Interaction design

All about web user experience and good design practice

Sketchboarding the user experience

Posted by Dan on January 7, 2013

Sketchboards are popularised by Adaptive Path. Wireframes as a first step are too slow and detailed. The collaborative use of the sketchboard opens up the design process to everyone involved (all stakeholders including clients, visibility for management). Designers need a quick way to explore many different possibilities of the bigger picture, solo or in collaboration.

Related concepts

User flow -

Sketchboard – your starting point?  ”inspirational material such as personas or requirements are used as a starting point to drive the conceptualization process”

Experience map – typically showing the full concept, official deliverable and usually not sketched

Canvas flow

Wireflow – mix between wireframes and user flow

Speech bubbles – used as a starting point per user, or showing the thought processes step-by-step for one particular user, these are annotation elements

Customer journey mapping

 

The process, coarsely speaking

  1. Get out a big sheet of paper (2-3 meters) and stick it to the wall
  2. Use sticky notes to divide the sketchboard into broad topics like Design/User Personas or steps that your users will take (signup, log in, edit details, close account, etc).
  3. Use paper or the UX Sketchbook to start roughing out ideas or thoughts
  4. Stick them to the board  (DS: preferably everything is sticky and can be moved around)
  5. Move things around

From: Sketchboard before you wireframe – Treehouse Blog

The process, detailed steps

See http://www.slideshare.net/ugleah/sketchboards-prototypes-presentation
and http://www.boxuk.com/blog/using-sketchboards-to-design-great-user-interfaces

1. Gather the  inputs:

On the left side of the sheet (label it “Input” and optionally draw a dashed vertical line to separate it from the wireflows that sit on the right-side)

- sitemap

- scope items

- objectives

- add criteria  (requirements/user stories)  (

- users  (personas, facts)

- success metrics

2. Sketch, sketch, sketch

Start sketching on separate papers

  • Start with 6-up (A4 landscape) multi-page templates (a.k.a. thumbnail sketches) to explore one problem from different angles, or explore a possible flow  (example) (template)
  • - Focus first on quantity. Go right-brained. Your goal here is to come up with many different ideas or usability solutions without being too critical or pixel-perfect at this stage.
  • - stick them up on the board
  • - “take a step back and think about which one works best. Maybe [it's a hybrid]. Do another thumbnail sketch if this is the case, then” go for the 1-up template.
  • - don’t use pencils, just scribble it out to not get perfectionist over the details

Then sketch full pages using this single-page template (1-up) to “zoom in” on a particular thumbnail idea with slightly more detail

  • - add headers, visual weight, functional elements
  • - remain sketchy, don’t overdo it on the fine detail

3. Start your sketchboard

  • Divide it into steps that your user will take or stages of user process  (these should be labeled big)

- “Once you’re happy with the position and grouping of your sketches, replace the Post-It headings with inked ones – a big chisel tip Sharpie works well (just make sure the ink doesn’t bleed through the brown paper and onto the wall!) “

  • Roughly organise  your problems and constraints
  • Optionally add research findings, competitor examples and other inspiration libraries
  • Select, evaluate, discuss, critique, decide – collaborate!

4. Share and iterate

- take it to your team in a tube

- take (seperate) notes for feedback (not on the board)

- go back and add summarized changes as annotations to your board

“During the evaluation sessions, annotate your sketches, use Post-It notes, and amend or create new sketches as required to capture feedback, suggestions and corrections”
5. Start wireframing

- THEN make the wireframes and/or prototype on the computer

Learn more about the process

Sketchboard examples

Screen 00000

Sketchboard - priorities added

full58

http://wireframes.linowski.ca/2009/05/sketchboarding/

20110517-euh8dhicmgytdycsxpt1a77xt6

http://blog.teamtreehouse.com/sketchboard-before-you-wireframe

Resources

$ Tools

- Drafting dots  (sticky)

- Mobile whiteboards  (lightweight, useful if you lack wall space) or large piece of cardboard

Examples

http://pinterest.com/Webhode/user-experience/

Related articles

http://uxdesign.smashingmagazine.com/2012/01/04/stop-designing-pages-start-designing-flows/

http://conversionxl.com/how-to-design-user-flow/ 

http://experiencinginformation.wordpress.com/2010/05/10/customer-journey-mapping-resources-on-the-web/

See also:

Types of deliverables WP post

Learn more

http://konigi.com/book/sketch-book/work-fast  TIP videos

More videos @ http://lanyrd.com/search/?q=sketchboard

Ideas, tools, alternatives

Consider using Prezi for wireflows and sitemaps. It’s a less linear, more free-form and animated way of telling a story. Alternatively, zoom in manually in powerpoint.

Posted in Deliverables, Interaction Design | Leave a Comment »

Designing with SEO in mind

Posted by Dan on July 17, 2012

http://searchenginewatch.com/3635882

 

See periodic table and read http://searchengineland.com/guide/seo

Posted in Uncategorized | Leave a Comment »

Clever websites to save the world

Posted by Dan on July 6, 2012

  • Freerice.com – guess word definitions while feeding the hungry  (similar concepts)
  • DuoLingo.com – translate the web while learning a language
  • ReCaptcha – prove that your human while translating digitised books
  • TheHungerSite.com – click to donate for free
  • Ecosia.com  - CO2 search engine  (similar)
  • Blackle.com – power-minimising Google search engine

Posted in Uncategorized | Leave a Comment »

Credibility and trustworthiness of websites

Posted by Dan on March 28, 2012

http://www.humanfactors.com/downloads/mar12.asp#Eric

“trustworthy” homepages [on first impression] [...]  showed high balance, high contrast, moderate graphics-to-text ratio, and moderate text-to-background ratio.

[...] what make something appealing? That was the focus of the third study. There have been a number of models to define appeal (or “aesthetics”) over the years. Lindgaard, et. al analyzed their data with respect to six well-founded design attributes – symmetry, density, balance, contrast, graphics-to-text ration, and text-to-background ratio.”

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Information visualisation

Posted by Dan on July 13, 2011

 

http://www.informationdesign.org/archives/infoviz/ - Videos, articles

Posted in Uncategorized | Leave a Comment »

Wireframe checklist

Posted by Dan on June 19, 2011

In your sketches, wireframes, and (visual) designs, there may be one screen or complex multi-step interactions. Throughout the interaction use this check-list to verify your designs are good.

Did you…?

1. Manage user’s expectations

At every step of the interaction, on every screen, in the flow what assumptions are you making about what the user does/knows or has seen?

Don’t assume:
- the user reads      copywriting
- the user will notice visual elements    visual design
- the user will notice the new visual/UI element your popping up (inline), no matter how in-your-face it is       layout, contrast, line of fire
- the user soaks up the information on the page from top to bottom
- the user knows what to do (next)    call-to-action
- the user understands what you’ve written     avoid jargon
- the user will stick around     persuade

The user is focussed at one task, when for example filling in a form he/she is in “input mode”. Berry picking and looking for that clue to complete his goal/task. Minimise interuptions and avoid distractions, unless there are designed well enough to guide the user  prevent the user from completing his goal.

Don’t:
- make the user feel cheated
- be vague

But do:
- build a good story, from top to bottom. Still expect the user to scan headers and images that look relevant
- guide and persuade the user
- be clear, transparent
- (give the big picture, reverse pyramid, explain the 1-2-3 process )
- include emotion in any product, show the benefit and experience

2. Cater for all personas and scenarios

Don’t forget the novices (complete beginners) and first-time users! Could your grandma use it (if she’s part of the target group) or the trickiest persona with the least web skills?
Be the user, role-play him. “How did I come here? Where am I now? What can I do here? Where can I go now? Does this intice/interest me or do I want to leave now?”

 

3. Replace lorem ipsum with real copy
Does stuff still make sense? Product names, prices, long German words.

Label the images, brainstorm what will be shown there concretely.

You usually don’t have to worry too much about the text length, but evaluate the visual design about things like min/average/max text length and word wrapping)

 

4. Worst-case design
What are the edge cases? What happens if there is zero content, very little or very much content or text? Things can go wrong on rainy days all kinds of rare exception scenarios exist, from the user or the system’s (zero results, time-out, back-end server down) point of view.

Other things to check

  • Minimise noise.
    - Hide elements which are not relevant to most users. For example don’t place on the login screen long texts about the process to get retrieve a forgotten password. Instead hide it behind a link or help button.
    - Progressively show (disclose) elements as soon as a user has indicated he wants to use that, but don’t create large unpleasant surprises. For example if a login and password field is present, and clicking on either will collapse open a new panel with 10 more fields to fill in, that’s a rather unpleasant surprise.
  • Communicate exceptions. Don’t require a click from the user when everything is ok. In general less clicks are better, but you have to find a good  signal-to-noise ratio.
TO DO: Reduce this list and sort in order of most common issue

Related checklist categories

Visual design

Navigation  (structure/organisation, labeling, IA order of items, layout)

Flow! – a wireframe is only as good as the quality of the flow it belongs to e.g. http://www.jcvtcs.com/-services/design-workflow.html

Content

Copywriting

Form and error handling+feedback

SEO

Compatibility  (non-functional requirements incl. mobile)

Accessibility

Performance

Fold

Resolution (fixed, elastic, fluid, liquid)

Advertising (more page views)

Similar articles
http://www.viget.com/advance/wireframe-checklist/
http://www.viget.com/advance/ux-101-the-wireframe1/
http://www.webdesignerdepot.com/2009/07/using-wireframes-to-streamline-your-development-process/
http://www.gracesmith.co.uk/get-wireframing-the-all-in-one-guide/

Heuristics  (=extended checklists)
http://www.stcsig.org/usability/resources/toolkit/toolkit.html

Related

http://www.jcvtcs.com/-services/design-attribute.html

Maybe
http://workflowfreelance.com/479720/wireframe-checklist.php   (with related articles  browser!)
http://www.scribd.com/doc/54315969/79/Creating-your-linked-wireframes#outer_page_76
http://www.princeton.edu/communications/services/docs/IAguide2.pdf

Posted in Interaction Design, Workflow/process | Leave a Comment »

Interaction design discussion forums

Posted by Dan on June 13, 2011

Get feedback, free expert opinion and answers to your UX related queries

Last updated: 2 Aug 2011

http://www.ixda.org/discuss.php
http://ux.stackexchange.com/   (Dutch moderator) +
http://www.conceptfeedback.com  (get expert feedback on your designs/wireframes) – search what experts (elite members) say by Googling: <keyword terms here>” concept elite OR titan site:www.conceptfeedback.com
SIGIA-L Mailing List http://www.info-arch.org/lists/sigia-l/ OR @ http://mail.asis.org/mailman/private/
CHI-WEB http://listserv.acm.org/scripts/wa.exe?A0=CHI-WEB (seems quiet)
High five babble @ http://www.babblelist.com/ - more about web dev than des  (subscribed via Yahoo groups)
Ask Eric Q&A - http://www.humanfactors.com/downloads/askericanswers.asp
http://hfiuxcentral.ning.com/forum
http://groups.google.com/group/nl.internet.www.ontwerp/topics (Dutch)
http://stackoverflow.com/questions/tagged/usability (programmer oriented but great answer/voting system)
http://www.sitepoint.com/forums/accessibility-usability-191/
http://www.quora.com/Interaction-Design?q=Interaction+design   (frequented by Dan Saffer)
http://www.cre8asiteforums.com/forums/index.php   (focus on internet marketing, SEO and site planning, but also usability, persuasive design)

More sites @ http://iainstitute.org/ and http://www.uxpond.com/sites.html

Many more @ LinkedIn groups 

Posted in Interaction Design, Resources | Leave a Comment »

Website directories, reviews and awards sites

Posted by Dan on April 4, 2011

Looking for a best website in it’s genre?

Ranking engines
Alexa

Website rewards

http://www.webbyawards.com/

http://www.awwwards.com/  (orange = usability ; filters/tags for responsive etc) +

http://mashable.com/openwebawards/home/

http://www.iavisarts.org/winners-gallery-search.php?&event_id=2&entry_type=Websites&category_id=253 # (websites awarded for their visual appeal)

http://crunchies2008.techcrunch.com/nominations/

http://americandesignawards.com   (awards web agencies)
Time magazine’s slightly outdated The 25 Best E-commerce sites
BusinessWeek top sites of 2011

http://www.forbes.com/bow/b2c/main.jhtml

Website reviews

http://www.thegoodwebguide.co.uk

Directories (ranked)
Yahoo!?
http://www.dmoz.org/
http://www.google.com/dirhp (with Google Rankings)
http://www.ciao.co.uk/Internet_11531_1

Ranked but not categorised
http://xomreviews.com

Find similar and alternative sites
Google trick 1 = link:URL
Google trick 2 = type part URLs or site names to find similars and alternatives


More

http://www.linkedin.com/groupAnswers?viewQuestionAndAnswers=&discussionID=3761378&gid=3754&trk=EML_anet_qa_ttle-0Pt79xs2RVr6JBpnsJt7dBpSBA

Posted in Resources | Leave a Comment »

Persuasive web design

Posted by Dan on December 9, 2010

Principles and effects

- Opt-out works better than opt-in
> Make the default option the option that you want the user to take.
Read more:  here and see Dan Ariely’s TED.com video about decisions.

- Adding unattractive options makes other options more attractive
> Goldilocks pricing effect (also here)

Limit choice

> 10 or more makes deciding harder. Maximum 7. Depends on content type.
Related to: Goldilocks effect and abundance of choice affects decision making

- Order effect

> Show products from most to least expensive.
Read more: here

Social validation/proof

> Add testimonials and reviews, ratings (or tweets, likes, diggs)
> Reviews work better if users can relate to the reviewer (e.g. mention age, location or occupation)
> Expert opinions work well
Read more: here and Neuro Web Design book

People don’t read on the web, they scan

> Keep texts relevant, short and bulleted to increase the chance they will be read

Give the preffered option prominence

> Promote the product (e.g. on homepage)
> Highlight the product that needs promoting (using background color, font size, ‘popular’ stickers, 3D jump-out effect) to make it stick out when presented near others
Read more: Goldilocks effect

Progress bars

Your profile is x% complete

Awards/levels/points

Download/read this..for free!

Merchandising: support up-selling, cross-selling, and impulse buying.

> Provide ‘others liked’, ‘similar products’ on product detail pages
> Seduce at the right time

Read more: here (!) here , online impulse shopping
Examples: Amazon.com

Seduce but don’t deceive
> Create trust and confidence, demonstrate value, and guide the customer through the decision-making process
> Don’t push, over-manipulate
> Don’t be deceiving (see dark patterns)
>Avoid situations where users may feel cheated
Read more: here

To be continued..

How to implement in your project

How can we leverage  {social proof}  to get …. (goal)  - http://getmentalnotes.com/

Great presentations

http://www.slideshare.net/stephenpa/the-art-science-of-seductive-interactions

Books

http://getmentalnotes.com/resources

Related

http://www.uie.com/articles/chak_interview/

http://www.uxmatters.com/mt/archives/2009/01/beyond-usability-designing-web-sites-for-persuasion-emotion-and-trust.php

Expert: http://www.schrijvenvoorinternet.nl/

Posted in Conversion optimisation, E-commerce, Interaction Design | Leave a Comment »

Principles of interaction design

Posted by Dan on October 18, 2010

Hoekman’s guidelines:

  • Justify the functionality (see page 192 of Designing the moment book: Weather widgets on government sites don’t make sense).
  • Use instructive design to get users up to speed
  • Maintain consistency from one screen to the next  (for learnability)
  • Leverage design patterns to make interactions more learnable and repeatable
  • Cater for each stage in the interaction: invitation, manipulation, completion (each needs simple and clear feedback)

Also from his book Designing the moment:

  • Build only what’s absolutely necessary.
  • Quickly turn beginning users into intermediates.
  • Prevent errors whenever possible and handle the errors we cannot prevent gracefully.
  • Reduce and refine interactions and task flows until even the most complicated applications are clear and understandable.
  • Design to support a specific activity.
  • Make constant, incremental improvements to your processes and applications.
  • Ignore the demands of users and stick to a vision. (debatable)

The book About Face 3  is full of useful principles.

  • On innovating: only break convention if doing so adds value.
Laws of simplicity book:
  • Reduce
  • Group
  • Hide
Dan Saffer wrote on how to achieve simplicity:
  • Remove features. The more features you have, the more complexity you have.
  • Hide features. Use menus, tabs, dropdowns, etc. to make features available, but not seen until needed.
  • Organize features. Cluster like features, content, and controls together under a single area (which can be hidden).
  • Tightly align the user’s mental model with the product’s conceptual model. The closer you get, the simpler it will seem.
  • Make every choice visible. Rather than hiding all choices under a dropdown, for instance, show them all.
  • Conversely, hide some choices if there are too many to be reasonably scanned.
  • Reduce choice. Take away customization and limit choices to the most often used.
  • Smart defaults. Have them. Make them visible.
  • Shortcuts. Make shortcuts to the most used actions in the product.
  • Distribute functionality to the right platform. Decide where functionality should logically be located: device, desktop, web. Don’t cram everything onto one platform unless it makes sense to do so.

Functional beauty by  :

  • Usability. Peak performance comes when user goals are met consistently through flawless functionality and error-free interaction. If the product breaks down, it will slow down user productivity and cause frustrating disengagements.
  • Usability. Seamless interaction depends on the quality of the feedback and direction designers are able to incorporate into navigation elements, warning messages, notifications, and the like. If users are left wondering what to do or believing something is not working right, they will no longer enjoy using the product.
  • Familiarity (convention) and ingenuity (innovation). Ingenuity in design is a powerful emotive tool because it engages the user at a deeper level: its novelty excites and its out-of-this-world character converts early adopters into raving fans. Curiosity feeds more positive emotions than familiarity and creates new touch points that resonate with specific user needs.
Joshua Porter:
Random laws:
  • Remove stuff till the design breaks.
  • If novices can use it, chances are intermediates and expert users will quickly also find what they’re looking for.
  • Links are for navigation, buttons are for actions
UI specific laws
  • When to use radiobuttons versus dropdowns versus link lists versus …

Usability is highly correlated with NPS. Read more that at http://www.measuringusability.com/usability-loyalty.php
Possible indicators of low usability (to ask users; from one questionnaire: the System Usability Score) :

1. I think that I would like to use this system frequently.   (stickyness)
2. I found the system unnecessarily complex.     (simplicity)
3. I thought the system was easy to use.    (ease of use)
4. I think that I would need the support of a technical person to be able to use this system.     (simplicity)
5. I found the various functions in this system were well integrated.     (navigation?)
6. I thought there was too much inconsistency in this system.     (consistency)
7. I would imagine that most people would learn to use this system very quickly.      (learnability)
8. I found the system very cumbersome to use.      (intuitiveness)
9. I felt very confident using the system.     (ease of use / task performance speed / error rate)     +praised by link  (do you feel stupid?) Rational: if a system makes user feels stupid
10. I needed to learn a lot of things before I could get going with this system   (learnability)

My list

  • Is it clear? Not ambiguous
  • Is it logical?
  • Does it flow well? Within the page and from page-to-page.
  • Is it comfortable?
More reading

Related posts

Laws of interaction design
Interaction designer’s neccesities

Posted in Interaction Design | 2 Comments »

 
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