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Current issue

Visio - the interaction designer's nail gun (2nd edition)

How to use Visio for rapid prototyping


This is a second edition of the article on using Visio for rapid prototyping for the web. The new edition includes a new and improved version of the GUUUI Prototyping Tool for Visio 2003.

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Past issues

ISSUE 16 - Q4 2005
The promised land of prototyping

ISSUE 15 - Q3 2005
Balancing fidelity in prototyping

ISSUE 14 - Q2 2005
Designing intersection flows

ISSUE 13 - Q1 2005
Navigation blindness

ISSUE 12 - Q4 2004
Server side usability

ISSUE 11 - Q3 2004
GoLive - the interaction designer's hammer and nail

ISSUE 10 - Q2 2004
Use Cases and interaction design

ISSUE 09 - Q1 2004
Accessibility humanized

ISSUE 08 - Q4 2003
Balancing visual and structural complexity in interaction design

ISSUE 07 - Q3 2003
Personas and the customer decision-making process

ISSUE 06 - Q2 2003
Supporting customers' decision-making process

ISSUE 05 - Q1 2003
Business-centred design

ISSUE 04 - Q4 2002
InfoRomanticism on the Internet

ISSUE 03 - Q3 2002
Results from a survey of web prototyping tools usage
Visio - the interaction designer's nail gun

ISSUE 02 - Q2 2002
The Bottom-line of Prototyping and Usability Testing

ISSUE 01 - Q1 2002
Competitive Usability


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Latest postings

Introduction to eye-tracking

"The eye is the mirror of the soul, and the soul is the mirror of our thoughts." In his introduction to eye-tracking, Matteo Penzo explains how eyetracking works, what the outputs are, and how eye-tracking can introduce quantitative measurement to standard usability evaluation techniques.

Links:

  • Introduction to Eyetracking: Seeing Through Your Users' Eyes

Henrik Olsen - January 15, 2006

Permanent link Comments (0)

See also: Eye-tracking (7)  Primers (9) 

 

Visio - the interaction designer's nail gun (2nd edition)

The Q1 2006 issue of GUUUI is a second edition of an article on using Visio for rapid prototyping for the web that was published at GUUUI back in Q3 2002. The new edition includes a new and improved version of the GUUUI Prototyping Tool for Visio 2003.

Links:

Henrik Olsen - January 15, 2006

Permanent link Comments (1)

See also: GUUUI articles (8)  Prototyping and wireframing (30) 

 

Avoid making wrong conclusions from user analysis

According to Jared Spool, many teams rush the process from user observations to design recommendations. They are so anxious to fix things that they end up making the wrong conclusions and fixing the wrong things.

To make solid recommendations we should state all the alternative inference we can for the observations we make, collect enough data to prove or disprove a given inference, compare multiple types of data sources, and construct quick prototypes to test our recommendations.

Links:

  • The Road to Recommendation

Henrik Olsen - January 10, 2006

Permanent link Comments (0)

See also: Usability testing (29) 

 

Donald Norman's guidelines on writing manuals

"Is a manual important? Yes, but even more important is a well-designed product, one so well conceived and constructed that either the manual is not needed at all, or if it is, where the manual can be short, simple, and easy to understand and then to remember."

Norman suggests the following rules to accomplish this:
- Use excellent technical writers
- Make the writers part of the design team
- Let people get right to work with minimum reading by using short and simple explanations with illustrations
- Test the manual with people from the intended user community
- Get rid of the lawyers (or at the least, put their required warnings in a seperate appendix)

Links:

  • How To Write an Effective Manual

Henrik Olsen - January 03, 2006

Permanent link Comments (1)

See also: Help (2)  Text (14) 

 

Only experts use help

In usability tests Jensen Harris has observed that help in Microsoft Office is mostly used by experts and enthusiasts. While novices and intermediates click around and experiment, experts try to reason thing out and look them up in help.

Jensen suggests that reasons for the varied usage of help include:
- Only experts know the "magic" words to bring up what they're looking for
- Help doesn't help you become familiar with a piece of software - it's designed to troubleshoot, not to teach.
- The process of experimenting with the product is totally removed from opening and reading articles in the help window
- Experts use more of the powerful and involved features, and thus benefit from the help system more.

Links:

  • Help Is For Experts

Henrik Olsen - December 17, 2005

Permanent link Comments (0)

See also: Help (2)  Research (88) 

 

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