impact You?</h2>
<div class="pullquote-wide">&#8220;RIAs don&#8217;t present new
  design considerations for experienced application designers.
  However, they do present challenges for people who are moving
  to Web application design from more content-oriented, or page-oriented,
  design.&#8221;
</div>
<!-- End pullquote -->
<p>In all likelihood, RIAs don&#8217;t present new design considerations
  for experienced application designers. However, they do present
  challenges for people who are moving to Web application design
  from more content-oriented, or page-oriented, design. Making
  this switch is similar to moving from designing books to writing
  screenplays. Most good software designers write scenarios,
  because their narrative form provides the best way of making
  a software design come to life. Actors, settings, and plot
  all come into play in the narrative of a good scenario for
  a software product just as they do in a screenplay.</p>
<p class="sub-p">As Gene Smith expressed in his presentation, <em>Beyond the
    Page</em>, we need to start thinking differently about our
    deliverables. My personal leanings lie somewhere between
    the position that the design is the product, and you can
    just create a working prototype of your design for a Web
    application, and the more traditional, rational method of
    creating detailed design documentation. I find that, while
    modeling a prototype is fun, a prototype is not actually
    a great communication tool for complex designs. The problem
    is that each person who needs to work with your design will
    look at the prototype from a different point of view. While
    they will see certain details in your prototype, they may
    not see the details you intend them to see. There needs to
    be some means of annotating a prototype. Doing this at a
    sufficient level of detail within the prototype itself is
    very difficult, because you end up with the annotations completely
    overwhelming people&#8217;s experience of the prototype.
    In the end, design and documentation are not necessarily
    the same thing.</p>
<h2>Concluding Thoughts</h2>
<p>While new technology options are letting us move away from
  the page metaphor, I have not focused on technology in this
  article. However,
  in my view, Macromedia Flash provides the best RIA
  technology. Without going into a comprehensive comparison,
  what I see in Flash&#8212;including its Flex&#8482; engine&#8212;is
  a complete platform for both the front end and back end of
  an RIA that provides all of the aspects of richness that I&#8217;ve
  described. Its only negative is that it can&#8217;t communicate
  with the desktop&#8212;though
  Macromedia Central&#8482;  can.</p>
<p class="sub-p">The advent of Web applications has distracted
  us from the ongoing work on network-distributed applications.
  While using the Web browser to present types of content that
  are analogous to various types of printed documents makes sense,
  transaction-heavy applications do not quite fulfill their potential
  in this medium. It is now time to step back a bit and consider
  which technologies provide the best platform for particular
  classes of Web applications.</p>
<p class="sub-p">I look forward to engaging fellow software designers in discussion
  of this topic and to thinking even more strategically about
  Rich Internet Applications.</p>
<h4>Bibliography</h4>
<p class="bibliography">Baxley, Bob. <em>Making the Web Work:
Designing Effective Web Applications</em>. Indianapolis, Indiana: New Riders Publishing, 2003.</p>
<p class="bibliography">Smith, Gene. &#8220;Beyond the Page</a>.&#8221; Paper presented at the IA Summit, 
Montreal, March 2005. Retrieved from <a title="http://atomiq.org/archives/2005/03/beyond_the_page_the_return.html" 
href="http://atomiq.org/archives/2005/03/beyond_the_page_the_return.html">http://atomiq.org/archives/2005/03/beyond_the_page_the_return.html</a></p>
<p class="bibliography"><em>Stanford Web Credibility Research</em>. Retrieved from <a href="http://credibility.stanford.edu/">http://credibility.stanford.edu/research.html</a></p>]]>
</content>
</entry>
<entry>
<title>t-UX Community</title>
<link rel="alternate" type="text/html" href="http://dev.uxmatters.com/topics/archives/ux_community/publications/ux_community.php" />
<modified>2006-01-02T02:07:40Z</modified>
<issued>2005-11-25T10:05:46Z</issued>
<id>tag:dev.uxmatters.com,2005:/topics//4.52</id>
<created>2005-11-25T10:05:46Z</created>
<summary type="text/plain"><![CDATA[By Pabini Gabriel-Petit, Publisher &amp; Editor in Chief
Published: November 25, 2005
To all of the bloggers who have written about UXmatters and people
who have sent email messages and comments, thank you for warmly welcoming
UXmatters to the UX community. We&#8217;ve been gratified by the high
level of interest in and enthusiastic response to this Web magazine.
There seems to have been some pent up demand for a publication
that covers the breadth of user experience for digital products!]]></summary>
<author>
<name>pjb</name>

<email>pjb@bogieland.com</email>
</author>
<dc:subject>Publications</dc:subject>
<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://dev.uxmatters.com/topics/">
<![CDATA[<h2 class="bar">Recent Articles from November Issue</h2>]]>
<![CDATA[<p class="author">By <a href="/authors/archives/2005/11/pabini_gabrielp.php">Pabini Gabriel-Petit</a>, Publisher &amp; Editor in Chief</p>
<p id="date">Published: November 25, 2005</p>
<p>To all of the bloggers who have written about UXmatters and people
who have sent email messages and comments, thank you for warmly welcoming
UXmatters to the UX community. We&#8217;ve been gratified by the high
level of interest in and enthusiastic response to this Web magazine.
There seems to have been some pent up demand for a publication
that covers the breadth of user experience for digital products!</p>
<p class="sub-p">Are you thinking about contributing an article
to UXmatters? We&#8217;ve so far been fortunate to have some very well-known 
UX professionals contribute columns and articles to UXmatters, but what you
have to say matters more than whether you&#8217;ve made a big
name for yourself. If you have something important to communicate
to the UX community, this is a great place to do it. We are
particularly interested in connecting with industrial designers
who would be interested in contributing articles or a column
on industrial design. </p>
<p class="sub-p">Please help us to ensure that UXmatters meets the needs of the UX
community by contributing articles, volunteering to work
on the UXmatters team, and joining in the discussions of user
experience matters on our blog. Let&#8217;s make the UX community
and the UXmatters community one and the same! Join us, because
user experience matters!</p>
]]>
</content>
</entry>
<entry>
<title>t-Another Perspective on DUX2005</title>
<link rel="alternate" type="text/html" href="http://dev.uxmatters.com/topics/archives/ux_community/events/another_perspective_on_dux2005.php" />
<modified>2006-01-02T02:08:37Z</modified>
<issued>2005-11-21T10:10:24Z</issued>
<id>tag:dev.uxmatters.com,2005:/topics//4.55</id>
<created>2005-11-21T10:10:24Z</created>
<summary type="text/plain">By Pabini Gabriel-Petit
Published: November 21, 2005

Everyone I spoke with at DUX seemed pleased by the quality
 and diversity of the tutorials presented on Day 1 of DUX2005.
   I really wanted to attend the Studio Tours that day, but was
   too busy launching this Web magazine, so missed them. Maybe
   next time&amp;#8230;.
 The DUX Conference began brilliantly with an
   interactive performance by J.Walt Adamczyk and an opening
   plenary address by Bill Irwin. Beautiful ambient
   music accompanied J.Walt&amp;#8217;s live animation
   performance. He took us on an odyssey
   following a convoluted path through an evolving 3D landscape.
   It was mesmerizing.</summary>
<author>
<name>pjb</name>

<email>pjb@bogieland.com</email>
</author>
<dc:subject>Events</dc:subject>
<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://dev.uxmatters.com/topics/">

<![CDATA[<p class="author">By <a href="/authors/archives/2005/11/pabini_gabrielp.php">Pabini Gabriel-Petit</a></p>
<p class="date">Published: November 21, 2005</p>
 <div class="pullquote-wide">&#8220;The DUX
     Conference began brilliantly with an interactive performance
     by J.Walt Adamczyk and an opening plenary address by Bill
     Irwin. J.Walt&#8217;s live animation performance &#8230; took
     us on an odyssey following a convoluted path through an
     evolving 3D landscape.&#8221;
</div>
 <!-- End pullquote -->
<p>Everyone I spoke with at DUX seemed pleased by the quality
 and diversity of the tutorials presented on Day 1 of DUX2005.
   I really wanted to attend the Studio Tours that day, but was
   too busy launching this Web magazine, so missed them. Maybe
   next time&#8230;.</p>
 <p class="sub-p">The DUX Conference began brilliantly with an
   interactive performance by J.Walt Adamczyk and an opening
   plenary address by Bill Irwin. Beautiful ambient
   music accompanied J.Walt&#8217;s live animation
   performance. He took us on an odyssey
   following a convoluted path through an evolving 3D landscape.
   It was mesmerizing. Next came Bill Irwin&#8217;s
   performance, which was both very amusing and highly
   educational. Irwin, shown in Figure 2, is an actor, dancer,
   and clown who has made body language both an art and a science.
   He&#8217;s
   a wonderful, versatile performer, and I enjoyed his performance
   immensely. Comedienne Heather Gold hosted the
   entire conference and added just the right amount of levity
   to the proceedings.</p>
<p class="sub-p">Following the opening plenary, a
    reception sponsored by BayDUX and its participating organizations
  concluded the events of World Usability Day around the world
  and provided a great opportunity for everyone attending DUX
  to get together and talk. The
   hall in which the reception took place was too small to accommodate
   everyone, so the overflow crowd was in a tent, shown in Figure
  1, that was buffeted by a chill wind carrying a spray of raindrops.
  (Thanks Yahoo! for those umbrellas all attendees received!
  They came in handy.) The great company made up for being
   a bit cold, and it was wonderful to be part of this World
   Usability Day celebration.</p>
<p class="caption"><span class="run-in-head">Figure 1</span>&#8212;The
  opening reception</p>
<img src="images/1reception-tent.jpg" width="300" height="225" class="figure-left" />
<p class="sub-p">The opening plenary set a standard of creativity
   that was difficult to uphold. The conference sessions on Days
   2 and 3 of DUX comprised panels of speakers, each of whom
   had only five or six minutes to present papers covering often
   disparate topics. The emphasis was more on ethnography than
   design and on the practical techniques with which most people
   are already familiar rather than on envisioning new paradigms.
   Presentations ranged from great to ho-hum. Some speakers were
   very engaging and used their minutes effectively, making one
   wish they had more time; others were boring and seemed to
   go on interminably. The organizers of this event tried to
   cram too much content into too little time. As a consequence,
   coverage of topics was generally superficial, and there were
   few insights or revelations that might have stimulated 
   thinking among the cognoscenti. I would have preferred to
   have heard the best speakers&#8212;for
   instance, the
   very amusing Jared Spool&#8212;talk
   for half an hour and  read the rest of the papers on the
   &#8220;Proceedings&#8221; CD-ROM. Discussions with many other
   attendees both during and following DUX echoed this viewpoint.</p>
  <p class="caption"><span class="run-in-head">Figure 2</span>&#8212;Bill
  Irwin at the opening reception </p>
  <img src="images/2bill-irwin.jpg" width="199" height="250" class="figure-float-left" />
<p class="sub-p">While there&#8217;s not a bad seat in
   the house at the Cowell Theater, there is nowhere comfortable
   to sit and talk or eat outside the theater&#8212;just long,
cold, concrete hallways.
San Francisco weather was at its most beautiful on Days 2 and
3 of DUX, so it felt good to spend some time outdoors when the
   conference broke for lunch. Fluffy clouds dotted bright blue
   skies and fresh breezes created whitecaps on the bay. I completely
   missed the poster sessions, which took place at lunchtime,
   when there seemed always to be conflicting events.</p>
 <p class="sub-p">Though it took place at the very cool
   111 Minna Gallery, the DUXBash was a bust. The art on exhibit
   was eclectic and interesting, and many enjoyed the gallery
   experience. However, while the blaring music made talking
   very difficult, it didn&#8217;t
   inspire many to dance. The DJ wasn&#8217;t right for the
   crowd. Since there are two rooms at the Gallery, it
   would have been so easy to disconnect the speakers in the
   bar, where people gathered to try to talk. There were a lot
   of people with hoarse voices the next day.</p>
 <div class="pullquote-wide">&#8220;There&#8217;s a tendency
   on designers&#8217;
     part to think that a well-designed world would be a perfect
     world, but great design can embody and promote the greatest
     social ideals.&#8221;&#8212;Edward Tenner
</div>
 <!-- End pullquote -->
 <p class="sub-p">Edward Tenner, author of the book <em>Why Things
     Bite Back: Technology and the Revenge of Unintended Consequences, </em>delivered
     the closing plenary. Considering he read from a prepared
     text, his talk was surprisingly engaging. His presentation
     focused on the progress of industrial design since the late
     19th century. Heather Gold interviewed Tenner following
     his talk. I couldn&#8217;t helping wishing that someone
     with great interviewer/moderator skills who actually works
     in UX&#8212;like Richard Anderson or Aaron Marcus&#8212;had
     taken on that role. Throughout DUX, I&#8217;d
     wanted to hear people talk about visionary design and innovation,
     and Tenner delivered. He left us with some great thoughts
     to take away from DUX:</p>
 <ul>
   <li><span class="run-in-head">On innovation</span>&#8212;&#8220;Innovation promotes unwelcome surprises,
     but also positive unintended consequences. &#8230; How do
     we make positive unintended consequences happen? &#8230; Design
     for unintended consequences by creating new opportunities
     for modification and innovation.&#8221;</li>
   <li><span class="run-in-head">On design idealism</span>&#8212;&#8220;There&#8217;s a tendency on designers&#8217;
     part to think that a well-designed world would be a perfect
     world, but great design can embody and promote the greatest
     social ideals.&#8221;</li>
   <li><span class="run-in-head">On intuition</span>&#8212;&#8220;In
     a great client, there has to be a certain degree of irrationality. &#8230; Money
     is not the focus from the
     beginning. &#8230; [People like Steve Jobs] are intuitively
     brilliant. My sympathies lie with the intuitive person who
     hits on something users will love.&#8221;</li>
   <li><span class="run-in-head">On industrial-strength Zen</span>&#8212;&#8220;When
     people calculate too much, they can close themselves to
     unintended consequences.&#8221;</li>
 </ul>
 <p class="sub-p">The DUX Conference attracts just the right
   mix of people, representing the diversity of UX professionals.
     With a format that encourages interaction and dialogue among
     attendees, DUX provides a great opportunity for meeting
     professional colleagues and online acquaintances face to
     face. Kudos to the organizers of DUX for
   the many things they&#8217;re
     doing well. Next time, I hope they&#8217;ll tweak the format
     of the conference sessions to allow presenters to explore
     their topics in more depth. DUX is definitely a worthwhile
     and unique conference.<a href="#top" title="Top"><img src="../../images/ux-bug.gif" width="18" height="18" class="icon-right" /></a></p>
 <p><em>Photographs by Keith Instone</em></p>]]>
</content>
</entry>
<entry>
<title>t-DUX2005: One Person&apos;s Journey</title>
<link rel="alternate" type="text/html" href="http://dev.uxmatters.com/topics/archives/ux_community/events/dux2005_one_persons_journey.php" />
<modified>2006-03-08T15:06:11Z</modified>
<issued>2005-11-21T10:08:36Z</issued>
<id>tag:dev.uxmatters.com,2005:/topics//4.54</id>
<created>2005-11-21T10:08:36Z</created>
<summary type="text/plain">By Elizabeth Bacon
Published: November 21, 2005

People from the UX community came together at DUX2005.
    I had eagerly awaited this second Conference on Designing
    for User eXperience, which was held November 2&amp;#8211;5 at
    Fort Mason, in San Francisco, especially since I&amp;#8217;d
    had miss the first DUX Conference in 2003. The conference
    lived up to my high expectations, providing fun and insight
    in equal measure. The surprising blue skies and sparkling
    vistas of the Golden Gate bridge didn&amp;#8217;t hurt the experience
    either.
For me, the insights started with the two tutorials I attended: Layers
      of Experience, which Marc Rettig taught, and Whose
      Line Is It Anyway: Improv, Ethnography, and Innovation, which
      Steve Portigal taught.</summary>
<author>
<name>pjb</name>

<email>pjb@bogieland.com</email>
</author>
<dc:subject>Events</dc:subject>
<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://dev.uxmatters.com/topics/">

<![CDATA[<p class="author">By <a href="/authors/archives/2005/11/elizabeth_bacon.php">Elizabeth Bacon</a></p>
<p class="date">Published: November 21, 2005</p>
<p>People from the UX community came together at DUX2005.
    I had eagerly awaited this second Conference on Designing
    for User eXperience, which was held November 2&#8211;5 at
    Fort Mason, in San Francisco, especially since I&#8217;d
    had miss the first DUX Conference in 2003. The conference
    lived up to my high expectations, providing fun and insight
    in equal measure. The surprising blue skies and sparkling
    vistas of the Golden Gate bridge didn&#8217;t hurt the experience
    either.</p>
<p class="sub-p">For me, the insights started with the two tutorials I attended: <em>Layers
      of Experience,</em> which Marc Rettig taught, and <em>Whose
      Line Is It Anyway: Improv, Ethnography, and Innovation,</em> which
      Steve Portigal taught.</p>
<div class="pullquote-wide">&#8220;Opening your mind to understanding people&#8217;s
    true goals exposes the key elements of an experience and
    reveals those &#8220;dimensions of meaningful variation&#8221; that
    let you produce a properly tailored design for a product
    that truly <em>fits</em> its target audience.&#8221;
</div>
<!-- End pullquote -->
<p class="sub-p">Marc Rettig&#8217;s focus was on the different aspects
    of people&#8217;s experiences that we can study through ethnographic
    research. These aspects of experience included activities,
    environments, objects, people and their relationships, and
    interactions. Opening your mind to understanding people&#8217;s
    true goals exposes the key elements of an experience and
    reveals those &#8220;dimensions of meaningful variation&#8221; that
    let you produce a properly tailored design for a product
    that truly <em>fits</em> its target audience.</p>
<p class="sub-p">One curious thought I had at the end of Marc&#8217;s tutorial
  was whether it is possible that someday we might reach the
  point where our superb understanding of people&#8212;that is,
  the UX designer&#8217;s deep understanding of target users&#8212;would
  let us deliver a <em>single, optimal</em> experience for each
  category of product, service, or experience. Would different
  sets of highly trained ethnographic researchers focusing on
  the same subject deliver the same set of insights, leading
  to the same set of design solutions? If so, how could we avoid
  creating a homogenized, monopolistic universe filled with &#8220;idealized&#8221; experiences?
  Would we use corporate concepts of brand and ephemeral ideas
  of quality to differentiate our solutions? This possible future
  merits further thought&#8212;or perhaps I should read less
  science fiction before bedtime.</p>
<p class="sub-p">Steve Portigal&#8217;s tutorial brought the fun to bear, taking
  a more esoteric approach to the performance of ethnographic
  research by discussing improvisation techniques. Improv is
  more than a form of comedy. Common in theater training, improvisation
  is a group activity that emphasizes spontaneity within a clearly
  defined set of rules. Steve quickly pushed the class into improv
  exercises. For the first one, eight of us stood in a line at
  the front of the room and began to tell a story involving the
  randomly elicited <em>dog walker</em> and <em>blender</em>.
  We each spoke a single word when our turns came, developing
  the story together, one word at a time. I was soon stammering &#8220;noodles&#8221; when
  my turn came and blushing along with my fellow participants
  in discomfort at the oddity of this experience.</p>
<p class="sub-p">After more immersive improv exercises, Steve helped put the
  concepts together for the class. Successful improv involves
  taking an idea <em>thrown</em> to you by another participant
  and turning it into something else&#8212;something greater
  and maybe even something funny&#8212;and then tossing that
  idea along to the next participant. Improv is a group activity
  wherein <em>listening </em>is essential. Also, as in ethnographic
  research, experiencing empathy for your fellows is an essential
  key to gleaning and processing information. We can&#8217;t
  move from an analytical, or <em>etic,</em> point of view to
  an internalized, or <em>emic,</em> perspective that interprets
  the true meaning of things without engaging our hearts, minds,
  and bodies in the activity.</p>
<div class="pullquote-wide">&#8220;Experiencing empathy for your fellows is an essential
  key to gleaning and processing information.&#8221;
</div>
<!-- End pullquote -->
<p class="sub-p">I was struck by the focus of participants&#8217; questions
    toward the end of the tutorial, which turned upon whether
    ethnographers bring bias into their research and whether
    we can validate the work of ethnographers. I personally believe
    that the ethnographer&#8212;<em>cum </em>designer, anyway&#8212;<em>must</em> bring
    bias into the research work, in order to guide the activity
    toward the extraction of essential information from research
    subjects. I also think that ethnographic research gets validated
    by the analysis and synthesis that follows, which should
    either yield new, helpful insights or confirm existing insights.
    All in all, however, the group&#8217;s questions made me
    think that we&#8217;re a long way from understanding other
    people so well that we&#8217;re in any danger of living in
    some brave new world.</p>
<p class="sub-p">Because the tutorials and Studio Tours occurred on the
    same day, I unfortunately missed touring the local design
    studio offices. However, whether conference attendees attended
    tutorials, visited San Francisco design studios, or attended
    only the DUX Conference itself, Thursday evening was time
    for DUX2005 proper to begin. More than 400 attendees gathered
    in the Cowell Theater for the opening plenary. (DUX2005 organizers
    had deliberately limited registration, and it was a sold-out
    event.)</p>
 <p class="sub-p">J.Walt Adamczyk gave an extraordinary live-animation
  performance, shown in Figure 1. He conjured giant alien plants
  from nothing, bringing to life a desert landscape with flicks
  of his pen on a Wacom tablet, tweaks on a sound board, and
  swirls of a joystick. This phenomenal and unique performance
  set a suitably creative tone for the opening plenary speaker,
  Tony award-winning actor Bill Irwin.</p>
 <p class="caption"><span class="run-in-head">Figure 1</span>&#8212;J.Walt Adamczyk&#8217;s alien landscape</p>
 <img src="images/1jwalt.jpg" width="320" height="240" class="figure-left" />
<p class="sub-p">To the crowd&#8217;s amazement, Irwin performed and dissected
  a classic &#8220;baggy-pants&#8221; shtick, demonstrating his
  sheer mastery over the language of the body. Pulling his head
  down into his shoulders or dropping his knees over his ankles
  or spinning his limbs around his body in a rolling dance to
  the quirky sounds of Peaches, Irwin evoked clown characters
  that told sad and funny stories. His amusingly self-deprecating
  presentation spoke to the variety of human experience as well
  as to our common humanity. My jaw really hit the floor during
  his performance of #11 of Samuel Beckett&#8217;s &#8220;Texts
  for Nothing.&#8221; Beckett&#8217;s stuttering characters and
  their vainly striving language always give me a visceral charge,
  making me feel more empty and more full at the same time. I
  am still wondering if Irwin performed it as the <em>opposite</em> of
  shtick, with its idiosyncratic, poetic rhythms, or as the <em>epitome</em> of
  shtick, with the funny familiarity of one&#8217;s own stream
  of unconsciousness.</p>
<p class="sub-p">Thursday evening concluded with a buffet dinner reception
  sponsored by BayDUX, where I got a chance to talk one-on-one
  with some of the fascinating people in the field of user experience
  that I&#8217;ve met over the past few years&#8212;not to mention
  many I&#8217;d met that very day. Friday evening also concluded
  with a social gathering, at the 111 Minna Gallery in the South
  of Market district of San Francisco. Unfortunately, the extreme
  volume of the music and limited space made this event more
  an awkward crush than a true socializing opportunity.</p>
<p class="sub-p">Friday and Saturday, the unique format of the DUX2005 conference
    gathered all attendees in the Cowell Theater for 90-minute
    panel sessions, during which participants presented the papers
    that the Program Chairs had accepted. These sessions were
    more or less loosely organized around these themes: &#8220;User-Steered
    Content,&#8221; &#8220;Common Sense and Reason,&#8221; &#8220;Design
    Education,&#8221; &#8220;PG13&#8212;Designing Games,&#8221; &#8220;Out
    in the World&#8212;Experiences Beyond the Desktop,&#8221; and &#8220;Harnessing
    User Needs and Insights.&#8221; Following brief presentations
    from each of a session&#8217;s three to seven participants,
    volunteers roved the auditorium with microphones to solicit
    questions.</p>
<div class="pullquote-wide">&#8220;A hilarious
  send-up of the super-brief five-minute allotment for each presentation
  by Jared Spool &#8230; ostensibly dealt with what users really want.&#8221;
</div>
<!-- End pullquote -->
<p class="sub-p">The presentations varied widely in tone, from relatively academic
  descriptions of research or problem-solving work to a hilarious
  send-up of the super-brief five-minute allotment for each presentation
  by Jared Spool. I personally believe that Spool was making
  some meta-point about people&#8217;s need for humor, as his
  presentation ostensibly dealt with what users really want.
  Notable highlights of the panel sessions that left me hungry
  for more included:</p>
<ul>
  <li>a beautiful direct-manipulation interface for selecting
    diamonds on the Web</li>
  <li>the need to deliver tools that encode best practices, since
    nobody follows guidelines</li>
  <li>the challenges of establishing and measuring concentration,
    and how to support the creation of desirable states of flow</li>
  <li>the need to love our target users to succeed&#8212;it helps
    if you think of the <em>user</em> as a <em>human being</em></li>
  <li>Stanford&#8217;s neat HCI class that uses theater to explicate
    design problems (Where would I be if I&#8217;d discovered
    this career when I got my bachelor&#8217;s degree there a
    decade ago?)</li>
  <li>at least four flavors of fun in gaming&#8212;just one of
    which is &#8220;easy fun&#8221;</li>
  <li>people&#8217;s tendency to become eerily uncomfortable
    when considering the special needs of the elderly</li>
  <li>presentations achieved <em>without bullet points</em> rocked
    the house</li>
  <li>a presentation achieved <em>without using PowerPoint</em> enthralled
    the mind&#8212;especially when it charmingly dissected the
    grammar of movement involved in southern Indian coffee-making
    rituals</li>
</ul>
<p class="sub-p">The only session that fell flat for me was the invited
    panel session. Its failure to come alive was noticeable amid
    the other lively exchanges.</p>
<p class="sub-p">A few of the questions directed at panelists
  were challenging&#8212;the
    proposition that each design we deliver is more like a death
    rather a birth especially stands out&#8212;but mainly attendees
    were simply curious and engaged. Since all of the panelists
    were also attendees of DUX2005, as shown in Figure 2, the
    person blogging in the auditorium seat next to you might
    be a panelist. The format invited an active, synthetic engagement
    with the material, especially since we broke regularly for
    coffee and lunch breaks, which encouraged conversation and
    further speculation. With everything else that was going
    on, though, I must confess that I barely experienced the
    posters, and unfortunately, I had to miss the closing plenary,
    because personal interests trumped professional ones.</p>
 <p class="caption"><span class="run-in-head">Figure 2</span>&#8212;Blogging
   at DUX</p>
 <img src="images/2participants-blogging.jpg" class="figure-left" />
 <p class="sub-p">Until this conference, I have always identified myself as
  an interaction designer. Over the years, I&#8217;ve become
  increasingly involved in professional organizations, especially
  the recently-formalized Interaction Design Association. In
  Los Angeles and, more recently, in Portland, Oregon, I&#8217;ve
  organized IxDA Face-to-Face gatherings of professionals practicing&#8212;or
  at least interested in&#8212;interaction design. After participating
  in DUX2005, however, I must self-identify as a user experience
  designer. The scope of my involvement in technology product
  planning activities is as broad as that of any practitioner
  I&#8217;ve met. Somehow, the <em>user experience</em> designation
  has broken through the consciousness of corporate management
  and society at large in a way that <em>interaction design</em> and <em>usability</em> alone
  have not yet done. Internationally, people working in all of
  the user experience design disciplines are standing up and
  asking for recognition more seriously than ever before.</p>
<p class="sub-p">On Friday evening, standing in for the Portland
  UXnet local ambassador, Bill DeRouchey, who couldn&#8217;t
  attend the conference, I was glad to attend a dinner with UXnet
  and BayDUX people, some of whom are shown in Figures 3 and
  4. The UXnet folks are a remarkably altruistic bunch. They
  are dedicated to helping the many organizations that serve
  the interests of UX professionals to cooperate and collaborate
  with one another. ACM SIGCHI, a sponsoring organization of
  DUX2005, is one of the largest organizations of the bunch,
  but ACM SIGGRAPH, AIGA, HFES, IAI, IDSA, IIID, IxDA, STC, and
  the UPA represent other UX specialties. We&#8217;ll need a
  lot of cooperation and collaboration to achieve unity among
  this scattered constituency! Coming together in a spirit of
  amity at events like DUX2005 helps lift all of us up toward
  our common goals.</p>
 <p class="caption"><span class="run-in-head">Figure 3</span>&#8212;UXnet
   and BayDUX folks at dinner </p>
 <img src="images/3uxnet-dinner1.jpg" class="figure-left" />
 <p class="caption"><span class="run-in-head">Figure 4</span>&#8212;More people
   from UXnet and BayDUX at dinner</p>
 <img src="images/4uxnet-dinner2.jpg" class="figure-left" />
<p class="sub-p">Overall, for me the DUX2005 conference was an inspiring
    event that revealed an extraordinarily consistent set of
    practical concerns that we UX professionals share, as well
    as the strong commonalities among the body of best practices
    we are busily creating. Affording a valuable opportunity
    for UX professionals to meet and speak with colleagues who
    they may know only by name or reputation, DUX2005 brought
    together an open-minded gathering of thoughtful people who
    are committed to improving the human condition&#8212;one
    silicon-enabled experience at a time. Hope to see you there
    next time!<a href="#top" title="Top"><img src="../../images/ux-bug.gif" width="18" height="18" class="icon-right" /></a></p>
 <p><em>Photographs by Elizabeth Bacon and Keith Instone</em></p>]]>
</content>
</entry>
<entry>
<title>t-The Enterprise User Experience: Bridging the IT/Marketing Divide</title>
<link rel="alternate" type="text/html" href="http://dev.uxmatters.com/topics/archives/business_of_ux/ux_in_product_development/tthe_enterprise_user_experience_bridging_the_itmar.php" />
<modified>2006-01-02T02:10:02Z</modified>
<issued>2005-11-21T10:07:11Z</issued>
<id>tag:dev.uxmatters.com,2005:/topics//4.53</id>
<created>2005-11-21T10:07:11Z</created>
<summary type="text/plain">By Bob Goodman
Published: November 21, 2005
Within the corporate world, the clash between marketing and
  IT teams is a well known, but little discussed subject. Often,
  the marketing or corporate communications team owns the vision
for online efforts, while the tech team owns their execution.
The stereotype of the suits vs. the geeks is too simple to
  capture the situation. Still, there&amp;#8217;s no doubt the conflict
  has often boiled down to two polarized positions.

</summary>
<author>
<name>pjb</name>

<email>pjb@bogieland.com</email>
</author>
<dc:subject>UX in Product Development</dc:subject>
<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://dev.uxmatters.com/topics/">

<![CDATA[<p class="author">By <a href="/authors/archives/2005/11/bob_goodman.php">Bob Goodman</a></p>
<p class="date">Published: November 21, 2005</p>
<p>Within the corporate world, the clash between marketing and
  IT teams is a well known, but little discussed subject. Often,
  the marketing or corporate communications team owns the vision
for online efforts, while the tech team owns their execution.</p>
<p class="sub-p">The stereotype of the suits vs. the geeks is too simple to
  capture the situation. Still, there&#8217;s no doubt the conflict
  has often boiled down to two polarized positions.</p>
<p class="sub-p">On the one hand, we have marketers who feel that technologists 
don&#8217;t understand the value of brand communication; on the other, technologists who 
feel that marketers don&#8217;t understand the practical and architectural implications of
  technology decisions.</p>
<p class="sub-p">In a very real sense, this divide prevents the enterprise
  from bringing all available expertise to bear on decisions
  that affect user experience. Marketers must often sit
  on the sidelines, reduced to the role of policing the visual
  design of an online presence.</p>
<p class="sub-p">Meanwhile, technologists and software engineers must make
  decisions without the user insights that a stronger partnership
  with marketing might provide. The success of the enterprise
  depends on these worlds coming together, yet often conflicts
  drive them further apart.</p>
<p class="sub-p">One of the great barriers to bridging this gap has been the
  absence of a common language between marketing and technology
  professionals. Chief marketing officers speak of brand value,
  multi-channel marketing initiatives, demographics, and target
  markets. CIOs and CTOs speak of enterprise architecture, platforms,
extensibility, scalability, and integration.</p>
<h2>Goodbye, GUI&mdash;Hello, UX</h2>
<p>At one time, the concept of the Graphic User Interface (GUI)
  held great promise in connecting marketing to technology,
  and there was much talk of the importance of user friendliness.
  Yet over time, the term <em>GUI</em> lost its meaning, devolving
  to technological window dressing&#8212;just an aesthetic
  veneer without much substance. Somehow, the user at the center
  of this concept began to vanish from the picture, in favor
  the graphics and the interface.</p>
<p class="sub-p">Thankfully, the ideas and practices of enterprise UX design
  are gaining mindshare, succeeding where the GUI paradigm failed,
  and creating a shared tech-marketing domain. Companies are
  beginning to realize that UX professionals bring positive
  solutions to the table. Today, we see savvy technologists and
  marketers starting to embrace the enterprise UX concept because
  both camps stand to gain much in doing so.</p>
<p class="sub-p">User experience is a deliberately broader concept than GUI. It
  may take some time for it to fully penetrate the product design
  and development world. But it&#8217;s the right term to help
  create an approach to product design and development that incorporates
  the way people really perceive design, use products, and make
  decisions.</p>
<p class="sub-p">The term <em>user experience</em> communicates the reality
  that the success of a digital product doesn&#8217;t end with
  its technology or the design of its user interface. It must
  extend all the way to users&#8217; perception of that design
  and their experience of interacting with it.</p>
<p class="sub-p">Before a product ever comes to market, we must involve users
  in a feedback loop throughout the cycles of product design
  and development to make sure that the technology reaches its
  target audience and that the design theory aligns with user
  reality.</p>
<p class="sub-p">&#8220;The Street finds its own uses for things&#8212;uses 
the manufacturers never imagined,&#8221; wrote William
  Gibson, in his essay, &#8220;Rocket Radio.&#8221; And
  this, of course, is true. One of the biggest design challenges
  is accurately predicting the perceptions and usage patterns
  of future users. A new product
  can fall quickly into disuse, because the street
  finds it insufficiently innovative, useful, usable, or engaging.</p>
<p class="sub-p">This user judgment day occurs not only for consumer
    products, but also, in the case of enterprise UX, for internal
    products as well. For example, employees may fail to embrace
    a new intranet, extranet, or business application, because
    it doesn&#8217;t really connect with the way they
    do their jobs. The UX approach moves product concepts
    through iterative cycles of progressive optimization by
    letting real live users road test more and more refined models
    of a product. By involving users in the product
    design process, UX professionals
    bring to their teams the benefits of foresight and insight
    into &#8220;the street&#8221; before a product even
    rolls out.</p>
<p class="sub-p">Enterprise UX design can have a positive impact
  on all aspects of a company&#8217;s business, from their customer-facing
  Web sites to their digital products to their internal Web applications
  and communications platforms. And UX professionals have developed
  a toolkit for visualizing and enhancing business processes
  in a way that both marketers and technologists can appreciate
  and embrace.</p>
<h2>A Tech-Marketing Toolkit</h2>
<p>Enterprise UX design operates between the marketing and
    technology worlds, creating practical tech-marketing deliverables
    that the enterprise can plan, map, prototype, test, refine,
    develop, and finally roll out to internal and external end
    users with great success.</p>
<p>For CTOs and CIOs, enterprise UX design offers</p>
<ul>
  <li>a way to prioritize competing projects and finite resources
    in light of business strategy and user needs</li>
  <li>a practical commitment to building technology that works
    for users</li>
  <li>a chance to discover and prevent usability problems before
    incurring major development costs&#8212;or at least, before
    a project requires major retrenchment</li>
  <li>an approach that can keep developers focused on real-world
    use cases and prevent their getting lost in endless preliminary
    work, building tools to build tools</li>
</ul>
<p>For Chief Marketing Officers and brand advocates, enterprise
  UX design offers</p>
<ul>
  <li>input into business-based technology decisions</li>
  <li>a practical way to translate user input into technology
    reality</li>
  <li>a chance to drive the quality of the user experience while
    still allowing technologists to consider the best deployment
    path</li>
  <li>a chance to help technologists succeed in reaching customers, 
  rather than being perceived as impractical or as pie-in-the-sky visionaries.</li>
  <li>a platform for learning about and humanizing technology</li>
</ul>
<h2>But Who Really Owns Enterprise UX?</h2>
<p>As the term <em>user experience</em> rises to prominence,
  there is much debate, and even naval-gazing, about the category
  of professionals within an enterprise who should own the user
  experience. Is it designers? Usability professionals? Information
  architects? Ironically, the term <em>user experience</em> is
  meant to unify an excessively subdivided digital product
  infrastructure and culture.</p>
<p class="sub-p">But a variation of this debate is dawning within the culture
  of the real owners of user experience&#8212;the businesses
  that fund the creation of UX strategies for their operations
  and UX designs for their products. Clearly, UX professionals
  must share ownership of user experience. But what does it say
  on the organization chart?</p>
<p class="sub-p">In a growing number of cases, corporations are creating new
  UX positions such as VP, User Experience or User Experience
  Director. Where this is not the case, tech-savvy marketers
  or marketing-savvy technologists will likely lead user experience.
  In either case, enterprise user experience is a cross-discipline
  practice in a world where old categories are breaking down
  and agility and dynamism are taking hold.<a href="#top" title="Top"><img src="../../images/ux-bug.gif" width="18" height="18" class="icon-right" /></a></p>]]>
</content>
</entry>
<entry>
<title>t-Personas, Goals, and Emotional Design</title>
<link rel="alternate" type="text/html" href="http://dev.uxmatters.com/topics/archives/design_philosophy/usercentered_design/tpersonas_goals_and_emotional_design.php" />
<modified>2006-01-02T02:11:45Z</modified>
<issued>2005-11-03T10:18:53Z</issued>
<id>tag:dev.uxmatters.com,2005:/topics//4.60</id>
<created>2005-11-03T10:18:53Z</created>
<summary type="text/plain">By Robert Reimann
Published: November 3, 2005
When Don Norman&amp;#8217;s most recent book, Emotional Design1, hit the shelves in early 2004, it sent a ripple through the user experience world. Norman introduced the idea that product design should address three different levels of cognitive and emotional processing: visceral, behavioral, and reflective. This idea seemed like old news to some and a revelation to others in the UX community. In either case, Norman&amp;#8217;s ideas, based on years of cognitive research, provide an articulated structure for modeling user responses to product and brand and a rational context for many intuitions long held by professional designers.</summary>
<author>
<name>pjb</name>

<email>pjb@bogieland.com</email>
</author>
<dc:subject>User-Centered Design</dc:subject>
<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://dev.uxmatters.com/topics/">

<![CDATA[<p class="author">By <a href="/authors/archives/2005/11/robert_reimann.php">Robert Reimann</a></p>
<p class="date">Published: November 3, 2005</p>
<p><p>When Don Norman&#8217;s most recent book, <em>Emotional Design</em><sup>1</sup>, hit the shelves in early 2004, it sent a ripple through the user experience world. Norman introduced the idea that product design should address three different levels of cognitive and emotional processing: <em>visceral</em>, <em>behavioral</em>, and <em>reflective</em>. This idea seemed like old news to some and a revelation to others in the UX community. In either case, Norman&#8217;s ideas, based on years of cognitive research, provide an articulated structure for modeling user responses to product and brand and a rational context for many intuitions long held by professional designers.</p>

<div class="pullquote-wide">&#8220;The most interesting aspect of reflective processing as it relates to design is that, through reflection, we are able to integrate our experiences with designed artifacts into our broader life experiences and, over time, associate meaning and value with the artifacts themselves.&#8221; </div> <!-- End pullquote -->

<p>Norman&#8217;s three levels of cognitive processing are</p>
<ul>
<li><span class="run-in-head">visceral</span>&#8212;The most immediate level of processing, in which we react to visual and other sensory aspects of a product that we can perceive before significant interaction occurs. Visceral processing helps us make rapid decisions about what is good, bad, safe, or dangerous. It is this level of processing&#8212;or something quite similar to it&#8212;that author Malcolm Gladwell discusses in his latest book, <em>Blink</em>.</li>
<li><span class="run-in-head">behavioral</span>&#8212;The middle level of processing that lets us manage simple, everyday behaviors, which according to Norman, constitute the majority of human activity. Norman states&#8212;probably rightly so&#8212;that, historically, interaction design and usability practices have primarily addressed this level of cognitive processing. Behavioral processing can enhance or inhibit both lower-level visceral reactions and higher-level reflective responses, and conversely, both visceral and reflective processing can enhance or inhibit behavioral processing.</li>
<li><span class="run-in-head">reflective</span>&#8212;The least immediate level of processing, which involves conscious consideration and reflection on past experiences. Reflective processing can enhance or inhibit behavioral processing, but has no direct access to visceral reactions. This level of cognitive processing is accessible only via memory, not through direct interaction or perception. The most interesting aspect of reflective processing as it relates to design is that, through reflection, we are able to integrate our experiences with designed artifacts into our broader life experiences and, over time, associate meaning and value with the artifacts themselves.</li>
</ul>

<p class="sub-p">In the first three chapters of <em>Emotional Design</em>, Norman presents his three-level theory of cognitive processing and discusses its potential importance to design. However, <em>Emotional Design</em> does not suggest a method for systematically integrating Norman&#8217;s insightful model of cognition and affect into the practice of user experience design. It is my hope, in the remainder of this article, to</p>

<ul>
<li>suggest some deeper implications of Norman&#8217;s ideas for the design of user experience</li>
<li>provide a method by which UX professionals can incorporate his ideas into a way of developing a richer understanding of users</li>
<li>show how UX professionals might begin applying his ideas to the design of products</li>
</ul>

<h2>Designing for Visceral Response</h2>
<div class="pullquote-wide">&#8220;Designing for the <em>visceral</em> level means designing what the senses initially perceive, before any deeper involvement with a product or artifact occurs. For most of us working in user experience, that primarily means designing visual appearance and motion&#8230;.&#8221; </div> <!-- End pullquote -->

<p>What does it mean to design in a manner that takes advantage of what we know about visceral processing? Designing for the <em>visceral</em> level means designing what the senses initially perceive, before any deeper involvement with a product or artifact occurs. For most of us working in user experience, that primarily means designing visual appearance and motion, though sound can also play a role&#8212;think of the now classic Mac power-up chord. Those of us designing devices may design for tactile sensations as well.</p>

<p class="sub-p">A misconception often arises when discussing visceral-level design: that designing for visceral response is about designing <em>beautiful</em> things. Battlefield software and radiation-therapy systems are just two examples where designing for beauty may not be the proper focus. Visceral design is actually about designing for <em>affect</em>&#8212;that is, eliciting the appropriate psychological or emotional response for a particular context&#8212;rather than for aesthetics alone. Beauty&#8212;and the feelings of transcendence and pleasure it evokes&#8212;is really only a small part of the possible affective design palette. For example, an MP3 player and an online banking system require very different affects. We can learn a great deal about affect from architecture, the cinema and stage, and industrial design. Affective aspects of design deserve further attention and offer great opportunities for analysis from a holistic, UX perspective.</p>

<div class="pullquote-wide">&#8220;When a user interface promises ease of use at the visceral level&#8212;or whatever else the visceral promise of an interaction may be&#8212;it should then be sure to deliver on that promise at the behavioral level.&#8221; </div> <!-- End pullquote -->

<p class="sub-p">However, in the world of consumer products and services, where many of us work, attractive user interfaces <em>are</em> often appropriate. Interestingly, usability researchers<sup>2</sup> have demonstrated that users initially judge attractive interfaces to be more usable, and that this belief often persists long after a user has gained sufficient experience with an interface to have direct evidence to the contrary. Perhaps the reason for this is that users, encouraged by perceived ease of use, make a greater effort to learn what may be a challenging interface and are then unwilling to consider their investment ill spent. For the scrupulous designer, this means that, when a user interface promises ease of use at the visceral level&#8212;or whatever else the visceral promise of an interaction may be&#8212;it should then be sure to deliver on that promise at the behavioral level.</p>

<h2>Designing for Behavior, or Interaction</h2>
<p>Designing for the <em>behavioral</em> level means designing product behaviors that complement a user&#8217;s own behaviors, implicit assumptions, and mental models. Of the three levels of design Norman contemplates, behavioral design is perhaps the most familiar to UX professionals, especially those working within the spheres of interaction design and usability.</p>

<div class="pullquote-wide">&#8220;Designing for the <em>behavioral</em> level means designing product behaviors that complement a user&#8217;s own behaviors, implicit assumptions, and mental models.&#8221; </div> <!-- End pullquote -->

<p class="sub-p">One intriguing aspect of Norman&#8217;s three-level model as it relates to behavioral, or interaction, design is his assertion that behavioral processing, uniquely among his three levels, has direct influence upon and is influenced directly by <em>both</em> of the other two levels of processing. This would seem to imply that the day-to-day behavioral aspects of interaction design should be the primary focus of our design efforts, with visceral and reflective considerations playing a supporting role. Getting behavioral design right&#8212;assuming that we also pay adequate attention to the other levels&#8212;provides our greatest opportunity for positively influencing the way users construct their experience with products.</p> <p class="sub-p">Not following this line of reasoning can lead to the problem of users&#8217; initial impressions being out of sync with reality. Also, it is difficult to imagine designing for reflective meaning in memory without a solid purpose and set of behaviors in place for the here and now. The user experience of a product or artifact, therefore, should ideally <em>harmonize elements of visceral design and reflective design with a focus on behavioral design</em>.</p>

<h2>Designing for Reflection</h2> <div class="pullquote-wide">&#8220;Designing for the <em>reflective</em> level means designing to build long-term product relationships.&#8221; </div> <!-- End pullquote -->

<p>Reflective processing&#8212;and, particularly, what it means for design&#8212;is perhaps the most challenging aspect of the three levels of processing that Norman discusses. What is clear is that designing for the <em>reflective</em> level means designing to build long-term product relationships. What <em>isn&#8217;t</em> clear at all is the best way to ensure success&#8212;if that&#8217;s even possible&#8212;at the reflective level. Is it chance that drives success here&#8212;being in the right place at the right time&#8212;or can premeditated design play a part in making it happen?</p>

<p class="sub-p">In describing reflective design, Norman uses several high-concept designs for commodity products as examples&#8212;such as impractically configured teapots and the striking Phillipe Starck juicer that graces the cover of his book. It is easy to see how such products&#8212;whose value and purpose <em>are,</em> in essence, the aesthetic statements they make&#8212;could appeal strongly to people&#8217;s reflective desire for uniqueness or cultural sophistication that perhaps may come from an artistic or stylish self-image.</p>

<p class="sub-p">It is more difficult to see how products that also serve a truly useful purpose need to balance the stylistic and the elegant with the functional. The Apple&reg; iPod&reg; comes very close to achieving this balance. Although the its click-wheel navigation is perhaps less than optimal in some respects, users&#8217; visceral reaction to the product is tremendous, because of its savvy industrial design. Its reflective potential is also huge, because of the powerful emotional connection people experience with their music. It&#8217;s a winning combination that no competitor has been able to challenge.</p>

<p class="sub-p">Few products become iconic in people&#8217;s lives in the way that, say, the Sony&reg; Walkman&reg; did. The iPod is quickly ascending to that status. Clearly there are some products that stand little chance of ever becoming symbolic in peoples lives&#8212;like Ethernet routers, for instance&#8212;no matter how wonderful they look or well they behave. However, when the design of a product or service addresses users&#8217; goals and motivations&#8212;possibly going beyond the product&#8217;s primary purpose, yet somehow connected to it via personal or cultural associations&#8212;the opportunity for the creation of reflective meaning is greatly enhanced.</p>

<h2>Understanding Users&#8217; Goals on Three Levels</h2>
<div class="pullquote-wide">&#8220;We can readily apply Alan Cooper's goal-directed design methods, which include personas, goals, and scenarios, to the problems of visceral, behavioral, and reflective design.&#8221; </div> <!-- End pullquote -->

<p>We clearly need good ways to understand users&#8217; needs at each of the three levels of processing, translate that understanding into clear requirements, and finally, translate those requirements into clear directions for developers. Luckily, at least one such method already exists and is in relatively widespread use&#8212;though to date, usage of this method has focused primarily on the behavioral level.</p>

<p class="sub-p">We can readily apply Alan Cooper&#8217;s goal-directed design methods<sup>3</sup>, which include personas, goals, and scenarios, to the problems of visceral, behavioral, and reflective design. Most UX practitioners are familiar with the concept of personas&#8212;composite user archetypes that we construct from behavioral data that we have gathered during user interviews and field observations. We give our personas realistic names, faces, and personalities to foster user empathy within a product team. However, practitioners may be somewhat less aware that a critical element of personas&#8212;beyond capturing typical user behavior patterns and roles&#8212;is capturing user motivations in the form of specific goals. In fact, the three types of goals that Cooper&#8217;s methods<sup>4</sup> enumerate largely anticipated the concerns of Norman&#8217;s three levels of processing.</p>

<p class="sub-p"><em>Experience goals</em> help describe how a persona wants to feel while using a product. These goals provide focus for a product&#8217;s visual and aural characteristics, its interactive feel&#8212;such as animated transitions and the <em>snap ratio</em> of a physical button&#8212;and its industrial design by providing insights into persona motivations that express themselves at the visceral level. For example:</p>

<ul>
  <li>Feel smart or in control.</li>
  <li>Have fun.</li>
  <li>Feel cool or hip or relaxed.</li>
  <li>Remain focused and alert.</li>
</ul>

<p class="sub-p">UX practitioners must translate persona experience goals into form, motion, and auditory elements that communicate the proper affect, emotion, and tone. Mood or inspiration boards<sup>5</sup> are a useful tool for defining the tonal expectations of personas.</p>

<div class="pullquote-wide">&#8220;End goals should be among the most significant factors in determining the overall product experience.&#8221; </div> <!-- End pullquote -->

<p class="sub-p"><em>End goals</em> describe what a persona wants or needs to accomplish. A product or service can help accomplish such goals directly or indirectly. These goals are the focus of a product&#8217;s interaction design, information architecture, and the more functional aspects of industrial design. Because of the influence of behavioral processing on both visceral and reflective responses, <em>end goals should be among the most significant factors in determining the overall product experience.</em> For example:</p>

<ul>
  <li>Clear my desk before I leave for home.</li>
  <li>Make good business decisions based on my data.</li>
  <li>Find problems proactively before they become critical.</li>
  <li>Buy what I need and get out of here.</li>
</ul>

<p class="sub-p">UX practitioners must translate end goals into a product&#8217;s behaviors, tasks, look, and feel. Context&#8212;day in the life&#8212;scenarios, and cognitive walkthroughs are effective tools for exploring users&#8217; goals and mental models, which facilitate appropriate behavioral design.</p>

<p class="sub-p"><em>Life goals</em> describe a persona&#8217;s long-term desires, motivations, and self-image attributes, which cause the persona to connect with a product. These goals form the focus for a product&#8217;s overall design, strategy, and branding. For example:</p>

<ul>
  <li>Live the good life.</li>
  <li>Succeed in my ambitions to&#8230;.</li>
  <li>Be a connoisseur of&#8230;.</li>
  <li>Be attractive, popular, or respected by my peers.</li>
</ul>

<p class="sub-p">UX practitioners must translate life goals into high-level system capabilities, formal design concepts, and brand strategy.<strong> </strong>Mood boards and context scenarios can be helpful in exploring different aspects of product concepts, and broad ethnographic research and cultural modeling are critical for discovering users&#8217; behavior patterns and deeper motivations.</p>

<h2>Using Scenarios to Explore Users&#8217; Goals</h2>
<div class="pullquote-wide">&#8220;Scenarios establish the primary touch-points a persona may have with a new or redesigned product over time, illuminating modes of use, user mental models, and user attitudes toward the product.&#8221; </div> <!-- End pullquote -->

<p>A product&#8217;s UX team can use context scenarios to help bridge the gap between personas and their goals and create a design that meets their needs and desires. Context scenarios describe the broader context for persona usage patterns, behaviors, and reactions to a product design, including environmental, organizational, and cultural factors. These scenarios establish the primary touch-points a persona may have with a new or redesigned product over time, illuminating modes of use, user mental models, and user attitudes toward the product.</p> <p class="sub-p">Two related scenario-based techniques do a particularly good job of addressing all three types of goals&#8212;experience, end, and life goals&#8212;because they help recast the problem as designing an ideal experience rather than a technology-based solution.</p>

<ul>
<li><span class="run-in-head">Pretending it&#8217;s magic</span>&#8212;If a product
were magic, how would it do X, so a persona would be perfectly satisfied? If, technically,
we can&#8217;t do it that way, how close can we get?</li>
<li><span class="run-in-head">Pretending it&#8217;s human</span>&#8212;In a similar situation, or context, what 
ideal response would a persona expect from a human?</li>
</ul>

<p class="sub-p">Remember, understanding goals is about understanding human motivations more than it is about understanding specific tasks, which can change as technology changes. In line with Norman&#8217;s model, top-level user motivations include</p>

<ul>
<li><span class="run-in-head">visceral motivations</span>&#8212;<em>how</em> a user wants to <em>feel</em></li>
<li><span class="run-in-head">behavioral motivations</span>&#8212;<em>what</em> a user wants to <em>do</em></li>
<li><span class="run-in-head">reflective motivations</span>&#8212;<em>who</em> a user wants to <em>be</em></li>
</ul>

<p class="sub-p">Using personas, goals, and scenarios provides one potential key to unlocking the
power of visceral, behavioral, and reflective design, and bringing them together
into a harmonious whole. While some of our best designers seem to understand
and act upon the interrelationships between these aspects of design almost
intuitively, consciously designing for all levels of human cognition and
emotion offers tremendous potential for creating more satisfying and delightful
user experiences.<a href="#top" title="Top"><img src="../../images/ux-bug.gif" width="18" height="18" class="icon-right" /></a></p>

<h4>Endnotes</h4>
<ol class="endnotes">
 <li>Norman, Donald A. <em>Emotional Design: Why We Love (Or Hate)
     Everyday Things</em>. New York: Basic Books, 2004.</li>
 <li>Dillon, Andrew. &#8220;Beyond Usability: Process, Outcome and
     Affect in Human Computer Interaction.&#8221; Paper presented at the Lazerow Lecture at the Faculty 
	 of Information Studies, University of Toronto, March 2001. Retrieved from  
	 <a href="http://www.ischool.utexas.edu/~adillon/publications/beyond_usability.html">http://www.ischool.utexas.edu/~adillon/publications/beyond_usability.html</a></li>
 <li>Cooper, Alan and Robert Reimann. <em>About Face 2.0: The
     Essentials of Interaction Design</em>. Indianapolis: Wiley, 2003.</li>
 <li>Goodwin, Kim. &#8220;Perfecting Your Personas.&#8221; <em>Cooper
     Newsletter</em>, July/August 2001. Retrieved from <a href="http://www.cooper.com/newsletters/2001_07/perfecting_your_personas.htm">http://www.cooper.com/newsletters/2001_07/perfecting_your_personas.htm</a></li>
 <li>Wong, Stephanie. &#8220;Mood Boards.&#8221; <em>Life+StyleMaven</em>. Retrieved from 
     <a href="http://www.lifestylemaven.com/styleboard1_intro.htm">http://www.lifestylemaven.com/styleboard1_intro.htm</a></span></li>
</ol>]]>
</content>
</entry>
<entry>
<title>t-So the Necessary May Speak</title>
<link rel="alternate" type="text/html" href="http://dev.uxmatters.com/topics/archives/practice_of_ux/principles_guidelines/information_design/tso_the_necessary_may_speak.php" />
<modified>2006-01-02T02:13:58Z</modified>
<issued>2005-11-03T10:16:51Z</issued>
<id>tag:dev.uxmatters.com,2005:/topics//4.59</id>
<created>2005-11-03T10:16:51Z</created>
<summary type="text/plain">By Luke Wroblewski
Published: November 3, 2005
&amp;#8220;When you design an interactive product, you are creating the setting for thousands of conversations, which will be spoken between product and person.&amp;#8221;&amp;#8212;Marc Rettig

Though carefully structured organizational systems and well architected interactions are key components of effective interface designs, it is ultimately the presentation of an interface&amp;#8212;layout, look and feel&amp;#8212;that tells users what a product has to offer and how they can make use of it. As a result, creating usable and engaging interactive products is dependent on our ability, as designers, to communicate with our audience. The better at communicating we are, the easier it is for our audience to understand our messages and intentions and the easier it is for them to use and appreciate the products we design.</summary>
<author>
<name>pjb</name>

<email>pjb@bogieland.com</email>
</author>
<dc:subject>Information Design</dc:subject>
<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://dev.uxmatters.com/topics/">
<![CDATA[<div class="category-column-logo"><img src="/images/column_images/bg-communicationdesign3.gif" width="434" height="73" /></div>]]>
<![CDATA[<p class="author">By <a href="/authors/archives/2005/11/luke_wroblewski.php">Luke Wroblewski</a></p>
<p class="date">Published: November 3, 2005</p>
<p class="column-intro">&#8220;When you design an interactive product, you are creating the setting for thousands of conversations, which will be spoken between product and person.&#8221;&#8212;Marc Rettig</p>

<p>Though carefully structured organizational systems and well architected interactions are key components of effective interface designs, it is ultimately the presentation of an interface&#8212;layout, look and feel&#8212;that tells users what a product has to offer and how they can make use of it. As a result, creating usable and engaging interactive products is dependent on our ability, as designers, to communicate with our audience. The better at communicating we are, the easier it is for our audience to understand our messages and intentions and the easier it is for them to use and appreciate the products we design.</p>

<div class="pullquote-wide">&#8220;It is ultimately the presentation of an interface&#8212;layout, look and 
feel&#8212;that tells users what a product has to offer and how they can make use of it.&#8221;
</div>

<p class="sub-p">Interactive products, by their very nature, tend to be complicated. They allow us to create and control large amounts of information and enable many unique interactions. As a result, there&#8217;s a natural tendency for interface designs to over-communicate, or establish multiple forms of dialogue and vocabularies within a single application or interaction. Complicated concepts require more explanation, right? Not always.</p>

<p class="quotation">&#8220;The ability to simplify means to eliminate the unnecessary so that the necessary may speak.&#8221;&#8212;<a href="http://www.hanshofmann.org/">Hans Hofmann</a></p>

<p class="sub-p">Consider the simple table in Figure 1. It&#8217;s telling you about a certain set of data points and their corresponding values. The problem is that excessive visual noise and redundant content obscure the values themselves&#8212;arguably the most important elements within the table. It&#8217;s hard to concentrate on the values, because the background color and the thick borders continually compete for your attention. The <em>varying</em> thicknesses of the table and cell borders actually make them even more distracting. In other words, the table itself is talking louder than the data it&#8217;s trying to communicate.</p>

<p class="caption"><span class="run-in-head">Figure 1</span>&#8212;A simple table</p> <img src="/images/1simple-table.gif" width=389 height=177 class="figure-left" /> <p class="sub-p">Our first inclination, therefore, might be to reduce the table&#8217;s volume by removing its background color and dark borders. This gives us the table in Figure 2.</p>

<p class="caption"><span class="run-in-head">Figure 2</span>&#8212;The table without its background color and borders</p>

<p><img src="/images/2no-background-or-border.gif" width=389 height=178 class="figure-left" /></p>

<p class="sub-p">The values and their labels are now clearly the focus of the conversation, but this design requires a lot of bouncing back and forth between the labels and the values to understand what the table is telling us. We&#8217;re not being told anything about the relationship of the values until we take the time to read each one. We&#8217;ve also lost the message that this is a unified set of data. Once we remove the border, there&#8217;s no visual grouping of the elements in the table, so our table may blend in with other items on the page&#8212;depending on <em>their</em> visual treatment, of course.</p>

<p class="sub-p">In order to communicate the relationships among the labels and the data in our table, let&#8217;s bring back some of the visual elements we just took away. This time, however, we&#8217;ll use only the minimal amount of visual contrast necessary, as shown in Figure 3.</p>

<p class="caption"><span class="run-in-head">Figure 3</span>&#8212;The redesigned table</p>

<p><img src="/images/3redesigned-table.gif" width=391 height=181 class="figure-left" /></p>

<p class="sub-p">The light, single-pixel border we added has just enough visual weight to group the content in our table, without being visually distracting. The light background color meaningfully groups related content within the table&#8212;such as the numbers of admissions and numbers of discharges over various time spans&#8212;without introducing multiple visual elements like the borders between the rows of the table we had before. We also reduced the contrast of the table header, which was getting undue attention.</p>

<p class="sub-p">Things are looking pretty good, but we can do even better. By eliminating redundant content&#8212;such as the repeated phrase <strong>Number of</strong>&#8212;and putting the visual emphasis on the values we care about rather than on their labels, we can simplify the design of the table even further, as shown in Figure 4.</p>

<p class="caption"><span class="run-in-head">Figure 4</span>&#8212;The redesigned content</p>

<p><img src="/images/4redesigned-content.gif" width=281 height=165 class="figure-left" /></p>

<p class="sub-p">In our final table design, the visual elements are just noticeable enough to group related content without distracting from it. We&#8217;ve made the labels within the table easier to scan by removing redundant content and emphasized the values through the use of bold type.</p>

<p class="sub-p">Through this rather simple example, we&#8217;ve seen how we can reduce both visual design and content elements to the minimum amount necessary for effective communication. Clear, concise design is a key factor in the success of all user interfaces, especially when you consider the amount of information we&#8217;re all required to parse in today&#8217;s digital world. Design so that the necessary may speak.<a href="#top" title="Top"><img src="../../images/ux-bug.gif" width="18" height="18" class="icon-right" /></a></p>]]>
</content>
</entry>
<entry>
<title>t-Why People Matter</title>
<link rel="alternate" type="text/html" href="http://dev.uxmatters.com/topics/archives/design_philosophy/usercentered_design/twhy_people_matt