Posted by: jayaa on: April 8, 2011
Here is Nick Myers’ (MD,Cooper) talk on Visual Interface at the recent Interaction 11 conference, which supports my thoughts in my previous post about Visual Design
As a designer, there are times when we have to struggle to convince that visual design is not just icons/graphics/colors. Its the face of a product. Its the brand. This is a presentation that will come in handy for convincing anyone about the importance of visual interface design to brand and user experience. He has also highlighted some key points on the craft of visual design and how to effectively converse with stakeholders.
Posted by: jayaa on: April 4, 2011
The one thing I like about Dilbert comics is it represents the real office culture in a sarcastic manner with a comic touch. Many times they makes us think about the way people work and behave in office environment. When I saw the below comic strip I could not stop blogging about it.

Here the designer is doing design for the sake of his portfolio. I suppose there are many practitioners who do that, especially freelancers. The dangers of these kind of designers could be massive if the stakeholders have no or little knowledge of importance of user experience design for their business. These kind of designers could be either naive or just unskilled.
As a designer, its our job to help customers do better business by delivering user-friendly interfaces which is both appealing and easy to follow for the user. In the process you may have to help owners understand the advantages of investment on UX. For this, I would go in other way round, underlining first the problems of bad design. Good design leads to higher conversion rates, lower drop-off rates, lesser customer grievance call, decrease training, reduces errors, right design upfront saves development time. Design has direct impact on ROI. Designers who don’t take effort of adding value to business of customers, would be treated as mere visual designers.
Posted by: jayaa on: March 28, 2011
I strongly believe that Visual design is also one aspect of user experience design. We can’t shun way visual design in favor of experience design. I understand that getting interaction design requires deep contextual understanding of user, but looks affect usability too. Ex. Apple products. Unfortunately an ugly mock-up of a brilliant idea is often overlooked though looks are just one aspect of design. I often see fellow practitioners not agreeing with this.
Though I agree during idea and concept validation stage, the focus should be more on usability and not on visual design, so that fundamental fixes are done early on. During this stage, we should keep the stakeholders/marketing team focused on structure/concept than getting them hung up on the visual treatments.
Looks are just one aspect of designing, we have to think about the whole user experience of an object.
My understanding says work with the team, based on the need decide when to go with the visual design,
but definitely visual design should not be the key to sell an idea/solution.In the meanwhile we need to question/decide what adds value in the most efficient way. For instance, for testing interactivity more accurately, hi-fi prototypes are of real value.
In other words, both UX design and Visual design are two sides of the same coin.
Posted by: jayaa on: March 21, 2011
The good starting point of starting User eXperience process would be organizations realization of the value of keeping the end users in mind throughout the production lifecycle. The benefits can be viewed in Sales angle and Efficiency angle. When the user is the focus, who will finally use the product and service we designed for them, it’s a direct benefit to sales.
Its about getting it right at first time, so that its faster, saves time & money, which increases efficiency.
For creating successful engagement, facilitate and produce artifacts and get key stakeholders to buy off with wireframes and visual design concepts
The Interaction Designer and Visual Designers role is to gather, assimilate and put forth a design that meets the desired goals & conveys the design emotions to the user. But in real world, the stakeholders contribute to goals and constraints, which become the basis of the design and may override the information you have already received. Its then critical for designers to get back to basics & nudge the team to right direction.
When you are one of the few UI cum UX designer, the possibility of getting assigned to too many projects may hinder the quality of UX work. It means providing partial support without any deep contextual understanding of the system. But at the same time the designer needs to be flexible to the needs of user research and design “process” to cater to the needs of the projects by keep introducing UX methods and principles gradually. In the evolving stage of building a process, it may look nothing is going on right way. So patient and flexibility to the approach matters.
Posted by: jayaa on: March 20, 2011
Here is an interesting post on requirements, which questions the concept of “requirements” and its hypothesis nature. I can’t stop linking here to Death of My Space because of bad user experience
In our usual requirements-driven design and development process, we often don’t include user experience in the requirement writing process which often results in rewrites of the requirements. UX helps to catch mistakes early in the design process. The early you catch the mistake, the lower the cost to fix it.
We all have heard stories in our childhood, we do tell stories even now. It’s natural for us. Stories help to gather and communicate information, communicate design ideas, encourage collaboration and sharing, and create a sense of purpose.There is value in storytelling and value in visually communicate what your website/application does than just describing it. It removes the ambiguity. Rather than writing reams of requirement, storyboard is a good way to nail the requirements by illustrating walk-throughs of the application.
Here is an example of validating requirements by storyboarding.
First I nailed the design flow, which was used for extracting requirements. Storyboard is a good way to nail the requirements rather than writing reams of requirements through feature analysis.
Ideally, Lo-fi Prototype could be taken as the basis for generating stories and which is also useful for validating user requirements from users perspective through usability testing. The storyboard/lo-fi prototype helps in generating information architecture which would in turn help technical experimentation to validate assumptions about scope and complexity and get an early view of feature requirements. These are rapid and highly iterative in nature.
Requirements should not exist just for the sake of having it, but should add value to users and business.
Posted by: jayaa on: March 5, 2011
Here is the Presentation of my session ‘Rapid Prototyping’ at ThoughtWorks XConf, Pune, India
Slide 1 to Slide 4:
Prototyping is a great way to communicate the intent of design both clearly and effectively – helps to flesh out design ideas. test assumptions and gather real time feedback from the users. There are various ways and tools for prototyping. And lot of discussions in the User Experience and Developer community on better ways of prototyping. Even clients are asking for prototypes as they would like to see how the system would be interacting.
But the point is there is no right way to do it. “No right way to do Prototype”. But if aimed well and done properly, a “prototype can answer design questions and communicate design ideas”
Prototyping is about “show me, don’t tell” approach – its shows people what you mean and dont tell them, as people like to relate to visuals.
Slide 5:
Here are some instances where prototyping is used.
The first one is paper interface to a programmable climate control system
The second one (bottom left) is the paper sketch of Oscilloscope front panel. I didnt knew the meaning of oscilloscope before, but this paper prototype fascinated me… that to what extend we can do paper prototypes. So i digged out on what ‘oscilloscope’ meant. For those who dont know what oscilloscope is. An oscilloscope is a type of electronic test instrument that allows observation of constantly varying signal voltages, One of the most frequent uses of oscilloscope is troubleshooting malfunctioning electronic equipment and it can graphically show signals.
This paper interface was used for usability testing, to test the oscilloscope front panel.
The other 2 prototypes are for iphone and web applications.
I have used these examples to show how we can leverage prototyping in various areas to communicate effectively and also to test design early on to avoid the costly mistakes.
Thats prototype in the nutshell.
Slide 6:
Here I will be talking about “Prototype for web”
As in an agile environment, a prototype should possibly be fast and iterative, and hence this session is about “Rapid Prototyping”
Slide 7:
The key to Rapid Prototyping is
“Think Big” (the idea/ think of the bigger picture)
“Act Small” (take baby steps – prototype at each stage and share/collabrate with team to gather feedback)
(but) “Scale fast” (thats being iterative, as a result of feedback gathered you need to scale up fast)
Slide 8:
Meanwhile, In an effort “to keep track of the big picture”
“Create a high level vision document” (essentially a sitemap or workflow)
Slide 9:
What you should know for prototyping:
Slide 10:
Ways of prototyping:
Prototype is usually divided into lo-fi and hi-fi prototype:
Lofi prototype:
What does it offer?
Lo-fi support ideation and concept validation, while hi-fi are important for refinement and usability testing.
Lofi is “non-commital”….When we are exploring and validating our divergent design ideas, a lack of commitment is important and beneficial. This allows us to be more flexible in our iterations and, therefore, more creative.
As we start to whittle down our design options and “refine” them, we need to start articulating them in a more realistic manner, so everyone on a product team can participate in the design conversation with the same understanding.
This is why it’s more important in later phases to create Hi-fi prototypes.
So if you want Fundamental fixes to be done early on, lo-fi works best. As you saw in my first example… had we done prototype to validate design we could have avoided the costly mistakes.
While hifi prototype is more specific and it aids in understanding interactions as its effective to see “how a site fits together as a series of connected interactions”
Slide 11:
Tools that we could use for prototypes.
Lofi prototype tools:
These lo-fi Hand drawn or the unfinished look helps the team and customer to focus on the structure without getting hung up on the visual treatments. And thats why Lo-fi prototype works best during ideation stage
For Hi fi prototypes the tools we could use are:
These are basically used during…”Evolution stage “
The one thing I like about Agile is, it gives space for design to evolve.
High Fidelity prototypes are like an high level vision document. We cannt shun away visual design in favour of UX design. While its true that getting interaction design right requires deep understanding of user research, but looks matter too. (Look at the Apple”) Looks affect usability. Unfortunately an ugly mockup of a brilliant idea is often overlooked. But Looks are just one aspect of designing – you have to think about the whole user experience of an object (here the object we are talking about is web)
Slide 12:
As Issac Pinnock points out that-
“The best sites are those where there is a seamless divide between the look, the content and the experience” – Issac Pinnock
Though it could be shunned by some, there is real value in moving lo-fi prototype to hifi, so as to test interactivity more accurately.
I will brief upon few ways of Rapid prototyping.
Slide 13 to Slide 16:
HTML prototyping:
This is merely a “consequence of agile development”.
Additional Skills required for this is knowledge of html/css (for layouting) and some javascript/jquery (for modeling interaction, may not be of production quality)
Steps: (for creating HTML prototyping)
Slide 17:
Updating: (the changes you could do to html prototype as the result of feedback from team and stakeholders)
Slide 18:
As in case of Hi-fi prototype, html prototyping has its limitations:
Limitations:
Slide 19:
But there are some good takeaways of html prototyping
Takeaways:
Slide 20:
Example of firebug prototype:
On the left side, it is like a requirement documents, which could be interpretated differently by different people. And on the right side, I have used a prototype and annotated it to explain the design. There would be less need for clarification and also less rework in this case. This is a small example to show how prototype allows you to see the “big picture” in one view, while with documentation you have it read it all to get the “big picture”.
In our usual requirements-driven design and development process, we often dont include designers in the requirement writing process which often result in rewrites of the requirements. But the point is if designers who prototype are included, it helps to catch mistakes early in the design process. the early you catch the mistake, the lower the cost to fix it.
Slide 21 to Silde 23:
Firebug -for rapid prototyping on minor changes to the existing application.
Slide 24:
I find that the most feasible way to prototype is to take an…
Intermediate step:
While you need not use the full-on HTML/CSS approach, but you can embed prototypes (in the form of images) in HMTL so that it can be displayed in web browser. This would be useful to test your design and interactions in early stages.
For instance, I had to design a website for a retail outlet, and the homepage was the face of the customers business, it was there brand. So the homepage design involved a lot dynamics in it And I did a paper prototype- visual design, again paper prototype -visual design in each iteration.But for the subsequent pages and the product pages , I went straight to html prototyping as the dynamics were a bit low.
This approach worked pretty well for me. So, you need to choose the right tool for the right purpose, and see what suits you and your project the best.
Slide 25:
I would end this session, by highlighting that “Prototype is”
Posted by: jayaa on: March 4, 2011
The attributes like height:100%;min-height:100%. don’t work for blackberry.
So here is the fix:
$(document).ready(function() { document.body.style.height = screen.height + ‘px’;}
Add this to javascript file
Posted by: jayaa on: February 21, 2011
To delete an orkut account, you just need to go to settings > then click on General tab and click on “Delete my orkut account”
and then you get the message
“orkut Deleted - orkut has been removed from your account.”
Thats it… its simple.
On the other hand, to delete facebook account, you need to first deactivate your account. In case you change your mind, your account will activated again as soon as you login.
Only if you dont login to your deactivated account facebook for 14days your account is deleted permanently.
Facebook has designed the site such way that there is no direct way to delete an account. Instead it gives the user 14days to rethink on activating the account. There are high chances that user will tempted to login, and the account is activate.
Thats an example of persuasive design. Trying the level best to get back the user in an indirect way.
Posted by: jayaa on: October 26, 2010
Here is compilation of guidelines for better user friendly web applications.
This checklist is designed from common web UI principles followed worldwide. Some UI elements may not be valid for your application.
Checklist for Prototyping >
This list is not an exhaustive list but would surely help us eliminate some UI issues before or during development.
Checklist for UI development>
Posted by: jayaa on: September 11, 2008