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	<title>TRANSIENT POD &#187; usability</title>
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		<title>Every Designer Should Know the ABC&#8217;s</title>
		<link>http://transientpod.com/inspiration-ramblings/news/every-designer-should-know-the-abcs.html</link>
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		<pubDate>Tue, 29 Mar 2011 21:38:49 +0000</pubDate>
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				<category><![CDATA[Design & Inspiration]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[affordance]]></category>
		<category><![CDATA[Consumer Insight]]></category>
		<category><![CDATA[feedback]]></category>
		<category><![CDATA[Fibonacci Sequence]]></category>
		<category><![CDATA[Fitts Law]]></category>
		<category><![CDATA[Golden Ratio]]></category>
		<category><![CDATA[interface]]></category>
		<category><![CDATA[Mental Model]]></category>
		<category><![CDATA[pareto]]></category>
		<category><![CDATA[proximity]]></category>
		<category><![CDATA[reward]]></category>
		<category><![CDATA[strategy]]></category>
		<category><![CDATA[thirds]]></category>
		<category><![CDATA[usability]]></category>
		<category><![CDATA[Usable]]></category>

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		<description><![CDATA[Regardless of the starting point, the purpose of an incubation process is to ensure a concept is aligned and meets the audience, business, and creative goals of a project. Teams can frame ideas around specific business need or marketing initiatives or you can leverage specific consumer insight data to create ideas based on the desires [...]]]></description>
			<content:encoded><![CDATA[<h4><span style="font-size: 13px; font-weight: normal;">Regardless of the starting point, the purpose of an incubation process is to ensure a concept is aligned and meets the audience, business, and creative goals of a project. </span><span style="font-size: 13px; font-weight: normal;">Teams can frame ideas around specific business need or marketing initiatives or you can leverage specific consumer insight data to create ideas based on the desires and lifestyles of your audience. The ABC&#8217;s prove that your idea works and eliminates key risks. Here are some design tips to help you create experiences:</span></h4>
<h4><span style="color: #99cc00;">A &#8211; Understand your Audience / Consumers</span></h4>
<p><span style="color: #00ccff;"><strong>Get Pure Data:</strong></span></p>
<p>Remember the best information you can get from consumers is unpolluted and not subjective. Pure ethnographic research is always the best starting point. Being able to create a strategy for seeing how people use products in context of their lifestyle is critical to identifying new opportunities and validating design assumptions. Here is the classic examples: If you were to ask men how many of them washed their hands after leaving a washroom; 10/10 would tell you they did. If you actually observed them you would find that only 7/10 actually washed their hands. As designers we must see past the data. Phase two would be to understand why people do and do not wash their hands. We need to understand motivations &#8211; Time, efficiency, fear, naive&#8230;.</p>
<p><span style="color: #00ccff;"><strong>Educate your Key Stakeholders</strong></span></p>
<p>Designers must educate key stakeholders on personas as design tools. Personas are archetypes based on research and contextual inquiries that designers use in crafting experiences. They are a snapshot that communicates a target consumers motivations for behaviour. Marketing demographics only tell you who owns the lexus, not why they bought it. You must understand a consumers behaviour in order to properly validate brand strategies and tailor products and services to work with consumer lifestyles.</p>
<p><span style="color: #00ccff;"><strong>Remember the differences between Usable and Ease of Use</strong></span></p>
<p>Remember each system, product or service has a learning curve. This learning curve directly corresponds to the value vs investment model in your consumers mind. If something is easy to use, you have simplified your solutions to be clear, easy to navigate and highly learnable. If you are designing a system, product or service that has layers of meaning and features you must ensure the education and learning curves compliment the users motivations and end goals.</p>
<p><span style="color: #00ccff;"><strong>Understand Mental Models &amp; Usability</strong></span></p>
<p>Usability is the degree to which a tool is easy to use and understand. Products such as lego are easy to use because they conform to our understanding of the world. A mental model is the user’s thought process for how something works. When something works with our existing mental models we find it easy to use. When something forces us to make new mental models we find it hard to use. You want to leverage what consumers already know in order to make things easy to use.</p>
<p><span style="color: #00ccff;"><strong>Provide Reward </strong></span></p>
<p>Many experiences are serendipitous or exploratory in nature. Games are based on one simple concept. As humans we like to learn, and being able to test and validate this is a rewarding way equals fun. Understanding how to properly reward your consumers during each learning cycle is key. Games have done this well for years and these systems are being built into almost every product experience we interact with today. Understanding and incorporating game design systems should be apart of your design cycle.</p>
<p><span style="color: #00ccff;"><strong>Create Meaningful Experiences</strong></span></p>
<p>Users demand experiences more than basic experiences. This transcendes from products and services being functional, affordable, emotional, aspirational, and meaningful. Many interactive and communication design pieces are very good at completing the first three layers, but moving beyond requires a strong brand and sustained product strategy that considers your consumers life goals and lifestyle. The best example is the Wii Fit. A company that has always prided themselves on innovation, has a great brand and now creates experiences that reward, educate and align with the life goals of the user.  Wii Consumers: Experience  Alignment- I enjoy games, I am intimidated by complex controls,  I like social experiences. Goal Alignment &#8211; I want to achieve, I want to loose weight, I want more information about my fitness level,  I want to feel good about my self, I want more self confidence&#8230;. All this from a single experience. No wonder it has grossed more than two billion worldwide.</p>
<p><span class="Apple-style-span" style="color: #00ccff;"><strong>The Pareto Principle or Efficiency</strong></span></p>
<p>Based on the 80/20 principle. 80% of  effects come from 20% of the people. There are many applications of this.</p>
<ul>
<li>If you create a product or service only 20% of your designs will be utilized by your designers. You can focus on usability issues here.</li>
<li>As a designer it can take you 20% of the time to be 80% complete, where the final 20% can take 80% of the time</li>
</ul>
<p><span style="color: #00ccff;"><strong>User Testing</strong></span></p>
<p>Remember you can quickly validate your designs. By testing on 8 people who fit your persona profile you can assume it works for 85% of your user base.</p>
<h4><span style="color: #99cc00;">B &#8211; Understand the Business</span></h4>
<p><span style="color: #00ccff;"><strong>Have Clear Success Metrics</strong></span></p>
<p>Often overlooked but the critical success metric is usually the business driver. Consumers can enjoy products but if it is not viable in the marketplace then unless you are creating something as a loss leader to sustain future growth. Get clarity on what success looks like and get sign off from all key stakeholders. The requirements gathering phase is often the most complex.</p>
<p><span style="color: #00ccff;"><strong>Have a Plan &#8211; Agreement</strong></span></p>
<p>The world of project management is often the thorn in the sides of creatives, but without project plans designers would never truly understand the constraints / limitations of a project. Design is hard, and the best designers can create meaningful experiences while considering many business, technological and consumer constraints. Your project plan / charter is your agreement on what you are going to create. Review these and physically sign these off in your stakeholder meetings.</p>
<p><span style="color: #00ccff;"><strong>Price Accordingly</strong></span></p>
<p>Design has a lot of overhead. Design project consider resources / talent, computers, software, specialized equipment, locations, releases, fees, dues, consumables, printing, typefaces, stock art, building leases, insurance, etc. The number one mistake is small companies or freelancers charge too little for their services. Use your experience, leverage your project plan and provide clear, ethical estimates.</p>
<p>&nbsp;</p>
<p><span style="color: #00ccff;"><strong>Understand the Competition</strong></span></p>
<p>Understanding where the product  your creating sits relative to another product or service is critical to the success. Remember to complete  a heuristic analysis, where you consider, navigation, links and labels, readability, learnability, search engine results, performance, content, and relevance. In addition you can provide traditional SWOT  analysis (Strengths, Weaknesses, Opportunities &amp; Threats.) remember the key to everything is understand the opportunity. I am a big fan of perceptual mapping when it comes to identifying opportunities.</p>
<p><span style="color: #00ccff;"><strong>Understand the Business Model</strong></span></p>
<p>Also understanding which business model your using is important. Are you bringing new products to new consumers (pioneering) or bringing a new product to existing consumers (sustaining) or and existing product to new consumers (sustaining) or an existing  product  to existing users (saturating.) This is usually a collaborative effort between the business and consumer insight teams.</p>
<p><span style="color: #00ffff;"><strong><span style="color: #00ccff;">Have Clear Functional Specifications &#8211; Leverage Analytics</span></strong></span></p>
<p>Understand what things the user will be able to do. Then understand which mediums, platforms, and technologies you want to use. This includes target resolutions, frame rates, performance, browser compatibility etc. Use Google Analytics or other performance tracking software to validate design solutions.</p>
<p>&nbsp;</p>
<h4><span style="color: #99cc00;">C &#8211; Understand your Creative Capacity</span></h4>
<p><span style="color: #00ccff;"><strong>Understand Composition Principles</strong></span></p>
<p>These rules have been used by photographers and architects for years.</p>
<p><span style="color: #00ccff;"><strong>The Rule of Thirds</strong>.</span></p>
<p>The rule states that an image should be imagined as divided into nine equal parts by two equally-spaced horizontal lines and two equally-spaced vertical lines, and that important compositional elements should be placed along these lines or their intersections.</p>
<p><a href="http://transientpod.com/wp-content/uploads/2011/03/800px-RuleOfThirds-SideBySide-550x206.gif"><img class="alignnone size-full wp-image-3549" title="800px-RuleOfThirds-SideBySide-550x206" src="http://transientpod.com/wp-content/uploads/2011/03/800px-RuleOfThirds-SideBySide-550x206.gif" alt="" width="550" height="206" /></a></p>
<p>image on the left is uncropped, image on right is cropped using intersection point as reference</p>
<p><span style="color: #00ccff;"><strong>The Golden Ratio</strong></span></p>
<p>Throughout history, the ratio for length to width of rectangles of 1.61803 39887 49894 84820 has been considered the most pleasing to the eye. This ratio was named the golden ratio by the Greeks. In the world of mathematics, the numeric value is called &#8220;phi&#8221;, named for the Greek sculptor Phidias. The space between the collumns form golden rectangles. There are golden rectangles throughout this structure which is found in Athens, Greece. The golden ratio, also known as the divine proportion, golden mean, or golden section, is a number often encountered when taking the ratios of distances in simple geometric figures such as the pentagon, pentagram, decagon and dodecahedron.</p>
<p><span style="color: #00ccff;"><strong>Fibonacci sequence</strong></span>.</p>
<p>Has been an inspiration in design and mathematics. You will find it in may classic design pieces. The easiest explanation is that the next number in the sequence is reached by adding the previous 2 (starting with 0 and 1). Here is a small sample of the Fibonacci sequence so you can see how that works. 0, 1, 1, 2, 3, 5, 8, 13, 21… and so on. The easiest way to work with the concept of the Fibonacci sequence is actually by using the Golden Ratio because the higher the Fibonacci sequence gets the closer it’s numbers get to the Golden Ratio. Another benefit to using the Golden Ratio as opposed to the Fibonacci sequence is that the Golden Ratio can be applied to any number and many times in design we are stuck with certain dimensions. For instance we may be designing for an 800&#215;600 display and we want to make our layout work with the Golden Ratio. We would simply multiply 800 x .6180339887 and come up with 494.</p>
<p><span style="color: #00ccff;"><strong>Swiss Grid Systems</strong></span></p>
<p><a href="http://transientpod.com/wp-content/uploads/2011/03/NEVsEK7vbr0utr7pvHE6UY2so1_500-470x438.jpg"><img class="alignnone size-full wp-image-3550" title="NEVsEK7vbr0utr7pvHE6UY2so1_500-470x438" src="http://transientpod.com/wp-content/uploads/2011/03/NEVsEK7vbr0utr7pvHE6UY2so1_500-470x438.jpg" alt="" width="470" height="438" /></a></p>
<p>Grid systems are the foundation of a interactive designers layout for a website, kiosk or other interface based system. Originally made famous by Josef Müller-Brockmann. A Swiss graphic designer and teacher who studied architecture, design and history of art at and had a studio specialising in graphic design, exhibition design and photography. This style in art, architecture and culture became an ‘international’ style after 1950’s and it was produced by artists all around the globe. It is a grid based layout that looks at uniformity and geometry (experiment and explore with combinations of geometric shapes, contrast, and striking abstract visuals.) A composition that uses a grid system considers whitespace and typography. Text based compositions are allowed to breath and work seamlessly with photographs and layers of visuals to create powerful messages. To learn more about Swiss Style Graphic Design, check out this great article from <a href="http://www.smashingmagazine.com/2009/07/17/lessons-from-swiss-style-graphic-design/">Smashing Magazine</a></p>
<p><span style="color: #00ccff;"><strong>Understand Interface Principles</strong></span></p>
<p>The interface is the layer between the user and the system.The interaction designer determines how the interface will work. The interface designer determines how the interface will look, feel and respond.</p>
<p><span style="color: #00ccff;"><strong>Affordances</strong></span></p>
<p>Affordances are possible actions that are easily perceivable by the user. Shape, contrast and visual cues communicate what is possible within the interface and world (system.)</p>
<p><span style="color: #00ccff;"><strong>Conventions</strong></span></p>
<p>Conventions utilize what users already understand this also supports affordance. A convention is a constraint in that it prohibits some activities and encourages others.</p>
<p><span style="color: #00ccff;"><strong>Feedback</strong></span></p>
<p>Feedback lets the user know what just happened, or that something is possible. Proper feedback is critical when providing rewarding experiences. Feedback considers your content inventory for buttons and interactive elements. There are usually- active, inactive, hover (on rollover,) visited states. Designers often overlook how much feedback influences an experience.</p>
<p><span style="color: #00ccff;"><strong>Fitts Law</strong></span></p>
<p>Is a model of human movement in human–computer interaction and ergonomics that predicts that the time required to rapidly move to a target area is a function of the distance to and the size of the target. Fitts&#8217;s law is used to model the act of pointing, either by physically touching an object with a hand or finger, or virtually, by pointing to an object on a computer monitor using a pointing device. It was proposed by Paul Fitts in 1954.</p>
<p><span style="color: #00ccff;"><strong>Screens of Information</strong></span></p>
<p>Understand the mediums where the content will be displayed and which information is most important</p>
<p><span style="color: #00ccff;"><strong>Wayfinding</strong></span></p>
<p>Wayfinding is how users know where they are, where they can go,and how to get there. Good wayfinding makes the interface more usable.</p>
<p><span style="color: #00ccff;"><strong>CTA &#8211; Calls to Action</strong></span></p>
<p>A Call To Action is an element of the interface that tries to entice the user to do something such as register purchase, or click on an item.</p>
<p>Author &#8211; Miles Nurse Copyright © Transient Pod - If you would like to understand how we can put this to work for you please feel free to contact us using the link at the bottom of the page.</p>
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