All posts from
November 2009

Measure User Experience

“Qualitative studies allow receiving quick and valid feedback that is needed during the development process of an interface. Another reason is that qualitative tests are usually cheaper than tests with a larger sample size. But this larger sample size is needed when it comes to really measure user experience.” (Tim Bosenick – Usability Marathon 2)

Beyond the experience: In search of an operative paradigm for the industrialisation of services

“The contributions to the definition of a disciplinary corpus for service design come from two main directions: the first focuses on real cases, developing projects that are advancing the practice of service design and making service design visible to private business and public administrations. The second area concerns the definition of a methodological framework for service design. The main concern in those studies is on the development of methodological tools for analysing, designing and representing services.” (Nicola MorelliRe-public) – courtesy of markvanderbeeken

A Conversation on Design w/ Richard Saul Wurman

“Germany. First printed book in Western world. Importance and misinterpretation. Pagination. Yellow Pages. Google. Encyclopedia Britannica. Finding things. Making the complex clear. Aesthetics change. Understanding is permanent. The Tango. The duality of design.” (Thirty Conversations on Design)

How Xanadu Works: Technical Overview

“Pause for a moment and think about the history here. 1993 is 16 years ago as I write this, about the same span of time between Vannevar Bush’s groundbreaking 1945 article ‘As We May Think’ and Nelson’s initial work in 1960 on what would become the Xanadu project. As far as software projects go, this one has some serious history.” (Micah DubinkoMicahpedia) – courtesy of markbernstein

Why Help Authoring Tools Will Fade

“Using any of the standard authoring tools — Flare, RoboHelp, Author-It, Doc-to-Help — leaves you with the ridiculous model of a single author working from a single vantage point from a single organization trying to pull together an ocean of information.” (Tom johnson)

Velocity of Media Consumption: TV versus the Web

“The granularity of user decisions is much finer on the Web, which is dominated by the instant gratification of the user’s needs in any given instant. Content must cater to this rapid pace.” (Jakob NielsenAlertbox)

Getting to the customer: Why everything you think about User Centred Design is wrong

“A simple product like a hammer is best tested in it’s final form. But a digital product, that in some ways is much more complex, is being tested before, by lesser means as if you can extract important feedback about the hammer.” (Thomas PetersenBlack & White) – courtesy of jameskelway

The Service Design Thinks Videos

“Alice Casey and Jo Harrington introduced a range of new tools, perspectives and ideas from their public service design projects at Involve, NESTA and Barnet Council. Joel Bailey gave us a brisk tour of service design on the front line of one of the UKs biggest websites – – and Karl Humphreys talked us through his two killer apps for service designing – Propositions and Prototyping through his work on the Heathrow Personal Rapid Transit programme.”

Real or Imaginary: The effectiveness of using personas in product design

“The use of personas as a method for communicating user requirements in collaborative design environments is well established. However, very little research has been conducted to quantify the benefits of using this technique. The aim of this study was to investigate the effectiveness of using personas.” (

Social and Experience Design: Inspired Ideas, Practical Outcomes (IDEA 2009 Day 2)

“IDEA2009 had the world’s foremost thinkers and practitioners converge on Toronto’s MaRS Convention Center to share the big ideas that inspire, along with practical solutions for the ways people’s lives and systems are converging to affect society. Listen and learn from experts in a variety of fields as we all continue the exploration of Social Experience Design.” (Jeff Parks – Boxes and Arrows)

Four Key Principles of Mobile User Experience Design

“I do not presume these following principles to be all-inclusive or ultimately authoritative; rather, it is my hope that they are received as an anecdotal summation of my findings that might then spark and contribute to the larger conversation and consensus-building process.” (Dakota Reese Brown – Boxes and Arrows)

Streams of Content, Limited Attention: The Flow of Information through Social Media

“As of late, we’ve been talking a lot about content streams, streams of information. This metaphor is powerful. The idea is that you’re living inside the stream: adding to it, consuming it, redirecting it. The stream metaphor is about reaching flow. It’s also about restructuring the ways in which information flows in modern society. (…) If we’re not careful, we’re going to develop the psychological equivalent of obesity.” (Danah Boyd)

UX Design Tools & Techniques

“UX design defines how software looks and behaves. We’re deeply interested in the interaction models that affect how software is perceived, learned and used. Our goal is to make compelling software that’s usable, useful and desirable. We are not the only discipline at Microsoft that has an active hand in experience design. In fact, we are a partner.” (Microsoft Office 2010 Engineering)

UX Design Patterns

“This is a simple, HTML-based list of the design patterns in Quince. We suggest using the Quince UX Patterns Explorer for richer pattern discovery and community interaction.” (Quince)

Service Design Network Conference 2009: Videos and presos

“Missed a presentation? Didn’t quite catch something? Enjoyed the conference so much you just have to see it again?! Go for it! Find below downloads of the presentations and videos of our speakers (some are not available due to client confidentiality). Videos are available of the plenary session presentations only.” (SDN)

Report on Service Design Network Conference 2009

“I raise what I believe are important questions for an emerging community seeking not just to survive but also grow, as it thinks about how to create new institutions and ways of validating its knowledge.” (Design leads us where exactly?) – courtesy of markvanderbeeken

A unified approach to visual and interaction design

“Unfortunately, my observation has been that even when all of the right people are involved, more often than not, the various design disciplines opt to compartmentalize the problem. In other words, they divide the project into an interaction design problem, a visual design problem, and an industrial design problem. Each of these problems is then tackled separately, and the resulting individual design solutions get bolted together at the end. It’s a Tower of Babel situation, where huge opportunities are lost because the team fails to work together to come up with an innovative product solution and to employ a single, unified design language.” (Nate FortinCooper Journal)

On Web Typography

“We’ve been spoiled. Until now, chances are that if you dropped some text onto a webpage in a system font at a reasonable size, it was legible. What’s more, we know the ins and outs of the faces we’ve been forced to use. But many faces to which we’ll soon have access were never meant for screen use, either because they’re aesthetically unsuitable or because they’re just plain illegible.” (Jason Santa MariaA List Apart) – courtesy of lucraak

6 Things Video Games Can Teach Us About Web Usability

“Those who think video games are not educational, this post is for you. Not only can video games be an enjoyable experience, they can teach us many things. Websites and video games often use similar concepts about usability in order to achieve an amazing end-product. I’ve come up with 6 essential concepts that video games can teach web designers about usability.” (Mark RigganAtlantic BT)