When did we start being concerned with usability? Some will say that such concern is part of being human: cavemen worked their stone tools to get them just right. Interaction design mattered even then. But the field of usability research really came into being when the tools we used started to run up against our cognitive and physical limitations. And to avoid hitting literal, as well as psychological, walls, it was the aviation engineers who started to think about usability seriously. While cars were becoming ever more sophisticated and trains ever faster, it was the airplanes that were the cause of most usability problems around WWI. Cars were big, but didn’t go very fast or had a lot of roads to travel on at the turn of the century. In the first decade of the 20th century, there were only 8,000 cars total in the U.S. traveling on 10 miles of paved roads. In 1900, there were only 96 deaths caused by the automobile accidents. Planes were more problematic. For one thing, the missing roads weren’t a problem. And a plane falling out of the sky in an urban area caused far more damage than a car ever could. Planes…
Tag Archive for usability
Cognitive Blindness, Conceptual Design, Cultural Bias, Cultural Differences, Ethnographic & User Data, Featured, Interaction Design, Interface Design, Mirroring Errors, Pipsqueak Articles, Users
Be the Customer
by Olga Werby •
By our very nature, humans are an “us versus them” kind of mammal. We are quick to judge and categorize: “he’s our kind’a people” or “she’s management.” We adapt and root for our favorite sports teams, sometimes even resorting to violence to “defend our guys.” We peg an art department against the engineers; we side with nurses over doctors; we fight with democrats against republicans; we wave our flags in a spirit of nationalism. And it doesn’t matter if we all work for the same company, heal the same patients, want the same basic rights, or live on a very small planet—we tend to take sides. So it’s no surprise that when product designers develop products the feeling of “us against the users” creeps up into the process. To protect the design process from these “us versus them” impulses, we can create a well-realized user personas based on the the audience taxonomy developed during the conceptual design stage of product design. For each major category in the audience taxonomy, a sample fictional user is created which embodies all of the traits in that audience category: age, profession, socio-economic background, culture and sub-culture, interests and dislikes, family status, education level, etc.…
Background Knowledge Errors, Conceptual Design, Errors, Ethnographic & User Data, Interaction Design, Interface Design, Mental Model Traps, Mirroring Errors, Pipsqueak Articles, Product Design Strategy, Users
Metacognition Failure: If I find it easy, it must not be important
by Olga Werby •
Making something easy to understand is extremely difficult. A good designer knows this, knows how hard one has to work to make something comprehensible and easy to use. Unfortunately, users and consumers of products (including education) tend not to get it. We live in society ruled by “More is Better” p-prim: more stuff is better, more money is better, more food is good, more medication is great…more, more, more. Movies, television, newspapers, magazines, all reinforce this idea in our minds. We live in a “super-size me” world. But this basic decision-making algorithm leads to very faulty reasoning. There are multiple corollaries to the “more is better” axiom: thick books without graphics are more educationally valuable, more important (this is based on research I did many years ago with 5th graders); longer essays are clearly better and should get higher graders (the students worked harder/longer on them); big words are better than small ones in expressing ideas (thus we get very pretentious writing); work should be judged by the time it took to complete and not by the quality of the results it produces; more expensive clothes (cars, stereos, etc.) are clearly more valuable (this is a true statement, but most…
Conceptual Design, Contributor, Errors, Interaction Design, Interface Design, Long Term Memory, Users, Working Memory
On “Story? Unforgettable. The Audience? Often Not”
by Aureliea •
Carey, B. (2009). “Story? Unforgettable. The Audience? Often Not.” New York Times Online. Visited on 1 July 2010. http://www.nytimes.com/2009/12/01/health/01mind.html?hpw=&pagewanted=print Summary: This article discusses destination memory and its affect on different social situations. It explains that people often remember the source of a memory but not its intended destination. The article distinguishes that remembering whom you’ve told a story to uses a different kind of memory from the actual story itself. Source memory, the ability to recall where a fact was learned, is different from destination memory, which is to whom the fact was told. The article goes on to explain that who we tell our stories to is a critical part of our social identity and that repeating oneself can be damaging and embarrassing. In a study at the University of Waterloo 60 students were asked to tell personal and random facts to the faces of 50 famous people. The outcome of the study was that the subjects did not tend to remember which facts they told to whom, even when it was personal information. The results suggest that no matter how personal, or important, the story, there is the possibility that if the audience has heard it before the…
Attention, Attention Controls Errors, Conceptual Design, Contributor, Interaction Design, Product Design Strategy, Users, Working Memory
On “The Children of Cyberspace: Old Fogies by Their 20s” by Stone
by Anne •
Stone, B. (2010). “The Children of Cyberspace: Old Fogies by Their 20s.” The New York Times. Retrieved 30. June, 2010. http://www.nytimes.com/2010/01/10/weekinreview/10stone.html?pagewanted=1&_r=1 Summary: Stone points out the significant generational difference gaps due to the rapid rate at which technology is developing. Kids born into the world today are growing up in a time when high-tech devices like the Kindle, iPads, iPhones, and Skype are part of daily life. With such technology as a normal part of these kid’s lives, they’re going to participate in and view the world in a much different way than individuals born fifty, twenty, or even ten years ago. Today’s young kids are going to have distinctive expectations of the world. Researchers are looking into the result of this accelerated technological change, and many theories have been posited. For example, growing up with the iPhone and iPad these kids will probably expect all computers to have touch screens. Dr. Larry Rosen’s ideas about the “i-generation” are referenced in the article, stating that these kids who were born in 90’s and this decade communicate through texting and instant messaging and have a higher multi-tasking capacity – performing seven tasks at a time during their down-time rather than the…
Conceptual Design, Contributor, Errors, Ethnographic & User Data, Interaction Design, Scaffolding, Users
On ‘Feeling Grumpy Is “Good for You”‘
by Maria L •
BBC Staff (November 5th, 2009). “Feeling Grumpy Is «Good for You»” Retrieved 26th June, 2010. http://news.bbc.co.uk/2/hi/8339647.stm Summary: Being grumpy can enable us to access an entirely different range of skills apparently. According to Professor Joe Forgas, an Australian researcher at the University of New South Wales, «Negative moods trigger more attentive, careful thinking, paying greater attention to the external world». He conducted a series of experiments with a random group of people, asking them to watch a random collection of movies while simultaneously imagining an instance in their life that made them happy or sad, hence affecting their mood. He then ran a series of tests on the subjects, ranging from simple observational skills to judging the truth of myths and urban legends to see what effect the mood would have on their performance. The results supported Forgas’s theory:- those in a bad mood were able to communicate better and made fewer mistakes than those in a good mood. Test results also showed that sad people were better able to state their cases through written arguments, supporting the Professor’s theory that «whereas positive mood seems to promote creativity, flexibility, co-operation and reliance on mental shortcuts, negative moods trigger more attentive,…
Background Knowledge, Background Knowledge Errors, Cognitive Blindness, Contributor, Cultural Bias, Cultural Differences, Diagnostic Errors, Ethnographic & User Data, Interface Design, Mental Model Traps, Product Design Strategy, Users
A Curiously French Complaint
by Cecilia •
Kirby, E. (2008). “ A Curiously French Complaint,” BBC News. Retrieved on 2008/12/13. http://news.bbc.co.uk/go/pr/fr/-/2/hi/programmes/from_our_own_correspondent/7779126.stm Summary: This article focuses on the cultural differences between the French and British populations in regards to their medical care. Each culture has their own script of understanding, which people rely to set their expectations during a medical crisis. The author Emma experienced a cultural ‘shock’ during her first encounter with a French doctor due to her vastly different set of expectations. She visits a doctor in France due to the severity of a sore throat, where she is “diagnosed with a severe lung infection, mild asthma and had in my hand a prescription for six different types of medicine, an appointment at the local hospital’s radiology department and an emergency referral to a specialist in pulmonary disease (article).” Upon her return to Britain a few days later, she visits her family physician, who within a few minutes diagnoses her with only a ‘common cold.’ Her article then explains how the French expect a much more sever diagnosis to support their physical suffering. France is also the leading country of consumers who take prescription medications. While in England, there’s a more ‘keep a stiff upper lip’…