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	<title>Simon Whatley &#187; Usability</title>
	<atom:link href="http://www.simonwhatley.co.uk/tag/usability/feed" rel="self" type="application/rss+xml" />
	<link>http://www.simonwhatley.co.uk</link>
	<description>The opposite of every great idea is another great idea</description>
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		<title>IBM&#8217;s Design Principles</title>
		<link>http://www.simonwhatley.co.uk/ibm-design-principles</link>
		<comments>http://www.simonwhatley.co.uk/ibm-design-principles#comments</comments>
		<pubDate>Wed, 02 Nov 2011 09:28:34 +0000</pubDate>
		<dc:creator>Simon</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[User Experience]]></category>
		<category><![CDATA[design principles]]></category>
		<category><![CDATA[HCI]]></category>
		<category><![CDATA[Human-computer interaction]]></category>
		<category><![CDATA[IBM]]></category>
		<category><![CDATA[Software design]]></category>
		<category><![CDATA[Usability]]></category>
		<category><![CDATA[User interface]]></category>
		<category><![CDATA[ux]]></category>

		<guid isPermaLink="false">http://www.simonwhatley.co.uk/?p=4924</guid>
		<description><![CDATA[Software can be designed to simplify tasks and to create a positive overall experience for users. Thoroughly understanding the goals of users and stakeholders and designing software with those goals in mind are the best approaches to successfully delivering products that will delight customers.]]></description>
			<content:encoded><![CDATA[<p>Software can be designed to simplify tasks and to create a positive overall experience for users. Thoroughly understanding the goals of users and stakeholders and designing software with those goals in mind are the best approaches to successfully delivering products that will delight customers.</p>
<p>The following checklist identifies core principles and best practices to assist software designers and developers to produce software that stands out in the marketplace.</p>
<ol>
<li>
		<strong>Concepts from the product&#8217;s subject domain (for example, systems management) should be central and apparent in the software design</strong> &#8211; The relationships among user interface objects in products should be accurate, so that users can rely on their previous experience in the domain when learning and using the software.
	</li>
<li>
		<strong>Keep it simple</strong> &#8211; Give easy access to the features that most users will need most of the time; features used less often or by only a subset of users are placed less prominently.
	</li>
<li>
		<strong>Optimise the design for the most frequent or important tasks</strong> &#8211; Understanding how users will use the software you are designing is critically important. Designers should use that understanding to anticipate the information, task flows, and features that users require at key points within the user experience.
	</li>
<li>
		<strong>Make the interface accessible and visible to users</strong> &#8211; Design your Web site or application so that users can view and easily access objects or information within the interface. Choices should be visible to users rather than hidden with cryptic key sequences. When objects and choices are immediately visible, users learn and complete work tasks efficiently.
	</li>
<li>
		<strong>Use proper default values when supporting complex tasks</strong> &#8211; Use good defaults so that users can complete tasks relatively easily and quickly rather overwhelming them with choices.
	</li>
<li>
		<strong>Be flexible</strong> &#8211; Let users customise the application to meet their unique needs. For example, specialised users could be given a way to make secondary choices more prominent in the product. Also, don&#8217;t limit users by artificially restricting their choices to a &#8220;correct&#8221; sequence. Flexibility is also enhanced by letting users select options in various sequences and in letting them modify default values.
	</li>
<li>
		<strong>Keep your users informed and in control by providing informative and timely feedback tailored to the current situation</strong> &#8211; For example, progress indicators let users know that their system is healthy and is carrying out their request. At a minimum, alert users when they take actions that will result in the loss of data. (Ideally, such choices would be disabled or even eliminated when they are inappropriate in a particular situation.) All the information included in the feedback should be meaningful to the average user.
	</li>
<li>
		<strong>Things that look the same should behave in the same way, and an action should always produce the same result</strong> &#8211; Avoid modes that change the effects of actions. Where modes are unavoidable, make them clear to the user and easy to change.
	</li>
<li>
		<strong>Provide the ability to undo and redo actions</strong> &#8211; Applications must provide users with the ability to freely explore applications (which includes the ability to make mistakes) without fearing permanent damage.
	</li>
<li>
		<strong>Make your application predictable by using industry standard user interface conventions wherever possible</strong> &#8211; For example, users should be able to use standard selection models and keyboard equivalents like Ctrl+C and Shift+→ (to copy the currently selected object and extend the current selection one unit to the right, respectively) everywhere they work with data. Use a common set of design patterns and guidelines so that users don&#8217;t have to relearn how to perform common tasks.
	</li>
<li>
		<strong>Always keep your target users in mind as the product is designed</strong> &#8211; Developing personas and identifying and defining the roles your users fulfil can help you understand how various roles will use your product. Designs based on typical workflows and the other software that users might use in conjunction with yours will delight users.
	</li>
<li>
		<strong>Avoid adding features just so they can be ticked off a list</strong> &#8211; Remember that every additional feature equals a set of choices added to what is likely already a wide array of choices. Too many choices can overwhelm users.
	</li>
<li>
		<strong>Design your user interface so that it can be localised for other geographies without redesigning the interface</strong> &#8211; For example, don&#8217;t crowd form controls too tightly so they can accommodate longer German translations.
	</li>
<li>
		<strong>Consider persons with disabilities when designing your applications</strong> &#8211; Many users of your product may have impaired vision or physical limitations that affect their ability to use a mouse or a joystick.
	</li>
<li>
		<strong>Design the application so that contextual help is available to users when they need it</strong> &#8211; Users should not have to refer to Help constantly to complete their tasks.
	</li>
<li>
		<strong>Bring objects to life through good visual design</strong> &#8211; The goal of visual design in the user interface is to surface to the user in a cohesive manner all aspects of the design principles. Visual design should support the user model and communicate the function of that model without ambiguities. Visual design should not be the &#8220;icing on the cake&#8221; but rather an integral part of the design process. The final result should be an intuitive and familiar representation that is second nature to users.
	</li>
<li>
		<strong>Create user interfaces that promote clarity and visual simplicity</strong> &#8211; The following visual design principles help create that effect:</p>
<ul>
<li>
				<strong>Subtractive design</strong> &#8211; Reduce clutter by eliminating any visual element that doesn&#8217;t contribute directly to visual communication.
			</li>
<li>
				<strong>Visual hierarchy</strong> &#8211; Understand the importance of users&#8217; tasks and establish a visual hierarchy of these tasks. An important object can be given visual prominence. Relative position and contrast in colour and size can be used to convey task importance.
			</li>
<li>
				<strong>Affordance</strong> &#8211; When users can easily determine the action that should be taken with an object, that object displays good affordance. Objects with good affordance usually mimic actual objects.
			</li>
<li>
				<strong>Visual scheme</strong> &#8211; Design a visual scheme that maps to the user model and lets the user customise the interface. Do not eliminate extra space in your image just to save space. Use white space to provide visual &#8220;breathing room.&#8221;
			</li>
</ul>
</li>
</ol>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>The Ten Principles of Inclusive Web Design</title>
		<link>http://www.simonwhatley.co.uk/the-ten-principles-of-inclusive-web-design</link>
		<comments>http://www.simonwhatley.co.uk/the-ten-principles-of-inclusive-web-design#comments</comments>
		<pubDate>Fri, 01 Jul 2011 15:24:02 +0000</pubDate>
		<dc:creator>Simon</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[User Experience]]></category>
		<category><![CDATA[Accessibility]]></category>
		<category><![CDATA[cognition]]></category>
		<category><![CDATA[creativity]]></category>
		<category><![CDATA[education]]></category>
		<category><![CDATA[inclusive design]]></category>
		<category><![CDATA[inclusive web]]></category>
		<category><![CDATA[innovation]]></category>
		<category><![CDATA[Psychology]]></category>
		<category><![CDATA[sandi Wassmer]]></category>
		<category><![CDATA[Usability]]></category>
		<category><![CDATA[User-centered design]]></category>
		<category><![CDATA[ux]]></category>

		<guid isPermaLink="false">http://www.simonwhatley.co.uk/?p=4262</guid>
		<description><![CDATA[Inclusive design is well established in architecture and industrial design and the principles that apply to these disciplines are equally relevant on the web. It’s people that your website engages with, not technologies, so a user-centered approach is fundamental.]]></description>
			<content:encoded><![CDATA[<p>Inclusive design is well established in architecture and industrial design and the principles that apply to these disciplines are equally relevant on the web. It’s people that your website engages with, not technologies, so a user-centered approach is fundamental.</p>
<p>Inclusive design is where innovation and imagination flourish. Meeting the needs of the widest variety of people does not inhibit creativity. It opens our minds and inspires excellence.</p>
<p>In her article in <a href="http://www.netmagazine.com/features/10-principles-inclusive-web-design" title="Sandi Wassmer's latest article in .net magazine" target="_blank" rel="nofollow"">.net magazine</a>, <a href="https://twitter.com/sandiwassmer" title="Sandi Wassmer on Twitter" target="_blank" rel="nofollow">Sandi Wassmer</a> of Copious explains the ten principles for inclusive web design an overview of which is listed below:</p>
<ol>
<li><strong>Equitable</strong> &#8211; Be welcoming, don&#8217;t discriminate and engage with people. Create different user experiences and make certain they have equally valuable outcomes. Aesthetics matter.</li>
<li><strong>Flexible</strong> &#8211; Provide options. Think who, how, why, what, where and when people will be using your website. Make sure there is choice for diverse users and maintain device independence.</li>
<li><strong>Straightforward</strong> &#8211; Be obvious and not ambiguous. Make sure your website&#8217;s features add value, not complexity. Remember, good design is as little design as possible.</li>
<li><strong>Perceptible</strong> &#8211; Don&#8217;t assume anything. Make sure your website&#8217;s purpose is clear, its content, structure and sequence are meaningful and convey information to all of the senses.</li>
<li><strong>Informative</strong> &#8211; Make sure people know where they are on your website and provide ways for them to find what they&#8217;re looking for. Be timely, predictable, uncomplicated and precise.</li>
<li><strong>Preventative</strong> &#8211; Provide easy to follow instructions and gently guide users in interacting with your website. Help them to minimise errors when submitting data, through well considered form design.</li>
<li><strong>Tolerant</strong> &#8211; Handle errors respectfully and indicate precisely what the error is, where it is and how to fix it. Remember to let people know the outcome.</li>
<li><strong>Effortless</strong> &#8211; Don&#8217;t make demands or place restrictions on your users. People should not have to work or think hard to find what they want on your website. Ensure it can be used efficiently and effectively.</li>
<li><strong>Accommodating</strong> &#8211; Be approachable, uncluttered and give people room to manoeuvre. Make sure that your website is unobtrusive and can be accessed by different devices of all shapes and sizes.</li>
<li><strong>Consistent</strong> &#8211; Follow standards, guidelines, conventions and best practices. Provide a familiar environment with memorable functionality.</li>
</ol>
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<p>With different devices, configurations, browsers, personal settings and assistive technologies, and no agreement on how to achieve interoperability, web builders must do their best to accommodate the diverse ways people access the internet. Building with this in mind will ensure your visitors have a quality experience.</p>
<p>Inclusive design enables us to create great, meaningful, on-brand internet experiences for the widest audience possible. However, inclusive design is also a new way of thinking, and its overarching aims may not mirror those of your organisation or clients. Change takes time, so you may not be able to do everything at once. If you just start thinking about accessibility and plan your projects with users in mind, you’ll be on the right path. There will be trade-offs and tough decisions, but this is where inclusive design really comes to the fore. It challenges us to hone our craft and fosters real creativity and innovation.</p>
]]></content:encoded>
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		</item>
		<item>
		<title>The Dimensions of a Good Experience</title>
		<link>http://www.simonwhatley.co.uk/the-dimensions-of-a-good-experience</link>
		<comments>http://www.simonwhatley.co.uk/the-dimensions-of-a-good-experience#comments</comments>
		<pubDate>Wed, 06 Apr 2011 09:21:42 +0000</pubDate>
		<dc:creator>Simon</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[User Experience]]></category>
		<category><![CDATA[Alexa Andrzejewski]]></category>
		<category><![CDATA[An Event Apart]]></category>
		<category><![CDATA[communication]]></category>
		<category><![CDATA[desirable]]></category>
		<category><![CDATA[evaluation]]></category>
		<category><![CDATA[experience design]]></category>
		<category><![CDATA[Foodspotting]]></category>
		<category><![CDATA[Good City Form]]></category>
		<category><![CDATA[heuristics]]></category>
		<category><![CDATA[interactive experiences]]></category>
		<category><![CDATA[Kevin Lynch]]></category>
		<category><![CDATA[principles]]></category>
		<category><![CDATA[urban design]]></category>
		<category><![CDATA[Usability]]></category>
		<category><![CDATA[usable]]></category>
		<category><![CDATA[useful]]></category>
		<category><![CDATA[websites]]></category>

		<guid isPermaLink="false">http://www.simonwhatley.co.uk/?p=3995</guid>
		<description><![CDATA[Good designs are useful, usable and desirable. But what is a good experience? While crafting the experience of her own startup, Foodspotting, Alexa Andrzejewski found answers in urban design. Asking the same question about urban experiences, Kevin Lynch, author of Good City Form, extracted a set of dimensions for evaluating experiences. By applying these principles to interactive experiences, you can identify what kind of experience you’re creating for users: Is it adaptable? Does it tell a story? Are there signs of life? You’ll leave with a set of guidelines that, unlike traditional heuristics, will enable you to evaluate the experiential qualities of your designs.]]></description>
			<content:encoded><![CDATA[<p>Good designs are useful, usable and desirable. But what is a good experience? While crafting the experience of her own startup, <a href="http://www.foodspotting.com/" title="Foodspotting" target="_blank" "rel="nofollow">Foodspotting</a>, <a href="http://flavors.me/ladylexy" title="Alexa Andrzejewski" target="_blank" rel="nofollow">Alexa Andrzejewski</a> found answers in urban design. Asking the same question about urban experiences, Kevin Lynch, author of <a href="http://www.amazon.com/Good-City-Form-Kevin-Lynch/dp/0262620464/" title="Kevin Lynch - Good City Form" target="_blank" rel="nofollow">Good City Form</a>, extracted a set of dimensions for evaluating experiences. By applying these principles to interactive experiences, you can identify what kind of experience you’re creating for users: Is it adaptable? Does it tell a story? Are there signs of life? You’ll leave with a set of guidelines that, unlike traditional heuristics, will enable you to evaluate the experiential qualities of your designs.</p>
<p>In her <em>The Dimensions of a Good Experience</em> presentation at <a href="http://aneventapart.com/2011/seattle/" title="An Event Apart in Seattle, 2011" target="_blank" rel="nofollow">An Event Apart in Seattle, 2011</a>, Andrzejewski shared ten principles from urban design that provide unique lenses for evaluating and thinking about mobile and Web user experience designs. </p>
<p>Luke Wroblewski provides a <a href="http://www.lukew.com/ff/entry.asp?1294" title="Luke Wroblewski's notes on Alexa Andrzejewski's The Dimensions of a Good Experience">handy overview from the talk</a>; my take on his overview is summarised below:</p>
<ol>
<li><strong>Sense of Meaning</strong> &#8212; Does the design tell a story? How is the form a reflection of its values? Can people read and understand the environment? Visual cues in the environment can communicate meaning. For example, there’s a lot of meaning in the way that Japanese signs are structured. This enables you to read the environment. What story are we trying to tell in our information architecture (<abbr title="information architecture">IA</abbr>) through its structural design?</li>
<li><strong>Sense of Place</strong> &#8212; Does the design leave a lasting impression on the user&#8217;s senses? Is it memorable [in a good way]? Focus on those key moments. What should they remember? What story do you want to tell the user and how can you use the language of design to reinforce that story? Show a user a home page that&#8217;s unfamiliar to them and ask if they understand the value of the product or service. How well are you communicating?</li>
<li><strong>Sense of Structure</strong> &#8212; Does the design afford the user a sense of structure? Can they understand that structure? Can the user create an accurate mental model of what they&#8217;re looking at? When things fit together, a user will feel comfortable and in control.</li>
<li><strong>Sense of Unfolding</strong> &#8212; Does the design get better the more a user explores? Are they &#8216;delighted&#8217; by the what&#8217;s unfolding before them? Is the first time experience tempered so as not to be overwhelming? How can you get the user to leave wanting more?</li>
<li><strong>Sense of Transparency</strong> &#8212; Does the design give a glimmer of what&#8217;s inside? This is not absolute as different groups demand different levels of transparency.</li>
<li><strong>Sense of Fit</strong> &#8212; Does the design anticipate and facilitate the desired needs of the user so that it makes them feel positive? Observe the user throughout the site. Find the drop-off points and fix them. Ask the users questions.</li>
<li><strong>Sense of Adaptability</strong> &#8212; Does the design afford the user the ability to adapt their surroundings to reach a more comfortable fit? Again, observe your users and learn from their adaptations.</li>
<li><strong>Sense of Access</strong> &#8212; Does the design provide a range of choices to the user? How much and what range of choices are presented to a user at any given time? Is it too many or too few? Carry out some A/B tests to find out.</li>
<li><strong>Sense of Responsibility</strong> &#8212; Does the design engender a <a href="/the-four-cs-of-community" title="The Four C's of Community">sense of community</a>, ownership and responsibility with/to your users? Holding people accountable will <a href="/keep-your-web-20-community-happy" title="Keep Your Community Happy">encourage good behaviour</a>. How can you increase your users&#8217; sense of responsibility to the community or website you&#8217;re trying to build?</li>
<li><strong>Sense of Certainty</strong> &#8212; Does the design promote trust? What are the systems of control? Do these reinforce trust? Does your website behave in predictable ways? This is particularly important if your users aren&#8217;t actually in control. Examine what makes your users anxious and mitigate against those anxieties. Make your users feel confident.</li>
</ol>
<p>You need to examine the user experience you&#8217;re creating through each of the lenses above. By doing so you will improve the experience for all your users.</p>
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		</item>
		<item>
		<title>Shneirderman&#8217;s 8 Golden Rules of Interface Design</title>
		<link>http://www.simonwhatley.co.uk/shneirdermans-8-golden-rules-of-interface-design</link>
		<comments>http://www.simonwhatley.co.uk/shneirdermans-8-golden-rules-of-interface-design#comments</comments>
		<pubDate>Sun, 03 Apr 2011 12:00:32 +0000</pubDate>
		<dc:creator>Simon</dc:creator>
				<category><![CDATA[User Experience]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[HCI]]></category>
		<category><![CDATA[Heuristic evaluation]]></category>
		<category><![CDATA[Human-computer interaction]]></category>
		<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[principles]]></category>
		<category><![CDATA[Usability]]></category>
		<category><![CDATA[User Interface Design]]></category>

		<guid isPermaLink="false">http://www.simonwhatley.co.uk/?p=3962</guid>
		<description><![CDATA[To improve the usability of an application it is important to have a well designed interface. Shneiderman's "Eight Golden Rules of Interface Design" are a guide to good interaction design.]]></description>
			<content:encoded><![CDATA[<p>To improve the usability of an application it is important to have a well designed interface. Shneiderman&#8217;s (1998) &#8220;Eight Golden Rules of Interface Design&#8221; are a guide to good interaction design.</p>
<ol>
<li><strong>Strive for consistency</strong> &#8212; Consistent sequences of actions should be required in similar situations; identical terminology should be used in prompts, menus, and help screens; and consistent commands should be employed throughout.</li>
<li><strong>Enable frequent users to use shortcuts</strong> &#8212; As the frequency of use increases, so do the user&#8217;s desires to reduce the number of interactions and to increase the pace of interaction. Abbreviations, function keys, hidden commands, and macro facilities are very helpful to an expert user.</li>
<li><strong>Offer informative feedback</strong> &#8212; For every operator action, there should be some system feedback. For frequent and minor actions, the response can be modest, while for infrequent and major actions, the response should be more substantial.</li>
<li><strong>Design dialog to yield closure</strong> &#8212; Sequences of actions should be organized into groups with a beginning, middle, and end. The informative feedback at the completion of a group of actions gives the operators the satisfaction of accomplishment, a sense of relief, the signal to drop contingency plans and options from their minds, and an indication that the way is clear to prepare for the next group of actions.</li>
<li><strong>Offer simple error handling</strong> &#8212; As much as possible, design the system so the user cannot make a serious error. If an error is made, the system should be able to detect the error and offer simple, comprehensible mechanisms for handling the error.</li>
<li><strong>Permit easy reversal of actions</strong> &#8212; This feature relieves anxiety, since the user knows that errors can be undone; it thus encourages exploration of unfamiliar options. The units of reversibility may be a single action, a data entry, or a complete group of actions.</li>
<li><strong>Support internal locus of control</strong> &#8212; Experienced operators strongly desire the sense that they are in charge of the system and that the system responds to their actions. Design the system to make users the initiators of actions rather than the responders.</li>
<li><strong>Reduce short-term memory load</strong> &#8212; The limitation of human information processing in short-term memory requires that displays be kept simple, multiple page displays be consolidated, window-motion frequency be reduced, and sufficient training time be allotted for codes, mnemonics, and sequences of actions.</li>
</ol>
<p><strong>Further reading:</strong></p>
<ul>
<li><a href="http://www.amazon.com/Designing-User-Interface-Ben-Shneiderman/dp/0201694972" title="Designing the User Interface: Strategies for Effective Human-Computer Interaction" target="_blank" rel="nofollow">Designing the User Interface: Strategies for Effective Human-Computer Interaction</a></li>
</ul>
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		<item>
		<title>Stanford University Human-Computer Interaction Seminars</title>
		<link>http://www.simonwhatley.co.uk/stanford-university-human-computer-interaction-seminars</link>
		<comments>http://www.simonwhatley.co.uk/stanford-university-human-computer-interaction-seminars#comments</comments>
		<pubDate>Thu, 11 Feb 2010 15:11:28 +0000</pubDate>
		<dc:creator>Simon</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[User Experience]]></category>
		<category><![CDATA[Bill Buxton]]></category>
		<category><![CDATA[Bill Moggridge]]></category>
		<category><![CDATA[communication]]></category>
		<category><![CDATA[Crowdsourcing]]></category>
		<category><![CDATA[Culture]]></category>
		<category><![CDATA[Donald Norman]]></category>
		<category><![CDATA[HCI]]></category>
		<category><![CDATA[Human communication]]></category>
		<category><![CDATA[Human-computer interaction]]></category>
		<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[Social psychology]]></category>
		<category><![CDATA[Stanford]]></category>
		<category><![CDATA[Stanford HCI Group]]></category>
		<category><![CDATA[Stanford University]]></category>
		<category><![CDATA[Usability]]></category>

		<guid isPermaLink="false">http://www.simonwhatley.co.uk/?p=2636</guid>
		<description><![CDATA[Human-Computer Interaction Seminar (Seminar on People, Computers, and Design) is a Stanford University course that features weekly speakers on topics related to human-computer interaction design. The seminar is organized by the Stanford HCI Group, which works across disciplines to understand the intersection between humans and computers.]]></description>
			<content:encoded><![CDATA[<p>Human-Computer Interaction Seminar (Seminar on People, Computers, and Design) is a Stanford University course that features weekly speakers on topics related to human-computer interaction design. The seminar is organized by the Stanford <abbr title="Human-Computer Interaction">HCI</abbr> Group, which works across disciplines to understand the intersection between humans and computers.</p>
<p>Details of the <a href="http://hci.stanford.edu/courses/cs547/" title="Stanford HCI Seminars" target="_blank" rel="nofollow">current seminar series</a> can be found on <a href="http://hci.stanford.edu" title="Stanford HCI" target="_blank" rel="nofollow">Stanford HCI website</a>, whilst the <a href="http://deimos3.apple.com/WebObjects/Core.woa/Browse/itunes.stanford.edu.1357108180.03199701437" title="Stanford HCI Seminars: 2009" target="_blank" rel="nofollow">2009 seminar series</a> can be found on iTunes U. The topics of which are listed below:</p>
<p><strong>Winter 2009</strong></p>
<ol>
<li>Pario: The Next Step Beyond Audio and Video</li>
<li>Sculpting Behaviour: Developing a Tangible Lnguage for Hands-on Play and Learning</li>
<li>Tap is the New Click</li>
<li>Social Annotation, Contextual Collaboration and Online Transparency</li>
<li>Enlightened Trial and Error &#8211; Gaining design Insight Through Prototyping Tools</li>
<li>Computer Graphics as a Telecommunication Medium</li>
<li>Not Invented Here: Online Mapping Revealed</li>
</ol>
<p><strong>Spring 2009</strong></p>
<ol>
<li>Firefox, Mozilla &#038; Open Source: Software Design at Scale</li>
<li>Social Enterprise Software Design</li>
<li>The Interaction Design of APIs</li>
<li>Far Away Up Close</li>
<li>What Still Matters About Distance?</li>
<li>How We Use Data to Win the Presidential Election</li>
<li>Social Immersive Media</li>
<li>Launching Creative Communities: Lessons From the Spore Community</li>
<li>Designing Online Communities from Theory</li>
</ol>
<p><strong>Autumn/Fall 2009</strong></p>
<ol>
<li>Crowdsourcing Work</li>
<li>Backtracking Events as Indicators of Software Usability Problems</li>
<li>Programming by Sketching</li>
<li>Aesthetic Science of Colour: WAVEs of Colour, Culture, Music and Emotion</li>
</ol>
<p>Previous talks are also available on iTunes U &#8212; with the notable speakers Bill Moggridge, Bill Buxton and Donald Norman featuring &#8212; or on YouTube: <a href="http://www.youtube.com/view_play_list?p=32A089D3E2DFB65D" title="Stanford HCI Seminars: 2006-07" target="_blank" rel="nofollow">2006-07</a>, <a href="http://www.youtube.com/view_play_list?p=27C635EE182143CE" title="Stanford HCI Seminars: 2007-08" target="_blank" rel="nofollow">2007-08</a>, <a href="http://www.youtube.com/view_play_list?p=CFE6199B78198411" title="Stanford HCI Seminars: 2008-09" target="_blank" rel="nofollow">2008-09</a></p>
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		<title>User Experience Books Free to Read Online</title>
		<link>http://www.simonwhatley.co.uk/user-experience-books-free-to-read-online</link>
		<comments>http://www.simonwhatley.co.uk/user-experience-books-free-to-read-online#comments</comments>
		<pubDate>Wed, 27 Jan 2010 17:42:38 +0000</pubDate>
		<dc:creator>Simon</dc:creator>
				<category><![CDATA[User Experience]]></category>
		<category><![CDATA[Chris Connors]]></category>
		<category><![CDATA[communication]]></category>
		<category><![CDATA[David Travis]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Ellen Beldner]]></category>
		<category><![CDATA[Human communication]]></category>
		<category><![CDATA[Human-computer interaction]]></category>
		<category><![CDATA[Human–computer interaction]]></category>
		<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[Jenifer Tidwell]]></category>
		<category><![CDATA[Joe Clarke Dive]]></category>
		<category><![CDATA[John Kolko]]></category>
		<category><![CDATA[John M. Carroll]]></category>
		<category><![CDATA[Judith Reitman Olson]]></category>
		<category><![CDATA[Justin Petro]]></category>
		<category><![CDATA[Mark Pilgrim]]></category>
		<category><![CDATA[Marti A. Hearst]]></category>
		<category><![CDATA[Social psychology]]></category>
		<category><![CDATA[Technical communication]]></category>
		<category><![CDATA[Uday Gajendar]]></category>
		<category><![CDATA[Usability]]></category>
		<category><![CDATA[User experience design]]></category>
		<category><![CDATA[User interface]]></category>
		<category><![CDATA[User Interface Design]]></category>
		<category><![CDATA[User-centered design]]></category>
		<category><![CDATA[web accessibility]]></category>
		<category><![CDATA[Web Accessibility Just Ask]]></category>
		<category><![CDATA[Web Standards]]></category>

		<guid isPermaLink="false">http://www.simonwhatley.co.uk/?p=2233</guid>
		<description><![CDATA[The truly worldwide reach of the Web has brought with it a new realisation among computer scientists and industry professionals of the enormous importance of usability and user interface design. In the last ten years, much has become understood about what works in user interfaces from a usability perspective, and what does not.]]></description>
			<content:encoded><![CDATA[<p>The truly worldwide reach of the Web has brought with it a new realisation among computer scientists and industry professionals of the enormous importance of usability and user interface design. In the last ten years, much has become understood about what works in user interfaces from a usability perspective, and what does not.</p>
<p>The following are free-to-read books on user experience, available online:</p>
<p><strong>Human Computer Interaction</strong></p>
<ul>
<li><a href="http://books.nap.edu/openbook.php?record_id=790" title="Mental Models in Human-Computer Interaction: Research Issues About What the User of Software Knows" target="_blank" rel="nofollow">Mental Models in Human-Computer Interaction: Research Issues About What the User of Software Knows</a> by John M. Carroll and Judith Reitman Olson</li>
<li><a href="http://www.scribd.com/doc/7479034/hcimodelstheoriesandframeworkstowardamultidisciplinaryscienceinteractivetechnologies" title="HCI Models, Theories and Frameworks: Toward a Multi-disciplinary Science" target="_blank" rel="nofollow">HCI Models, Theories and Frameworks: Toward a Multi-disciplinary Science</a> by John M. Carroll</li>
</ul>
<p><strong>User Experience / Interaction Design</strong></p>
<ul>
<li><a href="http://searchuserinterfaces.com/book/" title="Search User Interfaces" target="_blank" rel="nofollow">Search User Interfaces</a> by Marti A. Hearst</li>
<li><a href="http://designinginterfaces.com/" title="Designing Interfaces - Patterns for Effective Interaction Design" target="_blank" rel="nofollow">Designing Interfaces &#8211; Patterns for Effective Interaction Design</a> by Jenifer Tidwell</li>
<li><a href="http://thoughtsoninteraction.com/" title="Thoughts on Interaction Design" target="_blank" rel="nofollow">Thoughts on Interaction Design</a> by Jon Kolko. with contributions from Ellen Beldner, Uday Gajendar, Chris Connors and Justin Petro</li>
<li><a href="http://www.userfocus.co.uk/fable/index.html" title="The Fable of the User-Centered Designer" target="_blank" rel="nofollow">The Fable of the User-Centered Designer</a> by David Travis</li>
</ul>
<p><strong>Web Accessibility</strong></p>
<ul>
<li><a href="http://www.uiaccess.com/accessucd/index.html" title="Just Ask: Integrating Accessibility Throughout Design" target="_blank" rel="nofollow">Just Ask: Integrating Accessibility Throughout Design</a> by Shawn Henry</li>
<li><a href="http://joeclark.org/book/sashay/serialization/" title="Building Accessible Websites" target="_blank" rel="nofollow">Building Accessible Websites</a> by Joe Clarke</li>
<li><a href="http://diveintoaccessibility.org/" title="Dive Into Accessibility: 30 Days to a More Accessible Website" target="_blank" rel="nofollow">Dive Into Accessibility: 30 Days to a More Accessible Website</a> by Mark Pilgrim</li>
</ul>
<p>If there are any more you think need or can be added to the list, please leave a comment.</p>
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		<title>Dieter Rams&#039; 10 Rules of Good Design</title>
		<link>http://www.simonwhatley.co.uk/dieter-rams10-rules-of-good-design</link>
		<comments>http://www.simonwhatley.co.uk/dieter-rams10-rules-of-good-design#comments</comments>
		<pubDate>Wed, 06 Jan 2010 10:28:30 +0000</pubDate>
		<dc:creator>Simon</dc:creator>
				<category><![CDATA[User Experience]]></category>
		<category><![CDATA[aesthetic design]]></category>
		<category><![CDATA[Apple]]></category>
		<category><![CDATA[Architectural design]]></category>
		<category><![CDATA[Braun]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[designed products]]></category>
		<category><![CDATA[designer]]></category>
		<category><![CDATA[Dieter Rams]]></category>
		<category><![CDATA[environmentally friendly]]></category>
		<category><![CDATA[Industrial design]]></category>
		<category><![CDATA[industrial designer]]></category>
		<category><![CDATA[innovative]]></category>
		<category><![CDATA[Jonathan Ive]]></category>
		<category><![CDATA[less is more]]></category>
		<category><![CDATA[longevity]]></category>
		<category><![CDATA[products]]></category>
		<category><![CDATA[The Design Museum]]></category>
		<category><![CDATA[understandable]]></category>
		<category><![CDATA[unobtrusive]]></category>
		<category><![CDATA[Usability]]></category>
		<category><![CDATA[useful]]></category>
		<category><![CDATA[Vitsœ]]></category>

		<guid isPermaLink="false">http://www.simonwhatley.co.uk/?p=2178</guid>
		<description><![CDATA[Dieter Rams is a German industrial designer closely associated with the consumer products company Braun and the Functionalist school of industrial design. Many of Rams’ designs — coffee makers, calculators, radios, audio/visual equipment, consumer appliances and office products — have found a permanent home at many museums over the world, including MoMA in New York.]]></description>
			<content:encoded><![CDATA[<p>Dieter Rams is a German industrial designer closely associated with the consumer products company Braun and the <a href="http://en.wikipedia.org/wiki/Functionalism_(architecture)" title="Wikipedia: Functionalism" target="_blank" rel="nofollow">Functionalist</a> school of industrial design. Many of Rams&#8217; designs &#8212; coffee makers, calculators, radios, audio/visual equipment, consumer appliances and office products &#8212; have found a permanent home at many museums over the world, including <abbr title="Museum of Modern Art">MoMA</abbr> in New York.</p>
<p>How does Rams&#8217; define <q>good design</q>?</p>
<ol>
<li><strong>Good design should be innovative</strong> &#8212; It does not copy existing product forms, nor does it produce any kind of novelty just for the sake of it. The essence of innovation must clearly be seen in all of a product&#8217;s functions. Current technological development keeps offering new chances for innovative solutions.</li>
<li><strong>Good design should make a product useful</strong> &#8212; The product is bought in order to be used. It must serve a defined purpose, in both primary and additional functions. The most important task of design is to optimise the utility of a product&#8217;s usability.</li>
<li><strong>Good design is aesthetic design</strong> &#8212; The aesthetic quality of a product is integral to its usefulness because products we use every day affect our well-being. But only well-executed objects can be beautiful.</li>
<li><strong>Good design will make a product understandable</strong> &#8212; It clarifies the product&#8217;s structure. Better still, it can make the product talk. At best, it is self-explanatory.</li>
<li><strong>Good design is honest</strong> &#8212; It does not make a product more innovative, powerful or valuable than it really is. It does not attempt to manipulate the consumer with promises that cannot be kept.</li>
<li><strong>Good design is unobtrusive</strong> &#8212; Products fulfilling a purpose are like tools. They are neither decorative objects nor works of art. Their design should therefore be both neutral and restrained, to leave room for the user&#8217;s self-expression.</li>
<li><strong>Good design is long lived</strong> &#8212; It does not follow trends that become out-dated after a short time. Well designed products differ significantly from short-lived, trivial products in today&#8217;s throwaway world.</li>
<li><strong>Good design is consistent in every detail</strong> &#8212; Nothing must be arbitrary. Thoroughness and accuracy in the design process shows respect towards the user.</li>
<li><strong>Good design should be environmentally friendly</strong> &#8212; Design must make contributions towards a stable environment and sensible raw material situation. This does not only include actual pollution, but also visual pollution and destruction of our environment.</li>
<li><strong>Good design is as little design as possible</strong> &#8212; Less is more &#8211; because it concentrates on the essential aspects and the products are not burdened with non-essentials. Back to purity, back to simplicity.</li>
</ol>
<p>Many people say it is obvious that Rams&#8217; designs have been influential on <a href="http://en.wikipedia.org/wiki/Jonathan_Ive" title="Wikipedia: Jonathan Ive" target="_blank" rel="nofollow">Jonathan Ive</a> of Apple, designer of such products as the iMac, iPod, and iPhone, as can be witnessed particularly in the iPhone&#8217;s calculator application, whose design is based on the Braun ET66 calculator designed by Rams.</p>
<p><strong>More</strong></p>
<p>The Design Museum in London are holding a <a href="http://designmuseum.org/exhibitions/2009/2009-dieter-rams" title="The Design Museum - Dieter Rams' exhibition" target="_blank" rel="nofollow">Dieter Rams&#8217; exhibition</a> between 19th November 2009 and 9th March 2010. The exhibition will showcase Rams&#8217; landmark designs for Braun and furniture manufacturer Vitsœ, examine how Rams&#8217; design ethos inspired Braun’s entire product range for over 40 years, and assess his lasting influence on today’s design landscape.</p>
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		<item>
		<title>Jakob Nielsen&#039;s Ten Usability Heuristics</title>
		<link>http://www.simonwhatley.co.uk/jakob-nielsens-ten-usability-heuristics</link>
		<comments>http://www.simonwhatley.co.uk/jakob-nielsens-ten-usability-heuristics#comments</comments>
		<pubDate>Wed, 02 Dec 2009 10:00:59 +0000</pubDate>
		<dc:creator>Simon</dc:creator>
				<category><![CDATA[User Experience]]></category>
		<category><![CDATA[Heuristic evaluation]]></category>
		<category><![CDATA[heuristics]]></category>
		<category><![CDATA[Human-computer interaction]]></category>
		<category><![CDATA[Information Architecture]]></category>
		<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[Jakob Nielsen]]></category>
		<category><![CDATA[principles]]></category>
		<category><![CDATA[Usability]]></category>
		<category><![CDATA[User Interface Design]]></category>
		<category><![CDATA[User-centered design]]></category>

		<guid isPermaLink="false">http://www.simonwhatley.co.uk/?p=2146</guid>
		<description><![CDATA[These are ten general principles for user interface design suggested by Jakob Nielsen. They are called "heuristics" because they are more in the nature of rules of thumb than specific usability guidelines.]]></description>
			<content:encoded><![CDATA[<p>These are ten general principles for user interface design suggested by <a href="http://www.useit.com" title="Jakob Nielsen" target="_blank" rel="nofollow">Jakob Nielsen</a>. They are called <q>heuristics</q> because they are more in the nature of rules of thumb than specific usability guidelines.</p>
<ol>
<li><strong>Visibility of system status</strong> &#8212; The system should always keep users informed about what is going on, through appropriate feedback within reasonable time.</li>
<li><strong>Match between system and the real world</strong> &#8212; The system should speak the users&#8217; 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.</li>
<li><strong>User control and freedom</strong> &#8212; Users often choose system functions by mistake and will need a clearly marked <q>emergency exit</q> to leave the unwanted state without having to go through an extended dialogue. Support undo and redo.</li>
<li><strong>Consistency and standards</strong> &#8212; Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions.</li>
<li><strong>Error prevention</strong> &#8212; Even better than good error messages is a careful design which prevents a problem from occurring in the first place. Either eliminate error-prone conditions or check for them and present users with a confirmation option before they commit to the action.</li>
<li><strong>Recognition rather than recall</strong> &#8212; Minimise the user&#8217;s memory load by making 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.</li>
<li><strong>Flexibility and efficiency of use</strong> &#8212; Accelerators &#8212; unseen by the novice user &#8212; 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.</li>
<li><strong>Aesthetic and minimalist design</strong> &#8212; 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.</li>
<li><strong>Help users recognise, diagnose, and recover from errors</strong> &#8212; Error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution.</li>
<li><strong>Help and documentation</strong> &#8212; 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&#8217;s task, list concrete steps to be carried out, and not be too large.</li>
</ol>
<p><strong>References</strong></p>
<ul>
<li><a href="http://www.useit.com/papers/heuristic/heuristic_list.html" title="Jakob Nielsen's Heuristic List" target="_blank" rel="nofollow">http://www.useit.com/papers/heuristic/heuristic_list.html</a></li>
<li>Nielsen, J. (1994b). Heuristic evaluation. In Nielsen, J., and Mack, R.L. (Eds.), Usability Inspection Methods, John Wiley &#038; Sons, New York, NY.</li>
</ul>
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		<item>
		<title>IDEO&#039;s Human Centered Design Toolkit</title>
		<link>http://www.simonwhatley.co.uk/ideos-human-centered-design-toolkit</link>
		<comments>http://www.simonwhatley.co.uk/ideos-human-centered-design-toolkit#comments</comments>
		<pubDate>Fri, 20 Nov 2009 12:01:36 +0000</pubDate>
		<dc:creator>Simon</dc:creator>
				<category><![CDATA[User Experience]]></category>
		<category><![CDATA[Africa]]></category>
		<category><![CDATA[Asia]]></category>
		<category><![CDATA[Aspirations cards]]></category>
		<category><![CDATA[Create guide]]></category>
		<category><![CDATA[Deliver guide]]></category>
		<category><![CDATA[Field guide]]></category>
		<category><![CDATA[HCD]]></category>
		<category><![CDATA[Hear guide]]></category>
		<category><![CDATA[Human Centered Design]]></category>
		<category><![CDATA[IDEO]]></category>
		<category><![CDATA[Information Architecture]]></category>
		<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[Latin America]]></category>
		<category><![CDATA[NGO]]></category>
		<category><![CDATA[non-governmental organisations]]></category>
		<category><![CDATA[toolkit]]></category>
		<category><![CDATA[UCD]]></category>
		<category><![CDATA[Usability]]></category>
		<category><![CDATA[User Interface Design]]></category>
		<category><![CDATA[User-centered design]]></category>

		<guid isPermaLink="false">http://www.simonwhatley.co.uk/?p=2118</guid>
		<description><![CDATA[IDEO's Human Centered Design Toolkit is a free innovation guide for NGOs and social enterprises. Human-Centered Design (HCD) is a process used for decades to create new solutions for companies and organisations. HCD can help you enhance the lives of people. This process has been specially-adapted for organisations like that work with people in Africa, Asia, and Latin America. HCD will help you hear people’s needs in new ways, create innovative solutions to meet these needs, and deliver solutions with financial sustainability in mind.]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.ideo.com/work/item/human-centered-design-toolkit" title="IDEO's Human Centered Design Toolkit" target="_blank" rel="nofollow">IDEO&#8217;s Human Centered Design Toolkit</a> is a free innovation guide for <abbr title="Non-Governmental Organisations">NGOs</abbr> and social enterprises.</p>
<p>Human-Centered Design (<abbr title="Human-Centered Design">HCD</abbr>) is a process used for decades to create new solutions for companies and organisations. <abbr title="Human-Centered Design">HCD</abbr> can help you enhance the lives of people. This process has been specially-adapted for organisations like that work with people in Africa, Asia, and Latin America. <abbr title="Human-Centered Design">HCD</abbr> will help you hear people’s needs in new ways, create innovative solutions to meet these needs, and deliver solutions with financial sustainability in mind.</p>
<p>The Toolkit is divided into four sections that can be downloaded individually or <a href="http://www.ideo.com/images/uploads/work/case-studies/pdfs/IDEO_HCD_ToolKit_Complete_for_Download.pdf" title="IDEO's Human Centered Design Toolkit - Complete (PDF 30.5MB)" target="_blank" rel="nofollow">together</a>:</p>
<ol>
<li>The <a href="http://www.ideo.com/images/uploads/work/case-studies/pdfs/HCD_INTRO_PDF_WEB_opt.pdf" title="Human Centered Design Toolkit - Introduction (PDF 845KB)" target="_blank" rel="nofollow">Introduction</a> will give an overview of <abbr title="Human-Centered Design">HCD</abbr> and help you understand how it might be used alongside other methods.</li>
<li>The <a href="http://www.ideo.com/images/uploads/work/case-studies/pdfs/HCD_HEAR_PDF_WEB_opt.pdf" title="Human Centered Design Toolkit - Hear Guide (PDF 26.6MB)" target="_blank" rel="nofollow">Hear guide</a> will help your design team prepare for fieldwork and understand how to collect stories that will serve as insight and inspiration. Designing meaningful and innovative solutions that serve your customers begins with gaining deep empathy for their needs, hopes and aspirations for the future. The Hear booklet will equip the team with methodologies and tips for engaging people in their own contexts to delve beneath the surface.</li>
<li>The <a href="http://www.ideo.com/images/uploads/work/case-studies/pdfs/HCD_FIELD_GUIDE.pdf" title="Human Centered Design Toolkit - Field Guide (PDF 6.89MB)" target="_blank" rel="nofollow">Field Guide</a> and <a href="http://www.ideo.com/images/uploads/work/case-studies/pdfs/4_HCD_Visualtools_Aspirations_Cards.pdf" title="Human Centered Design Toolkit - Aspirations Cards (PDF 5.98MB)" target="_blank" rel="nofollow">Aspirations Cards</a> are a complement to the Hear guide; these are the tools your team will take with them in order to conduct research.</li>
<li>The <a href="http://www.ideo.com/images/uploads/work/case-studies/pdfs/HCD_CREATE_PDF_WEB_opt.pdf" title="Human Centered Design Toolkit - Create Guide (PDF 24.3MB)" target="_blank" rel="nofollow">Create guide</a> will help your team work together in a workshop format to translate what you heard from people into frameworks, opportunities, solutions, and prototypes. During this phase, you will move from concrete to more abstract thinking in identifying themes and opportunities and back to the concrete with solutions and prototypes.</li>
<li>The <a href="http://www.ideo.com/images/uploads/work/case-studies/pdfs/HCD_DELIVER_PDF_WEB_opt.pdf" title="Human Centered Design Toolkit - Deliver Guide (PDF 10.3MB)" target="_blank" rel="nofollow">Deliver guide</a> will help catapult the top ideas you have created toward implementation. The realisation of solution includes rapid revenue and cost modeling, capability assessment, and implementation panning. The activities offered in this phase are meant to complement your organisation’s existing implementation processes and may prompt adaptations to the way solutions are typically rolled out.</li>
</ol>
<p><a href="http://www.ideo.com/images/uploads/work/case-studies/pdfs/IDEO_HCD_ToolKit_Complete_for_Download.pdf" title="IDEO's Human Centered Design Toolkit - Complete (PDF 30.5MB)" target="_blank" rel="nofollow">Download the complete toolkit</a> (<abbr title="Portable Document Format">PDF</abbr>, 30.5MB)</p>
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		<title>Lund&#039;s Expert Ratings of Usability Maxims</title>
		<link>http://www.simonwhatley.co.uk/lunds-expert-ratings-of-usability-maxims</link>
		<comments>http://www.simonwhatley.co.uk/lunds-expert-ratings-of-usability-maxims#comments</comments>
		<pubDate>Thu, 19 Nov 2009 11:30:32 +0000</pubDate>
		<dc:creator>Simon</dc:creator>
				<category><![CDATA[User Experience]]></category>
		<category><![CDATA[ergonomics]]></category>
		<category><![CDATA[Ergonomics in Design]]></category>
		<category><![CDATA[HCI]]></category>
		<category><![CDATA[Human-computer interaction]]></category>
		<category><![CDATA[IA]]></category>
		<category><![CDATA[Information Architecture]]></category>
		<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[Lund]]></category>
		<category><![CDATA[rules of thumb]]></category>
		<category><![CDATA[UCD]]></category>
		<category><![CDATA[Usability]]></category>
		<category><![CDATA[User-centered design]]></category>
		<category><![CDATA[UxD]]></category>

		<guid isPermaLink="false">http://www.simonwhatley.co.uk/?p=2108</guid>
		<description><![CDATA[Published in the "Ergonomics in Design" journal in 1997, Arnie Lund collected and created this list of 34 rules-of-thumb that were found particularly useful during the design process by colleagues working in the human-computer interaction (HCI) design field.]]></description>
			<content:encoded><![CDATA[<p>Published in the <q>Ergonomics in Design</q> journal in 1997 <a href="#1">[1]</a>, Arnold Lund collected and created this list of 34 rules-of-thumb (given below in order of priority) that were found particularly useful during the design process by colleagues working in the human-computer interaction (<abbr title="human-computer interaction">HCI</abbr>) design field.</p>
<p>The list is still as relevant today as it was back in 1997.</p>
<ol>
<li>Know thy user, and YOU are not thy user.</li>
<li>Things that look the same should act the same.</li>
<li>Everyone makes mistakes, so every mistake should be fixable.</li>
<li>The information for the decision needs to be there when the decision is needed.</li>
<li>Error messages should actually mean something to the user, and tell the user how to fix the problem.</li>
<li>Every action should have a reaction.</li>
<li>Don’t overload the user’s buffers.</li>
<li>Consistency, consistency, consistency.</li>
<li>Minimize the need for a mighty memory.</li>
<li>Keep it simple.</li>
<li>The more you do something, the easier it should be to do.</li>
<li>The user should always know what is happening.</li>
<li>The user should control the system. The system shouldn’t control the user. The user is the boss, and the system should show it.</li>
<li>The idea is to empower the user, not speed up the system.</li>
<li>Eliminate unnecessary decisions, and illuminate the rest.</li>
<li>If I made an error, let me know about it before I get into REAL trouble.</li>
<li>The best journey is the one with the fewest steps. Shorten the distance between the user and their goal.</li>
<li>The user should be able to do what the user wants to do.</li>
<li>Things that look different should act different.</li>
<li>You should always know how to find out what to do next.</li>
<li>Don’t let people accidentally shoot themselves.</li>
<li>Even experts are novices at some point. Provide help.</li>
<li>Design for regular people and the real world.</li>
<li>Keep it neat. Keep it organized.</li>
<li>Provide a way to bail out and start over.</li>
<li>The fault is not in thyself, but in thy system.</li>
<li>If it is not needed, it’s not needed.</li>
<li>Color is information.</li>
<li>Everything in its place, and a place for everything.</li>
<li>The user should be in a good mood when done.</li>
<li>If I made an error, at least let me finish my thought before I have to fix it.</li>
<li>Cute is not a good adjective for systems.</li>
<li>Let people shape the system to themselves, and paint it with their own personality.</li>
<li>To know the system is to love it.</li>
</ol>
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<p><strong>References</strong></p>
<ol>
<li id="1">Lund, A. M. (1997).  Expert ratings of usability maxims.  Ergonomics in Design, 5(3), 15-20.  A study of the heuristics design experts consider important for good design.</li>
</ol>
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