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	<title>Simon Whatley &#187; ux</title>
	<atom:link href="http://www.simonwhatley.co.uk/tag/ux/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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		</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>43 Things That Customers Think Are Fun</title>
		<link>http://www.simonwhatley.co.uk/43-things-that-customers-think-are-fun</link>
		<comments>http://www.simonwhatley.co.uk/43-things-that-customers-think-are-fun#comments</comments>
		<pubDate>Thu, 30 Jun 2011 10:30:12 +0000</pubDate>
		<dc:creator>Simon</dc:creator>
				<category><![CDATA[Social Media]]></category>
		<category><![CDATA[User Experience]]></category>
		<category><![CDATA[customers]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[Jon Radoff]]></category>
		<category><![CDATA[League of Legends]]></category>
		<category><![CDATA[massively multiplayer games]]></category>
		<category><![CDATA[MMPG]]></category>
		<category><![CDATA[motivation]]></category>
		<category><![CDATA[philosophy]]></category>
		<category><![CDATA[players FarmVille]]></category>
		<category><![CDATA[Psychology]]></category>
		<category><![CDATA[reciprocity]]></category>
		<category><![CDATA[suspense]]></category>
		<category><![CDATA[ux]]></category>
		<category><![CDATA[virtual reality]]></category>
		<category><![CDATA[virtual worlds]]></category>
		<category><![CDATA[World of Warcraft]]></category>

		<guid isPermaLink="false">http://www.simonwhatley.co.uk/?p=4244</guid>
		<description><![CDATA[We’ve all played games as children. Today, millions of people ‘lose’ themselves in massively multiplayer games (MMPG) like World of Warcraft, strategy games like League of Legends and social media games like FarmVille. Games satisfy our need to interact, compete, and exercise our imagination. And they’re fun.]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.simonwhatley.co.uk/blog/wp-content/uploads/2011/06/big0470936266-201x300.jpg" alt="" title="Game On: Energize Your Business with Social Media Games" width="201" height="300" class="alignleft size-medium wp-image-4256" />We&#8217;ve all played games as children. Today, millions of people &#8216;lose&#8217; themselves in massively multiplayer games (<abbr title="massively multiplayer games">MMPG</abbr>) like <a href="http://www.battle.net/wow" title="World of Warcraft" target="_blank" rel="nofollow">World of Warcraft</a>, strategy games like <a href="http://www.leagueoflegends.com" title="League of Legends" target="_blank" rel="nofollow">League of Legends</a> and social media games like <a href="http://www.farmville.com" title="Zynga's FarmVille" target="_blank" rel="nofollow">FarmVille</a>. Games satisfy our need to interact, compete, and exercise our imagination. And they&#8217;re fun.</p>
<p>What if a business offered those rewards to their customers?</p>
<p>In his book <a href="http://www.amazon.com/Game-Energize-Business-Social-Media/dp/0470936266/" title="Game On: Energize Your Business with Social Media Games by Jon Radoff" target="_blank" rel="nofollow">Game On: Energize Your Business with Social Media Games</a>, Jon Radoff identifies 43 things that customers think are fun.</p>
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<ol>
<li><strong>Recognising Patterns</strong> &#8211; Anything from visual patterns, motion patterns, strategic patterns or mathematical patterns.</li>
<li><strong>Collecting </strong> &#8211; Collections communicate status, suggest organisation, lead to rewards, represent wealth and are mementos.</li>
<li><strong>Finding Random Treasures</strong> &#8211; Like winning a jackpot or slot machine, finding shells at the beach or opening Cracker Jacks to find a surprise.</li>
<li><strong>Achieving a Sense of Completion</strong> &#8211; Giving players a constant sense of finishing something like progress bars, to-do lists, achievements and levels.</li>
<li><strong>Gaining Recognition for Achievements</strong> &#8211; Achievement systems provide a sense of accomplishment and a chance to be recognised.</li>
<li><strong>Creating Order out of Chaos</strong> &#8211; Sorting, lining things up and classifying give players a sense of control over their environment.</li>
<li><strong>Customising Virtual Worlds</strong> &#8211; People enjoy leaving their mark and place great value on things they&#8217;ve made.</li>
<li><strong>Gathering Knowledge</strong> &#8211; Studying and being taught are not fun, but learning is fun because we are naturally curious.</li>
<li><strong>Organising Groups of People</strong> &#8211; Organising groups of people to achieve shared goals is a source of enjoyment.</li>
<li><strong>Noting Insider References</strong> &#8211; Discovering &#8220;Easter Eggs&#8221; gives player a sense of being a part of the &#8220;in crowd.&#8221;</li>
<li><strong>Being the Centre of Attention</strong> &#8211; Satisfy the human need for attention by putting the player at the centre of the universe.</li>
<li><strong>Experiencing Beauty and Culture</strong> &#8211; Games feature artwork, music and designs that appeal to the human senses.</li>
<li><strong>Romance</strong> &#8211; Games can provide opportunities for flirting, wooing and building relationships with the opposite sex.</li>
<li><strong>Exchanging Gifts</strong> &#8211; Players enjoy giving gifts to their friends and the act of giving triggers reciprocity.</li>
<li><strong>Being a Hero</strong> &#8211; Playing as the hero appeals to the human desire for power.</li>
<li><strong>Being a Villain</strong> &#8211; It&#8217;s about the fantasy of having power without consequences.</li>
<li><strong>Being a Wise Old Man</strong> &#8211; This is typically a high status role that may also touch on the motivator of family.</li>
<li><strong>Being a Rebel</strong> &#8211; The opportunity to flaunt society&#8217;s rules while remaining basically good.</li>
<li><strong>Being the Magician, a keeper of secret knowledge</strong> &#8211; People enjoy the thought of knowing something that nobody else knows.</li>
<li><strong>Being the Ruler </strong> &#8211; The chance to be a person with considerable power over other people.</li>
<li><strong>Pretending to Live in a Magical Place</strong> &#8211; Players enjoy imaging being in worlds different than their own.</li>
<li><strong>Listening to a Story</strong> &#8211; Stories appeal to our curiosity about people, places and things.</li>
<li><strong>Telling Stories</strong> &#8211; Games provide an opportunity for players to construct and tell their own unique stories.</li>
<li><strong>Predicting the Future </strong> &#8211; Predicting the future makes people feel smart, in-control and influential.</li>
<li><strong>Competition</strong> &#8211; People enjoy the sense of power that comes from winning.</li>
<li><strong>Psychoanalysing</strong> &#8211; Predicting, guessing or understanding the motivations of others can be a source of fun.</li>
<li><strong>Mystery</strong> &#8211; Striking a balance between revealing a little while holding back the rest can create a fun experience.</li>
<li><strong>Mastering a Skill</strong> &#8211; Increasing one&#8217;s mastery without becoming frustrated gives people a sense of flow.</li>
<li><strong>Exacting Justice and Revenge</strong> &#8211; Justice and revenge provide a sense of idealism and tranquility when wrongs are righted.</li>
<li><strong>Nurturing</strong> &#8211; Growing things stems from your motivations for family, saving and power.</li>
<li><strong>Excitement</strong> &#8211; Suspense, horror, competitive action and anticipation help create an addictive, exciting experience.</li>
<li><strong>Triumph over Conflict</strong> &#8211; Resolving conflict provides the player with a sense of victory.</li>
<li><strong>Relaxing</strong> &#8211; Games can create a mental vacation which can lead to tranquility.</li>
<li><strong>Experiencing the Freakish or Bizarre</strong> &#8211; People crave new and unique experiences that are different from their everyday lives.</li>
<li><strong>Being Silly </strong> &#8211; Players enjoy an escape from the serious and mundane.</li>
<li><strong>Laughing</strong> &#8211; People love to laugh, especially with their friends.</li>
<li><strong>Being Scared</strong> &#8211; People enjoy the sensation of danger without the actual danger.</li>
<li><strong>Strengthening a Family Relationship</strong> &#8211; Players enjoy feeling companionship with members of their family.</li>
<li><strong>Improving One&#8217;s Health</strong> &#8211; People dislike exercise, but love to feel fit.</li>
<li><strong>Imagining a Connection with the Past</strong> &#8211; Nostalgia is a powerful emotional trigger for good and bad emotions.</li>
<li><strong>Exploring a World </strong> &#8211; Understanding your environment gives you a sense of power and control.</li>
<li><strong>Improving Society</strong> &#8211; Players can satisfy their need to leave the world a better place than when they came into it.</li>
<li><strong>Enlightenment</strong> &#8211; Games provide a way for players to explore decisions and their consequences, leading to greater knowledge.</li>
</ol>
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<p>Adapted from the book <a href="http://www.amazon.com/Game-Energize-Business-Social-Media/dp/0470936266/" title="Game On: Energize Your Business with Social Media Games by Jon Radoff" target="_blank" rel="nofollow">Game On: Energize Your Business with Social Media Games</a> by Jon Radoff (pages 108-124)</p>
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		</item>
		<item>
		<title>6 Rules for Designing Amazing Apps</title>
		<link>http://www.simonwhatley.co.uk/6-rules-for-designing-amazing-apps</link>
		<comments>http://www.simonwhatley.co.uk/6-rules-for-designing-amazing-apps#comments</comments>
		<pubDate>Tue, 14 Jun 2011 15:06:47 +0000</pubDate>
		<dc:creator>Simon</dc:creator>
				<category><![CDATA[Mobile]]></category>
		<category><![CDATA[User Experience]]></category>
		<category><![CDATA[Brian Fling]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[media]]></category>
		<category><![CDATA[ux]]></category>

		<guid isPermaLink="false">http://www.simonwhatley.co.uk/?p=4237</guid>
		<description><![CDATA[Mobile design is an entirely new breed of design says Brian Fling; you need to think of your app as a great book; it has a clear beginning, middle and end.]]></description>
			<content:encoded><![CDATA[<p>Mobile design is an entirely new breed of design says <a href="" title="Brian Fling" target="_blank" rel="nofollow">Brian Fling</a>; you need to think of your app as a great book; it has a clear beginning, middle and end.</p>
<p>Fling identifies 6 rules for designing apps that we should follow:</p>
<ol>
<li><strong>Understand the medium</strong> &#8211; Get to know the difference between mobile and other mediums.</li>
<li><strong>Get your data dialled</strong> &#8211; Data is the new content and it comes from everywhere.</li>
<li><strong>Be the master of context</strong> &#8211; Dive into context, it is the easiest way to level up to awesomeness.</li>
<li><strong>Design for interaction</strong> &#8211; A gift for pixel perfection and a psychology degree can come in handy.</li>
<li><strong>Focus on the details</strong> &#8211; Small screens don&#8217;t make things easier. They make things a lot harder.</li>
<li><strong>Allow ample time</strong> &#8211; It takes a lot longer than you might think.</li>
</ol>
<p>Fling&#8217;s <a href="http://www.slideshare.net/fling/6-rules-to-designing-amazing-mobile-apps-media-2011" title="Brian Fling - 6 Rules for Designing Amazing Apps" target="_blank" rel="nofollow">presentation at @media 2011</a> can be found on Slideshare. It&#8217;s long, but certainly worth a viewing.</p>
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