<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>UI DESIGN GUIDE - Web Application Design, Design Examples, Design Lessons &#187; design lessons</title>
	<atom:link href="http://www.uidesignguide.com/tag/design-lessons/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.uidesignguide.com</link>
	<description>Exploring The World Of Web Application Interface Design By Design Examples, Lessons, And Real Project Design Examples.&#34;</description>
	<lastBuildDate>Wed, 01 Feb 2012 14:07:57 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3</generator>
		<item>
		<title>Agile And UX Design Work Best When You&#8217;re Agile?</title>
		<link>http://www.uidesignguide.com/2011/07/15/agile-and-ux-design-work-best-when-youre-agile/</link>
		<comments>http://www.uidesignguide.com/2011/07/15/agile-and-ux-design-work-best-when-youre-agile/#comments</comments>
		<pubDate>Fri, 15 Jul 2011 20:47:22 +0000</pubDate>
		<dc:creator>uidesigner</dc:creator>
				<category><![CDATA[Agile UX]]></category>
		<category><![CDATA[design mentality]]></category>
		<category><![CDATA[featured]]></category>
		<category><![CDATA[UI Design Articles]]></category>
		<category><![CDATA[UI Management]]></category>
		<category><![CDATA[User Experience Design]]></category>
		<category><![CDATA[agile design]]></category>
		<category><![CDATA[agile design methods]]></category>
		<category><![CDATA[agile help]]></category>
		<category><![CDATA[agile lean]]></category>
		<category><![CDATA[agile tips]]></category>
		<category><![CDATA[agile tools]]></category>
		<category><![CDATA[agile ui design]]></category>
		<category><![CDATA[agile ux]]></category>
		<category><![CDATA[agile ux help]]></category>
		<category><![CDATA[design lessons]]></category>

		<guid isPermaLink="false">http://www.uidesignguide.com/?p=1528</guid>
		<description><![CDATA[This is the third article in my long running series on Agile and User Experience Design.  I have a feeling this will generate quite a bit of discussion and as an experiment I will also post this on my Google + stream.  Let’s get started shall we. As a UX professional, agile is less about [...]]]></description>
			<content:encoded><![CDATA[<p>This is the third article in my long running series on Agile and User Experience Design.  I have a feeling this will generate quite a bit of discussion and as an experiment I will also post this on my <a title="Google Plus" href="gplus.to/prestonmccauley" target="_blank">Google + stream</a>.  Let’s get started shall we.</p>
<p>As a UX professional, agile is less about a methodology and more about adaptive design practices.  It’s about taking all of your “UXPERIENCES” and squeezing them into a magic box and then pulling out the tool, item, or design pattern you need.  It’s about taking business requirements and using an idea to formulate working models and design concepts.  The tools are not the Swiss army knife, <strong>you are! </strong>The key to making Agile UX work for you is the ability to draw upon experiences and resources quicker and faster.  You need to be able to filter what’s important and what isn’t.</p>
<h1>Hey UX, it’s me, Mr. Time Lines.</h1>
<p>Deadlines and timelines exist in the agile world too?  This is why you constantly need to balance time, cost, and resources. Basic project and time management are keys to your overall success.</p>
<p>Many UX and visual designers have experienced the agile design time crunch.  Manufactured time constraints can entirely kill the design process.  In reality, design and development are not as different as you might think.  Design tends to evolve through different changes in color, layout, relationship, space, and more.  Development evolves through refinement, efficient, logical code.   Each of these two disciplines require discipline to know when to stop.  Use timeline as a motivator instead of as a constraint.  If you get to a good design before the clock runs out, you win. If you get a fully complete, functional, usable design the first time around you are much less likely to iterate the design.</p>
<p>Spending more time than is necessary is where UX people get stuck.  We tend to become isolated on UX island and continue to build boats with different colors, shapes, sizes and positions, while others have already left the island to explore new territory.  You need to be cognizant of when you become stuck on the island.  Find a place to leave your boats and make notes on points you want to iterate later.  Be sure to bring this up in the next planning meeting!  Be aware of your revision points or no time will be allotted for changes in later iterations.</p>
<h1>How Much Pre-work Is Enough Work?</h1>
<p>When examining your product backlog list, it is essential that the list is clean and groomed by your product owner.  This gives you time to identify UX functions before starting on any development. Resist the urge to just design and get something built, especially if you aren’t using a <a title="Kanban WikiPedia" href="http://en.wikipedia.org/wiki/Kanban" target="_blank">Kanban methodolgy</a>.  If in your agile cycle you have a load 0 start point  this is the perfect time to start queuing up your UX agenda. If you don’t save time before the project and after each iteration for pre/post UX planning this is a red flag. It can lead to catastrophic failure.</p>
<p>This brings us to the million dollar UX question, “<em>How much work is enough work if a wood chuck could chuck wood?</em>” The answer is simple: Just enough!  Different situations are going to require different thinking processes and different tools from your arsenal. Maybe you are used to a waterfall process where the design is tossed over to developers never to be seen until a complete product. If you are lucky, you, as the UX team, are included at the start of the project brain storming.</p>
<p>In the several cases I have seen, stakeholders and business teams won’t even consider inviting low level employees to these meetings. This is really sad because there is so much value to be gained at this point of the thinking process.</p>
<p>Here are a few guidelines to help you gauge “just enough”:</p>
<ul>
<li>What do your stakeholders or management expect as deliverables? Sketches? Wire-frames? Mocks? Prototype?</li>
<li>What’s the definition of “done” for the iteration?  (<em>I could spend a whole article on this subject alone…</em>)</li>
<li>How long are your iterations? A longer iteration gives you more time, but <span style="text-decoration: underline;">always, always</span> leave time to plan, conceptualize and prepare for the next iteration.</li>
<li>Two weeks ahead of the development cycle is widely accepted as best practice. I personally find that if you have one week iterations you should plan one week. This is after your load 0. (providing you get this time.)</li>
</ul>
<h1>There Isn’t Enough Time To Complete My UX Design.</h1>
<p>Even in waterfall methodology there is never enough time to complete the design. Agile is no different, except expectations can be and should be set by the UX and development team. <strong>You, </strong>as the team, are completing the work and only so much can be done in an iteration.  So what expectation will you set?  That of the overachiever?  Perhaps you have the completionist mentality.  Maybe you are a perfectionist.  You may even be the repeatist.   Each of these traits can be your undoing in a fast pace, real world design situation.  Time is money and money is time.  In order to succeed, you need to be AGILE. You must put aside your own defeatist design patterns to see success.</p>
<ul>
<li>The overachiever seeks to get so far ahead of the development team that requirements change right underneath them.  This can lead to wasted effort and a sense of under accomplishment for the whole team. Stay focused on what you signed up to do and do it to completion. Notice I said don’t do it until it’s right.</li>
<li>The completionist believes the end UX needs to be in a final production ready state. The true goal of agile is to be able to easily complete an iteration of a product and then if necessary change based upon stakeholder or user feedback. Re-iteration and redesign is necessary, but sadly, often not followed in agile.</li>
<li>The perfectionist must always have the design perfect. It’s not going to happen.</li>
<li>The repeatist continues to build on the completed design with three, five, ten different designs. This can spur new ideas, but this also can start a violent redesign cycle where nothing ever reaches a state of even close to done.</li>
</ul>
<p>Set  your ground rules up front. You are responsible for your part in the team. If the team fails an iteration, figure out the problem. What went wrong?</p>
<p>The experts will tell you not to point fingers or blame other team members. The truth is you need to get to the root of the problem. This may come across as blaming in a number of forms. Be professional and state the true concerns. Your project depends on the sanity and civility of your team. Here is just a small sampling of some comments I’ve heard after failed iterations:</p>
<ul>
<li>Requirements were not clear</li>
<li>User stories kept changing</li>
<li>I over estimated how much I could handle</li>
<li>The team over estimated how much they could get done</li>
<li>Outside influences such as bugs and other unaccounted for tasks got in the way.</li>
<li>Team member x only has y percentage of time available and z is dependent on their knowledge</li>
<li>The stories were too big</li>
<li>The UX was not “done”</li>
<li>The development was not done</li>
<li>QA hasn’t had time to adequately test</li>
<li>Team member X was sick and not available</li>
<li>We couldn’t conduct usability testing</li>
<li>I came up with a better idea and started over again.</li>
</ul>
<p>No matter what the reason, the team signed up to do the work. The unexpected is always going to happen, so expect it.   Let the team know if you have to work on a special process every week that no one else can do.  Don’t wait until the morning scrum to solve a roadblock, fix it immediately.  When you detect your failure, or potential for failure, early, there is still time to change the course. Above all, stay <a title="Agile Time Traveler" href="http://www.uidesignguide.com/2009/10/20/ui-design-lessons-a-ui-designer-in-an-agile-world-get-me-out-of-hell-part-1/" target="_blank">involved in each part of the process</a>. A technical decision can hurt an application UX decision. A brilliant UX decision can dramatically increase development time. The group needs to stay informed, in control, and empowered to complete the project before the clock runs out and the money stops flowing.</p>
<p> </p>
]]></content:encoded>
			<wfw:commentRss>http://www.uidesignguide.com/2011/07/15/agile-and-ux-design-work-best-when-youre-agile/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>UI Design Dissection: Jack in the Box Self Order Machine</title>
		<link>http://www.uidesignguide.com/2009/08/08/ui-design-dissection-jack-in-the-box-self-order-machine/</link>
		<comments>http://www.uidesignguide.com/2009/08/08/ui-design-dissection-jack-in-the-box-self-order-machine/#comments</comments>
		<pubDate>Sat, 08 Aug 2009 18:20:52 +0000</pubDate>
		<dc:creator>uidesigner</dc:creator>
				<category><![CDATA[Design Class]]></category>
		<category><![CDATA[design mentality]]></category>
		<category><![CDATA[UI Design Dissection]]></category>
		<category><![CDATA[User Experience Design]]></category>
		<category><![CDATA[design experiences]]></category>
		<category><![CDATA[design lessons]]></category>
		<category><![CDATA[touchscreen interfaces]]></category>
		<category><![CDATA[ui dissection]]></category>

		<guid isPermaLink="false">http://www.uidesignguide.com/?p=803</guid>
		<description><![CDATA[Today for lunch I decided to swing by Jack in the Box. Little did I know I was about to have a unique UI experience. Upon arriving we were introduced to the brand new (at least in this area) self order system. And thus began my customer experience. My initial reaction was one of horror. [...]]]></description>
			<content:encoded><![CDATA[<p>Today for lunch I decided to swing by Jack in the Box. Little did I know I was about to have a unique UI experience. Upon arriving we were introduced to the brand new (at least in this area) self order system. And thus began my customer experience.<br/>
<span id="more-803"/><br/>
My initial reaction was one of horror. I don’t like ordering what is “on the menu.” I like to order a customized combo. All I could keep thinking was how well was this machine and more importantly the touch UI going to hold up to my customer demands? Join me as we dissect the Jack in the Box Self Order Machine.</p>
<h2>Employee v.s Machine</h2>
<p>Initially, an employee walked us through and showed me the usage of the machine. While my friend stood by and casually joked<br/>
“Does the food come out the back?” They all laughed. Personally I thought that would have been awesome, but no they still have to cook it. All the while I was thinking here we are 2009 and no <em><a href="http://en.wikipedia.org/wiki/The_Jetsons" target="_blank">Jetson’s</a></em> technology yet, oh well. And now back to the topic at hand.</p>
<h2>The Interface</h2>
<p><a href="http://www.uidesignguide.com/images/gallery/jb_dissection.jpg" target="_blank"/>The interface was quite pleasant to use. The initial screen had very large buttons with images depicting the various type of food categories. Each touch passed you through to the next round of choices. After studying the menu on the wall I decided I wanted a #6 combo. I noticed the image button with white and black outlined lettering with the word “Combos.” Easy enough so far.</p>
<p>As I proceeded onto my next select the system spoke very loud and let me know my current location (bread crumbs may have helped here). My design brain kicked in at this point and I thought. Awesome so far this system seems to be on the right track, let’s see what else it can do!</p>
<p>I next choose my combo size which the system graciously suggested three size options. I choose “large”, and was asked to choose a drink followed by my side item (free curly fry upgrade for using the system? Hell, yeah that’s incentive!)</p>
<p>Now came the true test, the system presented me with two buttons on the bottom  Pay  – Customize ( I’m not sure of those were the exact names because I’m trying to remember the system).The employee kindly showed me how to customize the order by touching a “customize” button.</p>
<p>I have sketched out this part of the UI from memory because, I only decided to examine the UI after the fact. Essentially, I was presented a screen with the items I ordered and a scrollable list that allowed me to choose 1-4 options for each of the items on my hamburger. I found the mustard option and set it to none and then clicked “Pay now.”<a href="http://www.uidesignguide.com/images/gallery/jb_customize.jpg" target="_blank"/></p>
<p>I was then presented with 3 buttons credit card (no debit card?), cash, and one more which escapes me. And since there was a ton of available real estate on the screen I thought these buttons could be even larger, and the addition of an arrow or text could point towards the actual manual interface options on the machine. In this case the credit card slot.</p>
<p>I proceeded to swipe my card the “wrong way”, like so many of us do. (Perhaps someone could build a better system for swiping cards – double strip maybe?). The ticket then was manually handed from the employee to the person cooking the food. I believe this was simply an issue that the machine wasn’t fully integrated yet with existing point of sale systems at the store. It was odd to have the order ticket handed to the back, but oh well. Next thing I knew my purchase was complete.</p>
<h2>The Experience</h2>
<p>To my surprise a lot of things went right. The system was friendly and the voice cues left me feeling confident about ordering. I was moved around the screen without issue, and even if the employee wasn’t there I still believe there would have been a fast and rapid transaction.</p>
<p>The UI never left me guessing if the previous selection was done correctly. This was especially important, since I had a pre-conceived notion of what my experience would be like. And like any other user experience that is a tough roadblock to get over.</p>
<p>The customization order screen was clean, not cluttered only showed me the options I could configure. Had I struggled at any point in this process. I would have probably never used this machine ever again.</p>
<p>Many of us have experienced or designed systems that attempt to automate the human interaction and fail miserably. This was not the case with this system. I actually believe I could order faster over time. Jack in the Box could even take this process to a whole other level where the system could recognize your name login ID or something and you could have a one button order of your favorite food. This is actually one of my favorite options on my ATM machine. It saves time and thought.</p>
<h2>A Designed Experience With Thought</h2>
<p>Let’s face it, the lunch crowd is probably the perfect audience to try out this machine. The only reason I felt guilty using this machine was for the simple fact that it does such a good job. A better job then other automated systems that have been around longer.</p>
<p>How many times have you been trying to race out of the grocery store at the “AUTOMATIC” checkout line only to be thwarted by this “friendly messages.”</p>
<p>“please place the item in the bag.”<br/>
“please wait for attendant.”<br/>
“please put the item back on the scale.”<br/>
“your coupon could not be scanned” (yep happened today)</p>
<p>When it comes to these grocery store touch interfaces it’s about a 50% satisfaction rate for me personally. I would much rather wait in line because the machine just usually ends up telling me to “wait” for human interaction to solve my issue. Beyond that how hard is it for the store to build in extra space so you can have room to put your groceries. Just like in any interface you don’t want the “ERROR: You Are Stupid.” to pop up on the screen.</p>
<p>The next time you are at the grocery store using the automatic checkout. Take a look around and see how many people it takes before the designed interaction of the system fails to produce the required user response. In fact, take a look at other touch interfaces around you and see what their failure rate of failure is.</p>
<h2>Conclusion – Cheeseburger Harmony</h2>
<p>Jack in the Box put some thought into this design, or at least hired a company that did. And that my friends is what a well thought out interface does.<br/>
This is the experience you want all your customers to have. And any UX person worth their cost should know that slapping a UI onto a product, application, etc… is just going to bite you in the ass.</p>
<p>In the case of J&amp;B the return was not only well thought out but delicious.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.uidesignguide.com/2009/08/08/ui-design-dissection-jack-in-the-box-self-order-machine/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Blog Response: What&#8217;s Your Design Sign?</title>
		<link>http://www.uidesignguide.com/2009/07/22/blog-reponse-whats-your-design-sign/</link>
		<comments>http://www.uidesignguide.com/2009/07/22/blog-reponse-whats-your-design-sign/#comments</comments>
		<pubDate>Wed, 22 Jul 2009 13:05:39 +0000</pubDate>
		<dc:creator>uidesigner</dc:creator>
				<category><![CDATA[design mentality]]></category>
		<category><![CDATA[blog responses]]></category>
		<category><![CDATA[design experiences]]></category>
		<category><![CDATA[design lessons]]></category>

		<guid isPermaLink="false">http://www.uidesignguide.com/?p=745</guid>
		<description><![CDATA[This morning I came across a great article on Overdesign for IPHONE applications.  While the article focuses primarily on new IPHONE design the same holds true for all aspects of UI Design. Consistency is your key to a usable application. 
]]></description>
			<content:encoded><![CDATA[<p>This morning I came across a great article on <a href="http://www.smashingmagazine.com/2009/07/21/iphone-apps-design-mistakes-overblown-visuals/" target="_blank">Overdesign for IPHONE applications.</a>  While the article focuses primarily on new IPHONE design the same holds true for all aspects of UI Design. Consistency is your key to a usable application.<span id="more-745"/></p>
<p>When you examine say Norton,or Adobe products, the consistent design allows the user to quickly locate and find your way around other different tools in the suite. Furthermore; if you are going to push a consistent product brand your design needs to fall within the expect mental model.</p>
<p>If a stop sign said GO would you know to stop? If the color changed would you know to stop? The same is true for your application. If you as the UI designer changed your cancel and your ok buttons around, would the user be able to predict the next screen interaction?</p>
<p>In the end it comes down to the customer experience. Yes, you still want your application to have that “wow” factor, but don’t sacrifice the “wow” for the now. That is to say don’t interrupt me by changing something I’m used to. And if you DO MAKE ME THINK. You better make damn sure the application is and will continue to be worth my time and money.</p>
<h2>Fighting The Brains Trained Responses</h2>
<p>Take a look at how hard Bing is working to remove the image of google from our heads. When you think search most users automatically think GOOGLE.  When you think Tissue most users think Kleenix.</p>
<p>A consistent application UI can be a powerfull tool when trying to associate your interface with a particular word or phrase. Attaching an easy to recognize and predictable interface is your key to promoting your brand. Without it your just holding up a green stop sign.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.uidesignguide.com/2009/07/22/blog-reponse-whats-your-design-sign/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>UI Design Challenge: Redesign A Filter Widget</title>
		<link>http://www.uidesignguide.com/2009/06/10/ui-design-challenge-redesign-a-filter-widget/</link>
		<comments>http://www.uidesignguide.com/2009/06/10/ui-design-challenge-redesign-a-filter-widget/#comments</comments>
		<pubDate>Wed, 10 Jun 2009 18:33:26 +0000</pubDate>
		<dc:creator>uidesigner</dc:creator>
				<category><![CDATA[design mentality]]></category>
		<category><![CDATA[application design]]></category>
		<category><![CDATA[Design Class]]></category>
		<category><![CDATA[design examples]]></category>
		<category><![CDATA[design lessons]]></category>
		<category><![CDATA[design problems]]></category>
		<category><![CDATA[ui design lessons]]></category>

		<guid isPermaLink="false">http://www.uidesignguide.com/?p=605</guid>
		<description><![CDATA[So I am bringing back the UI design challenge and wanted to try this a bit different. I want this to be an interactive experience. If you listen to my audio blog posts: http://boo.fm/b29310. I talked about recent research I was conducting to locate a new house.]]></description>
			<content:encoded><![CDATA[<p>So I am bringing back the UI design challenge and wanted to try this a bit different. I want this to be an interactive experience. If you listen to my audio blog posts: http://boo.fm/b29310. I talked about recent research I was conducting to locate a new house.</p>
<p><span id="more-605"/></p>
<p>During the course of this research I used many front-end UI interfaces and house databases. I came across one such search that was extremely tricky to use. Notice the image below and see that I am required to type in a zip code, but then I am presented with a GIGANTIC list of options in a multi-line text box (some 100+).</p>
<p>So here is the challenge to the community. If you want to participate great. For this particular problem your goal is to come up with a new and better design for the interface presented. If you want you can post a comment that goes to your design illustration etc, or you can simply e-mail me and I’ll be posting some of the entries here along with author and web site link.</p>
<p>There are no prizes. This is strictly for education purposes. There are no right or wrong answers. On To the challenge!</p>
<h2>The Challenge:</h2>
<div id="attachment_608" class="wp-caption aligncenter" style="width: 310px"><p class="wp-caption-text">Area Search OLD WIDGET</p></div>
<h2>My Example:</h2>
<p>In my example below I took two routes. One allows the users results to be filtered down to a smaller number by choosing the area in a drop down. The other route I added some interactivity with the mouse. Based upon the 2 filters search type, and area a user could click the “LET ME DRAW IT” and would be presented a zoomed map of the region. Then they can simply draw a box around the region of interest. Click search and then a number of different things could happen. A user could see houses pop up on the map, they could see a directory listing to the right. The point of this challenge is to design something different and hopefully better than the original</p>
<div id="attachment_611" class="wp-caption aligncenter" style="width: 510px"><a href="http://www.uidesignguide.com/wp-content/uploads/2009/06/map_proto.gif"/><p class="wp-caption-text">My New Design Prototype</p></div>
<h2>Your Design Examples:</h2>
]]></content:encoded>
			<wfw:commentRss>http://www.uidesignguide.com/2009/06/10/ui-design-challenge-redesign-a-filter-widget/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Design Experiences: Don&#8217;t Rub Your Product Experience All Over Me.</title>
		<link>http://www.uidesignguide.com/2009/02/18/design-experiences-dont-rub-your-product-experience-all-over-me/</link>
		<comments>http://www.uidesignguide.com/2009/02/18/design-experiences-dont-rub-your-product-experience-all-over-me/#comments</comments>
		<pubDate>Thu, 19 Feb 2009 03:29:31 +0000</pubDate>
		<dc:creator>uidesigner</dc:creator>
				<category><![CDATA[design mentality]]></category>
		<category><![CDATA[application design]]></category>
		<category><![CDATA[design lessons]]></category>
		<category><![CDATA[design methods]]></category>
		<category><![CDATA[design planning]]></category>
		<category><![CDATA[design problems]]></category>
		<category><![CDATA[quality software]]></category>
		<category><![CDATA[user experience]]></category>

		<guid isPermaLink="false">http://www.uidesignguide.com/?p=151</guid>
		<description><![CDATA[The other day I was pumping some gas at the gas station only to be accosted by the latest in drive by guerilla marketing. Nowadays, it is quite common to find little kiosks setup  outside of major business selling everything from makeup to car polisher. It's as if the strip mall has come to us. It's ]]></description>
			<content:encoded><![CDATA[<p>The other day I was pumping some gas at the gas station only to be accosted by the latest in drive by guerilla marketing. Nowadays, it is quite common to find little kiosks setup  outside of major business selling everything from makeup to car polisher. It’s as if the strip mall has come to us. It’s like carnies are part of everyday life now.  And this is where my story begins  – (cue flashback).</p>
<p><span id="more-151"/></p>
<p>All I wanted was gas, and I was in hurry. I’m pretty sure when I drove up I wasn’t holding a sign asking these kiosks to show me products. Nonetheless, I was molested and ask to partake of a product I had no desire to see.</p>
<p>What was I to do?</p>
<ul>
<li>A. Say no thank you politely?</li>
<li>B. Hide and hope I wasn’t seen? </li>
<li>C. Say I have already seen the demo?</li>
</ul>
<p>Since I had seen this demonstration two times already I was in no mood to even speak to the demonstrators.  I just kept silent and thought to myself.</p>
<p>“Yes, <strong>you </strong>have a great product. Awesome, but I’m not interested in your cross-sell.”</p>
<h2>Every One Surrender We Have You Surrounded</h2>
<p>Here <strong>I</strong> was as were many other patrons, a captive audience to a product experience. I felt all dirty inside, and almost ashamed for not buying the product. Is this how a user should feel? Should a user experience ever be forced? Are there sometimes when it is forced?</p>
<p>Admit it! You are a user experience  pusher. Over the course of many years I have come face to face with applications consisting of three tiers. The front-end (for users), the back end admin (for internal people, employees, etc..), and believe it or not Admin interfaces that admin the admin.  In many of these cases the users of the front-end were treated to the golden carpet . The internal people received the  tin carpet . The admin of the admins probably had no carpet.</p>
<p>The truth is application design takes time and when your audience is captive we very quickly remove features that improve the experience. This tends to happen much quicker and much easier on the internal side of things then it does for the end-user of an application.</p>
<p>Imagine you are one of those souls forgotten in the internal world. Your pleas for external quality software are often unheard and ignored. </p>
<h2>I Hear You Crying but I Don’t Care</h2>
<p>Over the course of many, many, years. I’ve heard a lot of horror stories from internal users. </p>
<p>“Why can’t our tool do this like it does for our customers?”<br/>
“Why do we have to use x system when it’s so slow?”</p>
<p>In many shops internal users are just not regarded as the highest priority.  Typical internal applications developed for these types of groups are shoddy, buggy, poorly constructed, confusing, repetitive, and scattered. They are the Frankenstein brand-child of quick whims, crazy ideas, and unreasonable deadlines.</p>
<h2>A Web Application Only by Name</h2>
<p>Imagine a cluster of  “dissimilar” reports:</p>
<p>These reports track customer information, data gathering, and user retention. Despite the different end results there should still be some commonality among these reports. The problem is the commonality is not properly identified. What happens is a person not trained in usability or any user centric process, has made the decision to lump these all into one system.</p>
<p>Why would such a thing happen? Usually, because it’s fastest way to just put “something” together.  They are internal users and not as important right? Wrong, just because a user is internal should you ignore the cries for competent, excellent software?</p>
<p>Hell No!  Poor applications can easily slow productivity, especially when an app is directly servicing front end clients.</p>
<h2>Oh No You Didn’t Just Tell Us To Build Better Internal Apps</h2>
<p>The hardest part about getting the same quality built into internal software as external software is getting buy-in from those in charge. Depending on the company there may be several layers of people involved – Managers, Bosses, Mafia. So what can be done to illustrate the power of providing a superior experience for a captive audience?</p>
<ol>
<li> Analyze your existing applications and identify existing and expected commonalities – This is especially true when you are presented with the opportunity to build enhancements, features, or even bug fixes to an existing application. How will you know there is a problem unless you can point it out in detail?</li>
<li>Use actual “working” applications and do a side by side comparison of proposed benefits for the new enhancements. Simply put, illustrate by using the current system why it is bad and then turn back around with multiple solutions to fix the “badity” (new word copyrighted).</li>
<li> Cost V.S. Efficiency Improvement. This is a hard one to illustrate, but the suits (managers, mafia, etc) will expect to see predicted numbers. These numbers are most likely going to be way out of alignment with reality. It would be much better to show estimated time for current task completion with the old application process and then follow that up with your best guest estimate of the new functionality.</li>
</ol>
<p>For example: We don’t have to go back to this 1 tool to generate the immediate on call reports for a customer on the phone. Now we can simply click this button and display all that information in the same interface. </p>
<p>And another example: By isolating all of these commonalities in reports A – Z I’ve determined a logical grouping order and how we can provide one dashboard and a single input to access and run each report.</p>
<p>If none of the above works QUIT, or  build out the functionality in your own spare time. We all have pet projects going on in the background  and practice makes perfect!</p>
<h2>Experience Cleanup Isle 5 Please Come Again</h2>
<p>Fortunately, I can change my gas pumping experience by switching brands, stores, etc.  Generally, captive audiences don’t have that luxury. It’s your job to make sure the tools used external and <strong>internal</strong> are bult to exceptional levels of quality. Who else can champion the cause but the User Experience Guru?</p>
]]></content:encoded>
			<wfw:commentRss>http://www.uidesignguide.com/2009/02/18/design-experiences-dont-rub-your-product-experience-all-over-me/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>How Can I Speed up Proto-typing &amp; Visual Design Mocks with Hybrid Design Proto-typing?</title>
		<link>http://www.uidesignguide.com/2008/05/11/how-can-i-speed-up-proto-typing-visual-design-mocks-with-hybrid-design-proto-typing/</link>
		<comments>http://www.uidesignguide.com/2008/05/11/how-can-i-speed-up-proto-typing-visual-design-mocks-with-hybrid-design-proto-typing/#comments</comments>
		<pubDate>Mon, 12 May 2008 03:35:10 +0000</pubDate>
		<dc:creator>uidesigner</dc:creator>
				<category><![CDATA[ajax Prototyping]]></category>
		<category><![CDATA[design mentality]]></category>
		<category><![CDATA[design methods]]></category>
		<category><![CDATA[Design Model Widgets]]></category>
		<category><![CDATA[Design Class]]></category>
		<category><![CDATA[design lessons]]></category>
		<category><![CDATA[design projects]]></category>
		<category><![CDATA[prototyping]]></category>

		<guid isPermaLink="false">http://www.uidesignguide.com/?p=29</guid>
		<description><![CDATA[Over the course of time I've developed my own hybrid proto-typing approach for graphical mocks. ]]></description>
			<content:encoded><![CDATA[<p>Over the course of time I’ve developed my own hybrid proto-typing approach for graphical mocks. There are several benefits I have discovered by streamlining this hybrid process.</p>
<h4><span id="more-29"/>What are the benefits of Hybrid Prototyping &amp; Mocking?</h4>
<ul>
<li>More reliable layouts that fit expected content layouts (better predictability)</li>
<li>Quickly create complex and realistic widgets</li>
<li>Rapidly develop new HTML controls</li>
<li>Use each tool (expressions, notepad, Photoshop, illustrator, acrobat) to its strength</li>
</ul>
<p><!--more--></p>
<h4>Step 1: Build Your Design Library?</h4>
<p>When building a new web application, or widget I usually fall back on my base CSS styles for initial mocks. If you do not have a base set of styles. I suggest you build a CSS library. With only a few lines of code you can quickly create many different application widgets and their look. This is especially true if you have a standard corporate or company brand you need to follow. Here is just a quick sample of the table code I use when doing table structures.</p>
<p style="font-size:10px;">/* Used by the other data grids */<br/>
TABLE.grid {<br/>
 border-collapse: collapse;<br/>
 font-size: 13px;<br/>
}<br/>
TABLE.grid caption {<br/>
 font-size: 13px;<br/>
 font-weight: bold;<br/>
 color: #F6F18D;<br/>
 vertical-align: middle;<br/>
 text-align: left;<br/>
 padding: 5px 0 5px 3px;<br/>
 margin-top: 20px;<br/>
 background: url(images/header_background.gif) no-repeat center left;<br/>
}<br/>
TABLE.grid TBODY TR {<br/>
 vertical-align: top;<br/>
}<br/>
TABLE.grid TBODY TR TH {<br/>
 font-size: 11px;<br/>
 font-weight: bold;<br/>
 vertical-align: top;<br/>
 text-align: left;<br/>
 border: 0px 0px 0px 0px;<br/>
 border-style: dotted;<br/>
 border-color: #B8660B;<br/>
 padding-top: 10px;<br/>
}<br/>
TABLE.grid TBODY TD.alternate {<br/>
 background-color: #EEEEEE;<br/>
 padding: 2px;<br/>
 height: 14px;<br/>
}<br/>
TABLE.grid TBODY TR TD {<br/>
 font-size: 11px;<br/>
 padding: 4px;<br/>
 height: 18px;<br/>
 text-align: left;<br/>
 border: 0px 0px 0px 0px;<br/>
 border-style: dotted;<br/>
 border-color: #B8660B;<br/>
}</p>
<p> The above code is just a small example. The goal is to build out the code enough so you can simply class/id at the top of your table and then let the cascade ripple through the table elements. If I simply removed the &lt;tfoot> or other elements I can quickly make my table look twenty different ways with only the simple class /id  at the top.  Using this same process I would build out divs, legends, fieldsets, and form elements.</p>
<p>I can mock up a drop down in Photoshop in about 10 minutes, or using this method I can do it in about 10 seconds. If I put more widgets to use In this way I can build out custom screens very rapid. Even more to the point I am using my actual library so I may be coding real world code that could easily be used in the final web application.</p>
<h4>Step 2: Screen Print Is Your Friend and So is Screen Capture</h4>
<p>Now that I have some custom widgets built and displaying on the screen I can capture the screen and begin building out my widget folders in Photoshop. I usually would create new Groups (folders) inside my Photoshop work space.  An example folders structure: Data Examples, Search Bars, Buttons, Grids, etc..<br/>
Using our little friend cut and paste I’ll start placing my pieces into the appropriate folders.</p>
<p>The goal is to get frameworks of your widgets. You can then use Photoshop to “spice em up,” or change them into other designs. You could even create some text examples to lay on top of your various frame-worked widgets. I usually end up creating my containers, and supporting images in Photoshop / Illustrator since that is the best tool for this job.</p>
<h4> Step 3: Build It Out and Tie It All Together.</h4>
<p>Start building out your new application interface. I’ve found that using both an HTML design tool and Photoshop in tandem I can quickly pull together a design in a matter of hours. The quick benefit of this is that your design nows uses actual sizes and even actual (potentially production) code.</p>
<p>When you have some screens you like save them out as JPG’s. Next your are going to open up your JPG’s inside of Adobe Acrobat. Merge all of your related screens into a new PDF. Now go ahead and go to your first page and look for the interaction point you are looking to simulate. For example clicking a link pulls up an AJAX edit screen. Select the “ARTICLE” tool and draw an area around your interaction destination. Be sure to name it something you will remember. Now you want to go ahead and select the “LINK TOOL” and draw a link area around where you want your interaction to occur. You should see a popup.  Choose the following “CUSTOM LINK > ACTIONS > READ AN ARTICLE > Your named article area. Repeat this process and you now have an Interactive PDF MOCK.</p>
<h4>Summary</h4>
<p>In this article we looked at why Hybrid prototyping can get you to a visual interactive mock faster. We learned about creating a CSS library to speed up the process of creating these mocks. We learned how to create an interactive PDF.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.uidesignguide.com/2008/05/11/how-can-i-speed-up-proto-typing-visual-design-mocks-with-hybrid-design-proto-typing/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>UI Design Series 1: Web Application Design Where&#8217;s The Vision? What&#8217;s The Value?</title>
		<link>http://www.uidesignguide.com/2008/04/12/series-1-web-application-design-wheres-the-vision-whats-the-value/</link>
		<comments>http://www.uidesignguide.com/2008/04/12/series-1-web-application-design-wheres-the-vision-whats-the-value/#comments</comments>
		<pubDate>Sat, 12 Apr 2008 00:23:49 +0000</pubDate>
		<dc:creator>uidesigner</dc:creator>
				<category><![CDATA[Design Class]]></category>
		<category><![CDATA[application design]]></category>
		<category><![CDATA[design lessons]]></category>
		<category><![CDATA[design planning]]></category>
		<category><![CDATA[design projects]]></category>

		<guid isPermaLink="false">http://corporatethinkers.com/?p=18</guid>
		<description><![CDATA[Welcome to my first in a series of design processes instructions and examples. These are setup in such a way as to walk you through development cycles in relation to creating, producing, usability testing, and execution from a UI Design stand point.]]></description>
			<content:encoded><![CDATA[<p>Welcome to my first in a series of design processes instructions and examples. These are setup in such a way as to walk you through development cycles in relation to creating, producing, usability testing, and execution from a UI Design stand point.<br/>
<span id="more-18"/></p>
<p>I’ve been wanting to get back to the core of this blog for some time. I think I finally have made some time to do this. For anyone that has missed out the original core of this blog is to examine the brainstorming, creation, and execution of an application. This can easily be a process that any company or individual can follow when creating a web application. Size of the application has no bearing on whether these principles can be applied.</p>
<p>In our sample application we will begin working through the brainstorming, feature set creation, and mock layouts of new Cthinker App. The application I will be building in this example is a social aggregation tool. We will take a look at several social aggregation web sites as well as walk through the process of designing one from scratch.</p>
<h4>Where’s The Vision</h4>
<p>Not a lot of people talk about the vision when it comes to application design. It’s especially important though if you are looking to build an application better than your competitors. Without vision and a way to distinguish your product it makes it extremely difficult to truly produce the best software. It’s also important to make sure you have a large scale vision of where you may want to go with your product. Vision is something that should change and adapt to the times. Vision should keep up with both technology and trends.</p>
<h4>What’s The Value?</h4>
<p>Besides the obvious monetary ROI. It’s always important to come up with reasons that a particular application is valuable. This helps you to flesh out the cost or investment in the application and also helps isolate what potential profit can be made by launching a new application. Listed below are a few more items you should look at before considering the total value of the proposed application design.</p>
<ol>
<li>Do other similar applications exist? If so can I do it better?</li>
<li>Is the target market so small that the potential for profit or usage by clients is marginal?</li>
<li>Will the cost of maintaining the application outweigh the cost of producing and running the application?</li>
<li>When do you expect a return on your investment?</li>
<li>How can the application design be kept simple, teachable, and learn-able?</li>
<li>Will there need to be training to use the tool? (Just because something is usable doesn’t mean everyone will understand the usage).</li>
<li>Are you going to build out the application in phases? If so make sure each phase is independent and contains your MOST important features while being highly usable.</li>
</ol>
<p>Later we will explore how vision and value help you to build a successful brand. Branding is another aspect extremely important if you are constructing a suite of applications and are trying to create a overall consistent user experience.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.uidesignguide.com/2008/04/12/series-1-web-application-design-wheres-the-vision-whats-the-value/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Design Lessons: Should You Rush Your Design To Market or Stall it for Great Design?</title>
		<link>http://www.uidesignguide.com/2008/04/09/design-lessons-should-you-rush-your-design-to-market-or-stall-it-for-great-design/</link>
		<comments>http://www.uidesignguide.com/2008/04/09/design-lessons-should-you-rush-your-design-to-market-or-stall-it-for-great-design/#comments</comments>
		<pubDate>Wed, 09 Apr 2008 00:46:24 +0000</pubDate>
		<dc:creator>uidesigner</dc:creator>
				<category><![CDATA[design mentality]]></category>
		<category><![CDATA[prototyping]]></category>
		<category><![CDATA[User Experience Design]]></category>
		<category><![CDATA[design lessons]]></category>
		<category><![CDATA[design tips]]></category>

		<guid isPermaLink="false">http://corporatethinkers.com/?p=16</guid>
		<description><![CDATA[What makes a good design? Is it the process of creating the design, the aesthetic, or the usability? Does increasing a complex process for design force it to be good, or hinder a web application's creative possibilities?]]></description>
			<content:encoded><![CDATA[<p>What makes a good design? Is it the process of creating the design, the aesthetic, or the usability? Does increasing a complex process for design force it to be good, or hinder a web application’s creative possibilities?</p>
<h2>The House that Jack Built…Is Crumbling Down</h2>
<p>Let’s say you are a contractor building a new home for an unknown family. Looking at your deadline you realize you aren’t going to make it on time. It’s time to do something to solve the problems. What can be cut first?<br/>
<span id="more-16"/><br/>
Perhaps you get cheaper wiring, maybe the concrete on your house didn’t dry before the rest of the foundation had set. Because you are behind schedule you feel the only way for you to “catch up” is to cut corners. Cut one corner and you have opened up Pandora’s Box. It’s so easy to cut more and more. You begin a process of jamming things in just to meet the deadline. One year later the house catches fire and you are sued because you cut those corners.<!--more--></p>
<h2>Elevate Your UI Design To Another Level</h2>
<p>The same holds true in UI design and in the UI design process. Frequently you can get rushed to put an unfinished design to the test with real users, even though you are aware of other issues with the design. It may be slow, it isn’t usable, lacks cohesiveness, tries to do too much, is hard to understand, is missing key features of a process. All of these are symptoms of a rushed and hurried design. You can see this in pretty much any application.  Your goal is to minimize this but how?</p>
<h2>Give Your UI Time To Mature</h2>
<p>This is one of the big concern designers have with an Agile development process. The same can also hold true in a Waterfall management process. The rate of development and design is fast and it’s extremely tricky for the UI designers to stay ahead of the development cycle. What’s even scarier is if the business fails to understand the importance of re-factoring and retesting a design. Rarely, is a UI design perfect the first time. It should and must be tested preferably by the people, person, that are going to be using the application. The problem is getting those that have direct interest in the application to buy-in( I’ll cover more about this later).</p>
<h2>Dress your UI Design For Success or Send it Back to the Orphanage</h2>
<p>It’s important to somehow let the client know that the first impression of an application is the most important. This is your adoption point (your such a cute design yes you are). If your customers don’t like the product at this point you have to work three times as hard just to gain them back!</p>
<h2>Please Come Back I’ll Do Better Next Time I Swear!</h2>
<p>Think about the last time you purchased a product and were dissatisfied with the outcome. You probably returned the software, car, clothing, food, etc.. and refused to ever purchase that product again. You probably even refused to purchase a different product made by the same company. This is especially important to your web application and UI design. Yes, features <strong>are important</strong>, but if my car has 3 steering wheels, 5 extra tires attached, and everything is labeled in Japanese are you going to think it’s usable?</p>
<h4>Act Like The Customer Think Like the User</h4>
<p>A customer tries to answer two quick questions about your software before purchasing, or using it.</p>
<p>1. Does it do what I need it to do?<br/>
2. Can it do it easily?</p>
<p>These are simple core concepts, yet look how many UI designs struggle with this. Look how many Interaction Designers wrestle with these ideas. Think back to the last piece of software, or product you have used. Do you have it in your head? Now think back to the reason you purchased it.</p>
<p>For myself the last item purchased was a tennis racket. These were the thoughts going through my head.</p>
<p><strong>1. Can it hit a tennis ball? – Question Answered – [FEATURE]<br/>
2. Is it lightweight, balanced, and does it feel right to use? – [USABILITY]</strong></p>
<p>If I was able to answer the above questions and after repeated use (learn-ability, memorability) could continue to perform and even excel then the design was in essence “great for me.” Why did I put this in quotes? Well as UI designers we have to find that common ground to support the vast majority of users. Are you really really going to find a UI Design that supports 99.9% of your users. You may find a a design that meets all the goals of your (persona’s -fake users), but even that is a rarity.</p>
<h4>So What Makes a Design Great?</h4>
<p>It’s the combination of a great feature set that has a high level of usability and has an aesthetically pleasing design. It’s about a design that delivers direct answers to the questions.</p>
<p>Does it do what I need it to do?<br/>
Can I get it done easily?</p>
<p>So the next time someone says just jam that feature in to the design. Feel free to send them to this post so they can see what really happens and how many aspects of the software you effect because of quickly rushing a design. Your adoption point or the first release of your application is your first impression. Fail at making a good one and what was the point of even producing the software?</p>
]]></content:encoded>
			<wfw:commentRss>http://www.uidesignguide.com/2008/04/09/design-lessons-should-you-rush-your-design-to-market-or-stall-it-for-great-design/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
</rss>

