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2. |
Best Practices in User Experience
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http://www.onespring.net/Interactive_content_Laurie_Gray.pdf
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This is an article by Catalyze blogger Laurie Gray. Laurie works for OneSpring and has lived in the world of user experience since 1995.
"Interactive, dynamic web experiences are becoming more popular, but it's possible to build them in a way that prevents users from being successful. This article discusses best practices in designing for and building the dynamic web, and gives the reader suggestions and tips for building a successful dynamic web experience."
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3. |
Right-Sizing a Redesign Effort
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http://www.softwaremag.com/L.cfm?Doc=1119-2/2008
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From Softwaremag.com - an IT Journal
"Understanding the extent of the current issues with an application and determining the potential business impact of solving those issues will help you plan the scale of a redesign"
In this article, Meryl looks at the issues around redesigning your web application or eCommerce website and offers suggestions for a reasonable approach.
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4. |
Improving Interface Design
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http://www.slideshare.net/garrettdimon/improving-interface-design/
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This is a copy of a presentation that Garret gave at Web Visions conference in Portland in May 2007.
Here are Garrett's 10 steps for improving interface design:
- Understand design
- Cultivate the culture
- Think critically
- Ignore users
- Document and code better
- Avoid specialization
- Cut features
- Deliver the basics
- Balance context and consistency
- Fail fast. Iterate. Explore.
View the entire presentation for the details.
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5. |
Design Education Applications for Business
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Teaching_Interpretation_Article_-_Linda_Yaven_-_013008.pdf
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In this article, Linda discusses how to transform concepts of design education to the the business world in three applications:
- Front end: Testing products & services before budget is spent on development; getting data early while there is still mobility to hypothesize and change approaches.
- Teams: Forming cohesive teams quickly (within and across disciplines); make information understandable and accessible in cross-disciplined teams; facilitate facilitation: deepen transparency, effectiveness, trust and alignment.
- Clients and Customer Relationship: Creating process framed case studies to showcase successes; design compelling presentations.
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8. |
User Interface Prototyping Tips and Techniques
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http://www.ambysoft.com/essays/userInterfacePrototyping.html
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Scott Ambler of Ambysoft wrote a great article with some tips and techniques on prototyping user interfaces.
The quick overview of the tips are:
1. Work with real users
2. Get stakeholders to work with the prototype
3. Understand the underlying business
4. You should only prototype features you can build
5. You cannot make everything simple
6. It's about what you need
7. Get a user interface expert to help you design it
8. Explain what a prototype is
9. Consistency is critical
10. Avoid implementation decisions for as long as possible
11. Small details can make or break your user interface
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9. |
Innovation at Washington Mutual - E-Commerce
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http://www.informationweek.com/shared/printableArticle.jhtml?articleID=201805881
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This article from InformationWeek discusses innovation with WaMu's e-commerce team. "Every executive, every leader recognizes that in order to be successful, our technology has to be very, very strong," says Debora Horvath, executive VP and CIO.
They do it by working with customers and technology vendors to spec out projects, build prototypes in as little as 48 hours, then pushing forward into development and testing.
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11. |
How To Make Software
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http://ia300225.us.archive.org/2/items/How_to_Make_Software/makingSoftware.pdf
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This is an e-book on "How to Make Software - An Introduction to Software Development" by Nick Jenkins that was uploaded to Archive.org.
From the introduction -- "Processes do exist, work and help make thing better. Generally they are simple, easy to use and understand and assist rather than impede your work. This book is an attempt to describe some simple processes for software development that worked for me and I hope will work for you."
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12. |
Getting Clueful: Five Things CIOs Should Know About Software Requirements
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http://www.cio.com/article/29903
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Software requirements documentation was supposed to itemize everything that the application required. But the project was late, the users were unhappy, and the budget spun out of control. Why? Just ask the developers.
In this article from CIO.com, Esther Schindler identifies the 5 things that CIOs should know about software requirements:
1. The Inconvenient Checkbox: Understand the Role of Requirements
2. Don't Throw It Over The Wall: The Right People Should Define the Requirements
3. Superficially Complete: Define Requirements With "Enough" Detail
4. Working from Ignorance: Recognize that Requirements Change
5. Carpet Yanking: Pay Attention to the People on the Front Line
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13. |
Why Products Fail
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http://www.businessweek.com/innovate/content/may2007/id20070518_332210.htm
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Jump to: Why Products Fail
Buxton focuses on "what designers do" in his book Sketching User Experience. Sketches, he argues, are quick, inexpensive, disposable, plentiful, offer minimal detail, and suggest and explore rather than confirm. (It should be noted that he doesn't limit "sketches" to pen on paper—a sketch might be digital or three-dimensional.) The value of sketching is less in the artifacts themselves than in the cognitive process of working through dozens of ideas, of considering as many options as possible, and allowing each option to raise new questions.
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14. |
Oakley's Eye for Design
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http://www.businessweek.com/innovate/content/jun2007/id20070608_134118.htm
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Jump to: Oakley's Eye for Design
Keeping all of Oakley's R&D and design work in one place offers tremendous advantages, Baden believes. "We use a lot of rapid prototyping equipment. I am a firm believer in sketching and hand models, but I also am driven to get that into the digital world so we can really craft the product and test its functionality." While Oakley's creative process may take months, once the design has been determined, the company can create a model and prototype inhouse in less than a week.
Here at Oakley, it is constant evolution, dialog, visualization, modeling, prototyping, back and forth. You get a much better end product and get it much faster."
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15. |
Cultures of Prototyping
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http://hci.stanford.edu/bds/10-Schrage.pdf
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This essay on prototyping is Chapter 10 in a book edited by Terry Winograd from Stanford's HCI Group and d.school. While the book and essay were published in 1996, the ideas presented are quite relevant in today's user-centered design world.
In his conclusion, Michael comments that:
"There is no one right answer to "How should we prototype?" Prototyping strategies are varied, and a company needs to develop a mix that serves its markets and its products. Prototypes are as much a medium for managing risks as they are a medium for exploring opportunities. They can be treated as an insurance policy or as an option on the future."
Michael Schrage is a a senior adviser to MIT¹s Security Studies Program. Michael Schrage advises organizations on the economics of innovation through rapid experimentation, simulation and digital design. Previously, he¹s been a Merrill Lynch Forum Innovation Fellow and executive director of the Merrill Lynch Innovation Grants Competition for doctoral students worldwide. His latest book - "Serious Play: How the World's Best Companies Simulate to Innovate" was published by the Harvard Business School Press in 2000. The book has been translated into over seven languages. More info on Michael is available from his website.
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