| HEURISTIC |
USES |
LECTURE |
NOTES |
| APHORISMS: |
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| "The best is the enemy of the good" (sometimes: "Perfection is the enemy of good enough".) |
arguing for "good enough" |
6.A |
Voltaire |
| "Seven, plus or minus one" |
the ideal number of things in a list to choose from |
|
useful misapplication of cognitive psychology study of memorization |
| "One, two, three, many" |
the way people characterize scale in collections of things |
|
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| "Methods are like toothbrushes: everybody has one, but nobody wants to use anybody else's." |
Design method selection |
3.B |
John Zimmerman - CMU |
| "The internet is where people who have a life take advantage of those who don't" |
reason to expect that anything can be found on the internet |
10.B |
Harrison's Theory of the Internet |
| "Problems are narrow, solutions are wide" |
Reminder that most problem-solving results in more problems. |
9.B |
Rich Gold |
| CLIENT RELATIONS : |
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|
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| The client pays you. If you cannot abide that, find a different client. |
design is the hand-maiden of capital. |
9.B |
|
| You are only as good as your next client -- and your current client is your most likely source of your next client. |
try to keep the clients you have happy in order to generate future business |
9.B |
|
| "Never show a client an idea that you are not willing to carry out." |
coming up with acceptable alternatives |
10.B |
|
| Have single point of contact between client and company. |
Limit client contact to reduce confusion |
|
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| 80% of success is just showing up |
getting/keeping a project |
10.A |
Woody Allen |
| CRITIQUES: |
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| "When you look at any reasonably complex human artifact, you are looking at the organizational structure that created it." |
analyzing structure |
|
Lynn Conway, UofMich |
| "When you find sub-systems that do not fit well together and disorderly fixes in products, you see the poor communication among and between organizational elements. " |
analyzing structure (corollary to above) |
|
Lynn Conway, UofMich |
| "Looks like the art director designed it." |
describes dazzling design that has little to do with audience or subject [negative criticism] |
|
often associated with advertising |
| "Looks like the client designed it." |
describes design that is peculiar to client. (e.g. "Chock-Full-O'Nuts Coffee sung by wife of client) [negative criticism] |
|
often associated with advertising |
| Good design balances "commodity, firmness and delight" |
Design must serve its intended function, be well engineered (and look it), and delight the senses. |
1.B |
Vitruvius, IA's interpretation |
| PLANNING WORK: |
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|
|
| The first 20% of effort yields 80% of the result. |
estimating work, selecting design and implementation strategies |
10.A, 12.B |
Pareto's Law |
| Implementation is at least 50% of the project labor. |
Estimating amount of time to deliver working code. |
6.A |
Jim Vogt/NCM |
| When working with more introverted team members, arrange in advance to talk about issues rather than out-of-the-blue questions. |
Dealing with different work styles. |
|
Jim Vogt/NCM |
| 80% of success is just showing up |
being part of a team |
10.A |
Woody Allen |
| LEARNING: |
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|
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| "Take chances! Make mistakes!" |
Learn through risk-taking |
10.B |
Ms. Frizzle, Magic School Bus books and videos |
| "Product engineers are like Vulcans -- they cannot tell a lie." |
Finding out about a tool or system's capabilities |
7.A |
Dilbert via the IA Book: 367 |
| INFORMATION ACHITECTURE: |
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|
|
| "What would 100 people say is the correct label?" |
Harrison's "Family Feud" labelling heuristic |
3.A |
|
| Narrow scope whenever possible |
Designing labels |
3.A |
IA Book: 99 |
| Use contextual labels when context clearly sets expectation. |
Labelling |
3.A |
IA Book: 99 |
| Use contextual labels when structure clearly sets expectation. |
Labelling |
3.A |
IA Book: 99 |
| Use contextual labels when regularity and repitition clearly sets expectation. |
Labelling |
3.A |
IA Book: 99 |
| In search results, show user: how many; small number on one screen; if 0 or lots, provide refinement, browsing and tips. |
Search tool |
4.A |
IA Book: 163, niso.og |
When diagramming:
1. provide mulitple views
2. develop views for specific audiences |
diagramming |
5.A |
IA Book: 292 |
| SEMANTIC ANALYSIS: |
|
|
|
| Affect precedes cogntion |
The effect of emotion on understanding |
3.B |
|
| Familiarity breeds fondness |
The associative effects of emotion on on-going understanding |
3.B |
|
| CONTENT RESEARCH: |
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|
|
| Brand, Content, Function |
What will people remember? What do people want to know? What do people want to do? |
6.A |
Dan Roam's Back of The Napkin |
| Some of the best sources are people who answer questions all day, like receptionists. |
Establishing primary info requirements |
10.A |
Jim Vogt, NCM |
| GRAPHIC CONVENTIONS: |
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| Orient maps with north at the top, unless the audience is Japanese (in which case any direction is OK). |
Map convention |
1.B |
http://en.wikipedia.org/wiki/Map |
| Information si stacked in time (and space.) |
Conceptual layout of quantitative data |
3.B |
Ed Tufte |
| Always enforce data comparisons |
layout of quantitative data |
3.B |
Ed Tufte |
| Use small multiples |
Use particulars of quantitative phenomena to highlight global behavior |
3.B |
Ed Tufte |
| Search boxes should be: one only, clearly placed, hide features, integrated |
Searching tools |
4.A, 8.A, 10.B |
IA Book: 163, niso.og |
| Put most important information in upper left corner |
bibliographic ("book reading") layout starting point |
8.A, 10.B |
|
| Put most important information in center |
epigraphic ("wall reading") layout starting point |
8.A, 10.B |
|
| Establish limited number of colors and fonts for consistency |
basic graphic design |
8.A, 10.B |
|
| Establish consistent layout throughout |
establish expectation of placement and meaning |
8.A, 10.B |
IA Book: 99 |
| PERSUASIVE DESIGN: |
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|
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| Put hot triggers in the path of motivated users. |
Behavior change |
11.A |
BJ Fogg's Captology Lab |
| EXPERIENCE DESIGN: |
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|
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| Design activities, not objects. |
Design approach |
8.B |
M. McCullough's Digital Ground |
| Minimize astonishment, maximize intuitive accessibility. |
Cognitive ergonomics |
8.B |
M. McCullough's Digital Ground |
| Provide affordances from history; use enduringly legible elements; leave footsteps. |
Collective memory |
8.B |
M. McCullough's Digital Ground |
| Expect physical location to provide protocols and constraints. |
Using context |
8.B, 10.B |
M. McCullough's Digital Ground |
| Versatility and satisfaction increase when actions involve tightly synchronized acts & multi-modal reinforcement. |
Using coordination, flow |
8.B |
M. McCullough's Digital Ground |
| Prevent errors; don’t reprimand users. |
Error handling |
8.B |
M. McCullough's Digital Ground |
| Satisfaction emerges when abilities are fully engaged toward objectives that are just about manageable. |
Flow |
|
M. McCullough's Digital Ground |
| Most satisfying designs tap latent ability. |
Building on the known |
8.B |
M. McCullough's Digital Ground |
| Meanings change as scale changes -- especially, relative to the human body. |
Scale |
|
M. McCullough's Digital Ground |
| Help people take part in sharing disbelief, but do not expect them to confuse it for reality. |
Suspension of disbelief |
8.B |
M. McCullough's Digital Ground |
| Do not predict the state of complex systems. |
Tuning |
8.B |
M. McCullough's Digital Ground |
| Expect appropriation; unexpected uses and readings will happen. |
Unintended consequences |
8.B |
M. McCullough's Digital Ground |
| Tasks are part of the stream of experience, much of which is organized into activities: representing as much of the whole experience is essential to designing |
Work practice |
8.B |
M. McCullough's Digital Ground |
| USABILITY: |
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|
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| The system should always keep users informed about what is going on, through appropriate feedback within reasonable time. |
Visibility of system status |
|
Jakob Nielsen |
| The system should speak the users' language, with words, phrases and concepts familiar to the user, rather than system-oriented terms. Follow real-world conventions, making information appear in a natural and logical order. |
Match between system and the real world |
10.B |
Jakob Nielsen |
| Users often choose system functions by mistake and will need a clearly marked "emergency exit" to leave the unwanted state without having to go through an extended dialogue. Support undo and redo. |
User control and freedom |
|
Jakob Nielsen |
| Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions. |
Consistency and standards |
10.B |
Jakob Nielsen |
| Even better than good error messages is a careful design which prevents a problem from occurring in the first place. |
Error prevention |
|
Jakob Nielsen |
| Make objects, actions, and options visible. The user should not have to remember information from one part of the dialogue to another. Instructions for use of the system should be visible or easily retrievable whenever appropriate. |
Recognition rather than recall |
|
Jakob Nielsen |
| Accelerators -- unseen by the novice user -- may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions. |
Flexibility and efficiency of use |
|
Jakob Nielsen |
| Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility. |
Aesthetic and minimalist design |
|
Jakob Nielsen |
| Error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution. |
Help users recognize, diagnose, and recover from errors |
|
Jakob Nielsen |
| Even though it is better if the system can be used without documentation, it may be necessary to provide help and documentation. Any such information should be easy to search, focused on the user's task, list concrete steps to be carried out, and not be too large. |
Help and documentation |
|
Jakob Nielsen |
| NARRATIVE DESIGN: |
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|
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| Use personal stories and idiosyncratic structures to organize information and users' experience. People naturally weave stories together in a multi-linear or poly-linear manner, but in school they learn to organize things linearly in a very top down fashion. Once you have the linear flow, free things up. |
story telling |
|
Abbe Don |
| Use characters to represent multiple points of view. The most effective use of characters in the interface is to use them to represent information from multiple points of view especially in domains such as history, news, or storytelling. In addition, characters can be used to help users find information from a particular point of view rather than requiring users to struggle with a more traditional query interface. |
linking to information in stories |
|
Abbe Don |
| Work with people who can engage in simultaneous top down and bottom up design. In other words, balance a user-centered perspective based on user scenarios with a functionality and system perspective based on the limitations of hardware, software or bandwidth. |
developing narrative for directed purpose |
|
Abbe Don |
| Provide experiences in which the user co-creates and transforms the content not just branches through shovelware consuming randomly accessible data. |
strategies for reader engagement |
|
Abbe Don |
| Keep your sense of humor, passion, and patience especially when collaborating. |
writerly advice |
|
Abbe Don |
| DESIGN FOR COMMUNITY: |
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|
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| Tie community directly to content and vice-versa |
structure of community web sites used in conjunction with information sources |
12.B |
Powazek, D. Design for Community |
| Create a back-story |
tying structure and users together |
12.B |
Powazek, D. Design for Community |
| "Bury the post button" (i.e. make submission of rants/raves difficult -- encourage reflection) |
strategies for managing flaming |
12.B |
Powazek, D. Design for Community |
| Plan on moderators. |
project development |
12.B |
Powazek, D. Design for Community |
| Create barriers to membership in on-line communities |
developing and maintaining sense of community |
12.B |
Powazek, D. Design for Community |
| Give up control |
maintaining sense of community, improving quality |
12.B |
Powazek, D. Design for Community |
| Create clearly defined levels of membership |
developing and maintaining sense of community, increasing participation, sense of community ownership |
12.B |
Powazek, D. Design for Community |
| PRESENTATION : |
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|
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| Start with a summary of previous presentations |
locating work in relation to previous work and decisions |
|
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| 25% of presentation should be review, 75% new content |
ratio of previous work and decisions to new in presentation |
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| Tell the audience what you are going to tell them, then tell them, then tell them what you told them |
reinforcing message |
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| XML DEVELOPMENT : |
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| Only use attributes when the information will not be displayed to a user. |
choosing between using a hierarchy of elements or an attribute |
|
Harold, E. XML 1.1 Bible |