I remember seeing an architect who talked about his best projects. When he walked through the finished building for the first time, he said it felt completely familiar because it matched exactly what he’d imagined years before. His intention had made it all the way through the implementation process.
Seeing our designs rendered exactly as we imagined them is exciting. Yet it’s frustrating when our designs aren’t implemented the way we were thinking.
As we study what makes design teams successful, shared understanding keeps bubbling up to the top of our list. Teams that attain a shared understanding are far more likely to get a great design than those teams who fail to develop a common perception of the project’s goals and outcome.
If you’ve been thinking about attending the User Interface 19 Conference in Boston, October 27-29, now is the time to register. Secure the lowest price of $1,395 for the full conference when you register by May 15, 2014.
The 8 workshops at UI19 will help you understand your users’ needs and create experiences that engage and delight. Leave the conference ready to spark effective and productive change within your organization.
Accessibility research can help us better understand how people with disabilities use the web and what we in product design and development can do to make that experience more successful and enjoyable. However, accessibility research is often carried out in academia. The valuable insights gained through research are shared and built upon among scholars, but often do not make their way into the practice of people who are designing and building digital products and services.
In this podcast we hear from Dr. Jonathan Lazar, a computer scientist specializing in human-computer interaction with a focus on usability and accessibility. Jonathan has done a great deal of work bridging the gap between research and practice. He joins Sarah Horton for this episode of A Podcast for Everyone to answer these questions:
What are different accessibility research methods and what they are good for?
And when are they most effective in the product development lifecycle?
What are the broad benefits of accessibility research?
How can you get organizational buy-in for conducting accessibility research?
How can researchers and practitioners work together to advance accessibility?
In today’s UIEtips, Jared Spool explains how storytelling is the core of design communication. Here’s an excerpt from the article:
Knowing how to change the users’ behaviors is one thing. Knowing which behaviors to change is another.
There are often many approaches to improving a design. Everyone can think they are working towards a better overall experience, but if each team member chooses a different approach, the design becomes confusing and complex.
When we’re working on a team, getting the entire team to work together from the same approach becomes job one. Smaller teams (such as those with six or less folks) have always had an easier time of this than larger ones. This is because it’s more likely the smaller teams are checking in and talking to each other.
Fortunately, there’s help for larger teams. It comes in a technique that is as old as humanity – storytelling.
As always, there will be 6 other top local speakers there to share case studies of real-world UX projects, so start getting excited NOW! Stay tuned for more information on the amazing speakers and presentations we’ve got in store for you.
You can also check out this video of last year’s show highlights. We hope to see you there but these events always sell out quickly, so don’t wait to sign up.
In today’s UIEtips, Dan Brown of EightShapes discusses the three ways in which people misunderstand collaboration. You’ll be much more successful encouraging collaboration with an understanding of these misconceptions.
Sometimes, people think of collaboration in very simple terms, ignoring the planning, structure, and organization it requires. There are three common misconceptions that oversimplify collaboration, as discussed next:
Throw smart people together. Suffice it to say that working with smart people is satisfying and challenging. But collaboration isn’t just about smarts. It’s about providing a framework for working together. Just as important as intelligence is a willingness to work within the framework.
We can measure a design on a scale from frustration to delight. The middle of this scale is a neutral point, where the design is neither frustrating nor delightful. It doesn’t suck, but it’s not remarkable either. It’s just a neutral experience.
When improving a bad design, we first must remove the frustrating bits to get to that neutral point. Observation of the users’ experience, followed by careful rethinking of the design can remove everything that’s introducing frustration.
Improving the design from the neutral point, to introduce delight is a different process. It’s additive, whereas getting to the neutral point is reductive. We have to know what to add to make the experience become delightful.