Then in 1997 things changed, me and my friends discovered emulation, the running of old games on new hardware through software called emulators. All of a sudden we were playing the classics from the Mega Drive/Super Nintendo-era on our, at that time, modern computers. And so I'd thought that I would never own a console again but everything changed with the introduction of the Nintendo Wii in 2006 and the possibility to download old classics and play on the console, much the same way that you can buy music from the Apple Music Store.
The epic adventures of Martin and thoughts on HCI, Usability, Sofware, being an Expat and stuff.
2010/05/24
It's a great time to be a retrogamer
Then in 1997 things changed, me and my friends discovered emulation, the running of old games on new hardware through software called emulators. All of a sudden we were playing the classics from the Mega Drive/Super Nintendo-era on our, at that time, modern computers. And so I'd thought that I would never own a console again but everything changed with the introduction of the Nintendo Wii in 2006 and the possibility to download old classics and play on the console, much the same way that you can buy music from the Apple Music Store.
2010/05/23
Me vs. Windows XP: Getting rid of the annoying beep
On Mac OS X the beep that is emitted correlates to the new volume that you set: turning down the volume emits a lower beep and turning up a higher. But not on Windows there the beep is always set to "blast your eardrums out" level (at least on the Dell that I have).
So today after doing the same mistake of changing the volume with headphones on I went searching for a solution and after reading some forum posts by self thought ninjas suggesting that I resort to registry hacking I finally found it.
Basically you need to go into the Device Manger in the Control Panel. Change the View to show all devices, click on the Non-plug and play- drivers and right click on the Beep (yes, that is the name of the device). There in the dialogue you can turn it off by disabling the device.
Surely, a master Information Architecht was used because I cannot even begin to comprehend how someone could have dreamt up such a usable solution.
Redmond I salute thee!
2010/05/19
Me vs. Windows XP: Sorting the Programmes menu
2010/05/18
UX Lisbon day 3
- The possibility to navigate the space around you like with Google Maps Navigation.
- The augmentation of the immediate surroundings like with the Layar Browser.
- The interaction with nearby object like the various barcode scanner applications for mobile devices.
2010/05/17
UX Lisbon day 2
- There is absolutely no truth to the "three clicks theory". Where there is scent people will find what they are looking for.
- Provide good trigger words, they help carry the scent.
- Search logs are an excellent way to pick up trigger words and that users that resort to searching first thing is usually telling you that the scent of information on your site is weak. This is a sort of learned helplessness and after enough times trying to navigate through a site not finding what they are looking for the user will reach for the search box.
- Scrolling has limited impact on the ability to find information but a lot of the reason for the "above the fold" design approach is that users thing that the same design fluff that they see above the fold will continue below the fold.
- Blue and underlined is a terrible markup for links (the colour that we have the least receptors for + cutting of the decender) but users have become habituated and it therefore works. Then Jared went on to make fun of Swiss astrophysicists.
- Banner blindness is also the result of habituation to what Jared referred to as "busy crap".
- Start designing bottom up. The home page is the least viewed of all pages.
- Call reps are a great source of trigger words.
- Using back, pogo-sticking and using search are tell-tale signs that the scent is to weak or as Jared made us chant in chorus: "The back button is the button of doom".
- Users don't want to navigate globally if you spend to much time on that you are solving a non-existent problem. Because users don't search for categories (searching for books at amazon.com is less likely to happend than someone searching or a title).
- Jared says mega-dropdowns suck because they weaken the scent.
- Don't piss them around with irrelevant stuff in order to make the users stay on the site longer, it won't succeed.
- It only tells you what the user looked at not what they did or said.
- It only tells you what the user looked at at the end of the seccade but not what they grazed over or what their peripheral vision picked up.
- Eye-tracking is not scientific by definition even though it looks sciency, there is a risk of being carried away and over-interpret.
- To interpret any eye-tracking data you must know the question being asked to the participant.
- Mimic in real life properties.
- Watch users, do they perceive a button as clickable or not?
- Respect convention.
2010/05/16
UX Lisbon day 1
- Just as with all other applications forms must be tailored to suit the audience you are designing for (scientific calculations v.s. a simple sign up).
- Forms are susceptible to "lost in translation" mistakes but general form design holds true across cultures.
- Don't begin a form with the hardest questions that way the user has some momentum when she encounters them and due the the effort invested is more likely to fill them in.
- Don't put a lot of space between the label and the form field itself. It makes it much harder to fill in (it made me think about the Apple Human Interface guidelines).
- It is debatable if questions above the form field or left aligned next to the field makes much difference for short questions. For longer questions is makes much more sense to put the question on top due to alignment issues.
- Highlighting the background of a label and the adjoining field helps the user keep track of her status.
- Make sure that short forms are above the fold, especially the submit button.
- Use "any reasonably harmonious arrangement and then test it"
- People quite often confuse hints for default values. I asked her about the wording of the hints mattered but she had not yet tested it.
- The symbol for mandatory is less important to users and quite often stupid to add in the first place. Why are you asking for it if it isn't mandatory? In the few cases where options aren't applicable point out that they are optional instead. If you are going to use some sort of indicator don't put it to the right of the form field.
- Having the labels inside the form fields can make sense for applications where space is limited like on a phone but mostly it just confuses people.
- Inline forms like the sign-up form on HuffDuffer seems to confuse people as well (it reminded me of the English exams back in school where I quite often would miss seeing one of the gaps and therefore miss a point).
- For English sentence case or not doesn't seem to matter for labels (but it would just be plain weird with title case in Swedish or Dutch).
- The use of colour so long as it doesn't cause visual strain also doesn't seem to matter much.
- Don't use links for action (thank you)!
- Be aware of false ends (don't put pages without input in the middle of a multi-page form).
- A pattern is a stylized way to capture the solution to a recurring problem (then he went on to talk about Christopher Alexander which I hope any self proclaimed UX practitioner is familiar with).
- He talked briefly about the history of design patterns in HCI and Jennifer Tidwell (excellent book but a bit dated by now).
- He compared the need for patterns to the Joshua tree principle (the importance of being able to name things). Anti-patterns are useful for the same reason.
- Interesting moments is a concept for making sure that every state of an interaction is described. It is basically the same as a tipped over decision table that with the state of the controls in the action space (I too used decision tables for interaction design specifications when working at Knowledge Values).
- Bill explained his six design principles:
- 1. Make it direct - in the words of Alan Cooper "where there is input let there be output": don't introduce needless modes in your user interface. Bill used Flickr as an example of an interface that doesn't require the user to go into a separate editing mode to change properties of an image (I'm sure VIM users beg to differ). Pitfalls are the artificial construct, tiny target and mouse trap anti-patterns (list of anti-patterns).
- 2. Keep it light weight - Make the content become interactive without resorting to needless and bloated animations and transitions. He talked about the hover and cover anti-pattern where an element would hide another element on hover and the double duty anti-pattern where a control would match to more than one action.
- 3. Stay on the page - Don't break the flow with forcing the user to go through a bunch of pages in trying to accomplish her task. A result of this is users pogo-sticking back and forth (as Jared Spool would later point out, pogo-sticking will increase the risk of a user dropping out). Bill also talked about breaking the flow with what Alan Cooper calls "idiot boxes" (dialogues).
- 4. Provide an invitation - Recognition rather than recall: give the user good memory cues that there is extra content available through e.g. dog ears or invitations on hover.
- 5. Use transitions - Transitions make the UI sizzle more but they can also be a major annoyance. Bill talked about the "cheesiness rule": Take whatever animation you made and then cut it's expose time in half otherwise the interface will quickly look cheesy.
- 6. React immediately - Be as immediate as possible, react immediately on the users request and provide an indication of the request being processed if it's not possible.
- I asked about Hoekman Jr's statement about design patterns not being enough and Bill said that it was basically the same thing but on a higher level. He seemed to be hesitant to say anything negative about Hoekman's statement though.
2010/05/12
Lisbon sightseeing in preparation for UXLX.
2010/05/11
TAP Portugal - pay good money for low budget service
This is my first flight with TAP and if you can judge the people based on their airline they are probably a dwarflike people with a deep love of tea-like coffee.
Combined with that the link to online check-in didn't work, understaffing at the checkin desk and a one and a half hour delay without any information; you got a really horrible experience. The woman talking down to me when asking about the delay is just an added bonus.
If you are going to Lisbon from Amsterdam don't choose TAP.
Waiting at Schiphol (note to self: don't fly TAP)
I arrived at Schiphol in good time but then stood in line for almost an hour waiting for check-in. I know it shouldn't surprise me but it is incredibly frustrating to wait for people trying to check in seven bags, going economy with multiple pieces of hand baggage or traveling with fluids. Have the not stepped on a plane in the last four years? None of which was helped by desks closing and the only person left was a poor girl who acted as if it was her first day.
Side note: TAP didn't even post anything about the ash cloud on their web page until yesterday only to have it removed later the same day. Talk about poor customer experience!
But at least I made it to the gate on time. Ux Lx here I come!