Columns

Bite-Sized UX Research
Published: May 7, 2008
It’s not uncommon for projects to lack the time, money, or resources to conduct ideal user research activities. There are many reasons why this occurs:
- Sometimes we’re brought onto a project late.
- Perhaps we’re new to an organization that doesn’t really get UX.
- Maybe a company is rushing to bring a product to market for some reason—and there are plenty of good and bad reasons this might be so—and there simply isn’t time to “go big”.
- Perhaps your client or organization is following an Agile development methodology.
At such times, it can be tempting to just throw up our hands in dismay and do nothing or lament the fact that everything isn’t perfect. But the simple fact is that, as UX professionals, we can always add value, at any stage in a project—even if a project team can’t act on our advice straight away.
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Bite-Sized UX Research
Published: May 7, 2008
It’s not uncommon for projects to lack the time, money, or resources to conduct ideal user research activities. There are many reasons why this occurs:
- Sometimes we’re brought onto a project late.
- Perhaps we’re new to an organization that doesn’t really get UX.
- Maybe a company is rushing to bring a product to market for some reason—and there are plenty of good and bad reasons this might be so—and there simply isn’t time to “go big”.
- Perhaps your client or organization is following an Agile development methodology.
At such times, it can be tempting to just throw up our hands in dismay and do nothing or lament the fact that everything isn’t perfect. But the simple fact is that, as UX professionals, we can always add value, at any stage in a project—even if a project team can’t act on our advice straight away.
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So You Want to Be a UX Manager—Seriously?
Published: April 22, 2008
This is my first column on the management of UX. In my column, I’ll articulate what I’ve learned from my experience as a senior leader and several years in intensive senior leadership development programs.
Have you ever known a manager you felt shouldn’t manage people? Maybe you’ve worked for one. Most of us have at one point or another. On the other hand, most of us have also had great managers. What sets great managers apart from bad ones? That’s one of the questions I’ll explore in this article.
Almost weekly, I talk with a UX designer or researcher who wants to become a manager of a UX team. For some people, this is a good choice. Both they and their teams thrive. But for many, it’s honestly not the right goal, and the end result is that neither they nor their teams are happy. The book Now, Discover Your Strengths [1] suggests that we tend to be good at the things we love doing, and we love activities at which we excel. I find that we do our best work when we’re in a playground. (I’ll explore this idea more in my next column.) Isn’t life too short to pursue a path we don’t enjoy?
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Recycle These Pixels: Sustainability and the User Experience
Published: April 22, 2008, Earth Day
Whether we’re designing the user experience for a digital product or a physical one, as UX professionals, we are uniquely positioned to influence the behavior of other people, for good or ill. Our employers or clients charge us with responsibility for not only defining a design problem from multiple perspectives, but also finding solutions that are better than the ones that came before.
Increased energy consumption, materials waste, and the resulting climate change are the chief difficulties our generation of designers and thinkers must address—or ignore at our own peril. But for most UX professionals, sustainability—unlike usability, technical feasibility, aesthetic appeal, and even business viability—is not yet a baseline factor that we take into account when designing a product or service.
In honor of Earth Day—which occurs this year on April 22, 2008—let’s explore some different ways we can think about, influence, and change the design of digital products in ways that will alter both our own behavior and that of others and foster respect for our planet and its resources.
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Winning Content Persuades, Not Manipulates
Published: April 12, 2008
When you think of persuasion, what comes to mind? Tricks such as the name repetition and personality mirroring touted by Dunder Mifflin sales representatives? Devious emotional pleas like those Bart Simpson wields on his dad? The constantly shifting rhetoric of unctuous politicians? Deceptively “free” software that actually is spyware?
Such funny and frightening examples are not really persuasion at all. They are forms of manipulation, and they give persuasion a bad name. As I discussed in my previous column, elements of persuasion are important to creating winning content. To help safeguard content from becoming manipulation, we need to understand its distinction from persuasion.
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Defining Experience: Clarity Amidst the Jargon
Published: April 12, 2008
The word experience has gained significant traction over the past 15 years. Beginning with the mainstreaming of the term user experience in the software industry and, later, extended to the work of marketing professionals who began thinking about marketing as being experiential, the idea of experience as a focused professional area of endeavor is alive, well, and growing rapidly. However, the more our space grows, the more confused and chaotic is our collective understanding of the meaning of these terms. To try to help clarify this murkiness, I want to share my definitional model for the fields of experience and provide guidelines for the use of various terms.
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Placing Value on User Assistance
Published: March 24, 2008
User assistance writers are often the Rodney Dangerfields of the UX world, bemoaning the fact that we don’t get any respect. I think the real problem is that user assistance folks are not particularly good at communicating the ways in which we add value to an enterprise. This column explores two models that show how user assistance adds value and how we can communicate that value to those who pay our salaries—something I would like to encourage other user assistance writers to do.
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Where’s My Stuff? Beyond the Nested Folder Metaphor
Published: March 12, 2008
As I mentioned in my inaugural column, “Envisioning the Future of User Experience,” I often have difficulty remembering where I put my digital documents and files. It takes considerable cognitive effort to maintain a mental map of my computer’s nested folder structure, and inconsistencies creep into my folder structure as a result of the on-the-fly taxonomic decisions I make when filing things away.
There’s got to be a better way of keeping track of our digital stuff than this decades-old organization scheme.
Google, with the laudable mission of organizing the world’s information, has created desktop tools for content retrieval. Microsoft and Apple, too, have added desktop search capabilities to their latest operating systems. But let’s face it: Keyword search happens after the fact. Search tools help us to find our stuff after we’ve already lost it. They don’t help us organize our stuff.
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Closing the Communication Loop
Published: March 12, 2008
When our online service channels fail to meet the needs of our customers, if we’re lucky, customers will resort to an alternative channel to get the assistance they need. In doing so, our customers offer us the potential of gaining rich insights into their needs and mental models. Feedback forms, complaints, call center logs—all of these tell us valuable information about customers’ failed interactions.
It’s in the nature of user experience work that we really begin to understand the success of our designs only after a project goes live. We minimize the risk of a complete failure by using iterative design methods and carrying out usability testing at various stages of the implementation. Whether we follow user-centered design or activity-centered design or even agile development methods, there is a certain element of uncertainty about the quality of the finished result until it hits the production servers.
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Show and Tell: Imagining the User Experience Beyond Point, Click, and Type
Published: February 25, 2008
More reliable and permanent than human memory, the technology of written language dominates as the primary method human beings use for conveying abstractions of complex ideas across space and time. The evolution of written language has complemented that of new distribution technologies—from handwritten papyrus scrolls to books and other print publications produced on offset printing presses to the pixels on our computer screens.
However, we have now reached a point at which other technologies have begun to seriously compete with written language as viable methods for not only recording our ideas, but also interacting with the world around us. The nature of our communications is changing rapidly. Immersed in these changes as we are, it’s difficult to evaluate the rate of change, but audio and video are slowly superseding text. This is not to say that text is facing extinction—but its function as the primary means of conveying information is no longer certain. And while the rise of audio and video content preceded popular use of the personal computer, application software, and the Internet, the marriage of all these technologies is creating new forms of communication. One factor—the ability of software to recognize increasingly complex patterns like the nuances of speech and visual representations of people—provides us with possibilities for human/computer interaction that could vastly reduce the need for textual communication.
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Applied Empathy: A Design Framework for Human Needs and Desires
Published: February 25, 2008
Part Three: Real-World Applications
Part One of this series, Applied Empathy, introduced a design framework for meeting human needs and desires and defined five States of Being that represent the different degrees to which products and experiences affect and motivate people in their lives. Part Two explained the three Dimensions of Human Behavior and outlined a variety of specific needs and desires for which we can intentionally design products. This third and final part of the series shows how this design framework maps to a variety of well-known products and experiences and illustrates how this framework can be put to practical use.
It is no accident that user experience and experience design originated with and matured from software development: It is only through truly digital products and experiences that we can satisfy all three Dimensions of Human Behavior, both deeply and simultaneously. Software has a unique ability to incorporate both analytical and emotional hooks into virtually any physical activity, in a way that is typically difficult—and often even impossible—in the analog world. It helps account for both the tremendous financial success and the cultural growth of computing lifestyles since the mainstreaming of the personal computer, which was greatly accelerated by the invention and subsequent ubiquity of the Internet. Digital technology has unlocked the potential of this intriguing triangulation of the Analytical, Emotional, and Physical—in the human condition, never before satisfied so fully—which explains why the most celebrated and successful products in recent years tend to skew toward the digital realm. For this reason, I will use two popular digital products as mapping examples.
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Turn Usable Content into Winning Content
Published: February 11, 2008
Findable. Scannable. Readable. Concise. Layered. We know much these days about how to make Web content usable—thanks to experts such as Robert Horn, Jakob Nielsen, Ginny Redish, and Gerry McGovern. What we don’t understand as well, however, is how to make content win users over to take the actions we want them to take or have the perceptions we want them to have. We don’t understand how to make Web content both usable and persuasive. I, by no means, intend to imply that we should sacrifice the usability of content to make it more persuasive. Truly winning content must be both.
Gerry McGovern’s work perhaps delves deepest into the realm of persuasive content, emphasizing a customer-centric approach and the removal of filler content. However, I think we can do even more to win users over through content. I also remain unconvinced that the extreme minimalism McGovern supports is always appropriate. For instance, the “brutal” concision McGovern espouses in his recent article, “Killer Web Content Examples,” while usually appropriate for headlines, titles, or labels, risks creating the wrong tone in other types of content. As a starting point in the journey toward turning usable content into winning content, this article offers key resources that illuminate the creation of usable content and some tips for creating persuasive content I’ve garnered from my own experience.
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Hockey Sticks and User Assistance: Writing in Times of Resource Constraints
Published: January 22, 2008
Many technical communication departments are experiencing flat budgets, meaning they’re getting only small or no increases in headcounts, capital expenses, or training dollars. Worse yet, many departments are facing reductions in these resources. These reductions cause production pressures that are often confounded by increases in development headcount, here or offshore. Since more code equates to more features, which in turn drive greater revenues, companies are more willing to increase development budgets. On the other hand, adding writers increases costs, which in turn reduces margins.
How does this relate to hockey sticks?
First off, someone will inevitably tell you, “This year you have to do more with less.” When that happens, hit them with a hockey stick. What you do with less will be, well..., less! The point of this column is: If you are going to do less, you must make sure you are focusing on those things that add the most value. And that brings the hockey stick curve into play.
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Engagement: Should We Care?
Published: January 7, 2008
These days, the idea of customer engagement is almost as hot as Web 2.0—and almost as controversial. As busy UX professionals, should we invest our time and energy in caring about engagement, or is it just another buzzword? I think we do need to understand customer engagement, so that, at a minimum, we can respond intelligently to questions about it from marketers or executives. We might even glean some useful insights from thinking about engagement. This column aims to cut through the hype and reveal the potential value of engagement.
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Engaging User Creativity: The Playful Experience
Published: December 17, 2007
With so many choices as to how we can spend our time in the digital age, attention is becoming the most important currency. In today’s splintered media environment, new digital products and services must compete with everything under the sun, making differentiation key to developing an audience that cares, invests, and ultimately drives value.
What makes a person want to use one particular digital product or service over its competitor? What makes one user experience more engaging, interesting, or compelling than another? An often overlooked, under-appreciated, and rarely measured component of user experience is playfulness. The digital space is conducive to play—exploration, imagination, and learning. And many successful digital products are built for play or incorporate play into their interaction design. No matter how important our jobs, serious our responsibilities, or stiff our personalities, all people need to play—whether we admit it or not. (Is the boss looking?)
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The Perpetual Super-Novice
Published: December 3, 2007
In this column, I want to further explore one of the issues I mentioned in my inaugural column. I call it the problem of the perpetual super-novice. What is this? Simply put, it’s the tendency of people to stop learning about a digital product—whether it’s an operating system, desktop application, Web site, or hardware device.
After initially becoming somewhat familiar with a system, people often continue using the same inefficient, time-consuming styles of interaction they first learned. For example, they fail to discover shortcuts and accelerators in the applications they use. Other people learn only a small portion of a product’s capabilities and, as a result, don’t realize the full benefits the product offers. Why? What can operating systems, applications, Web sites, and devices do to better facilitate a person’s progression from novice to expert usage?
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Procedures: The Sacred Cow Blocking the Road
Published: November 19, 2007
If this column’s title sounds familiar to you, the bad news is you’re getting old, but the good news is your memory hasn’t gone yet. It was the title of a presentation I gave at the STC conference in Anaheim ten years ago. However, many of the points I made in that talk are still relevant to user assistance today, so I would like to update some of them and offer some new thoughts as well.
When product teams ask technical writers to document software products, writers usually start their projects by analyzing the tasks users will perform when working with them. A task analysis generates a list of procedures—plus the supporting information users need to follow them—and eventually results in a document in which sequentially numbered instructions are the dominant type of information—neatly organized under user-centered task headings and preceded by enabling knowledge. It sounds ideal, classical even. The problem? Users don’t read procedures.
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Marketing Isn't a Dirty Word
Published: October 22, 2007
Think you’re not into marketing? Think again. As UX professionals, we share much in common with our close cousins, the marketers. We all seek to understand customers—needs, preferences, behaviors, attitudes, and more. We all seek to create positive touchpoints with customers and, in turn, a positive affiliation with our product or company brand. We all know the importance of communicating effectively with customers and evaluating the performance of our work.
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Where Are You Now? Design for the Location Revolution
Published: October 22, 2007
Of all the digital information delivery systems people use, mobile devices offer the greatest opportunity for satisfying people’s wants and needs by providing context-specific, time-sensitive interactive experiences. But, in order to truly take advantage of this potential, experience designers need to transition from designing for a single, static space—the desktop—to imagining the broad possibilities of the geospatial Web. For digital products and services, the next dimension of user experience we should consider during design is location.
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Scalable Design
Published: October 8, 2007
You’ve spent the last six months toiling away at a product design. The last few weeks were especially rough—tying up loose edge cases, closing out bugs, polishing up interaction and visual design details. And now your product has launched, so its time for some well deserved rest, right?
Unfortunately, Bruce Sterling, science fiction author and design professor, got it right when he said, “Design is never done.” Before you know it, there are new features to add, new markets to conquer, and new updates to your application’s content.
Your seemingly elegant design begins to bloat with features, tear under the pressure of localization, and nearly keel over under the weight of new content that pushes it to its breaking point. Before long you give up. It’s time to redesign—again.
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How Do Users Really Feel About Your Design?
Published: September 24, 2007
Perhaps you’ve done contextual inquiries to discover your users’ requirements and understand their workflows. You may have carried out participatory design sessions, usability tested your design, then iterated and improved it. But do you know how users really feel about your design? Probably not.
The user experience field has been trying to move beyond mere usability and utility for years. So far, no one seems to have developed easy-to-implement, non-retrospective, valid, and reliable measures for gauging users’ emotional reactions to a system, application, or Web site.
In this column, I’ll introduce you to a promising method that just might solve this problem. While this method has not yet been subjected to rigorous peer review or experimental testing, it offers an intriguing solution and is endlessly fascinating to me. And it just might prove to be the kind of powerful technique we’ve been looking for to illuminate users’ emotional reactions to our designs.
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The Help Landscape: A Mile Wide and 30 Seconds Deep
Published: September 24, 2007
Two questions any writer must deal with are: “What do I write about?” and “How much do I say about it?” Essentially, these questions deal with the scope and the depth of a document. Technical communicators have a tendency to want to document a topic as completely as possible, and we carry this instinct with us when we architect and write Help files. In this column, I challenge that prevalent instinct and offer an alternative way of thinking about the scope and depth requirements of Help systems. The benefits of this approach are, I hope, better Help for users and, for our clients and employers, a more efficient use of technical communicators’ time. First, I’ll discuss three principles that underpin my perspective, then I’ll give some practical advice about writing Help that people will actually use.
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Conducting Successful Interviews With Project Stakeholders
Published: September 10, 2007
If you’ve read some of my previous columns on UXmatters, you could be forgiven for thinking my entire working life is spent largely surrounded in a sea of quantitative data. This is, rather surprisingly even to me, not nearly close to the truth. Looking back over recent months, by far the most common form of research I’ve carried out is that stalwart of qualitative studies—the interview.
A simple, semi-structured, one-on-one interview can provide a very rich source of insights. Interviews work very well for gaining insights from both internal and external stakeholders, as well as from actual users of a system under consideration. Though, in this column, I’ll focus on stakeholder interviews rather than user interviews. (And I’ll come back to that word, insights, a little later on, because it’s important.)
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An Audience of One: Creating Products for Very Small Workgroups
Published: August 20, 2007
As creators of digital user experiences, we must transform complex workflows and tasks into useful applications. Experts have written much about the UX design process as it applies to broad audiences, industry-specific vertical markets, and large corporate user groups. However, as our evolving information economy continues to encourage greater and greater specialization of job roles, there is an increased need for customized applications—digital systems that only a select few people will ever use.
It’s now not only possible, but also economically feasible to produce customized digital products for smaller audiences. There are many UX practitioners—especially those within IT departments at small companies and government entities—who build applications for very small teams—even for audiences of one. And though the UX design process for the micro team or single user has many similarities to designing for larger user groups, it also has its own unique challenges. There might be a specific person or team your user interface must satisfy rather than a persona or user profile. So, no longer is your audience an abstraction, but a real person or team you must get to know and understand so well you can create a usable, elegant digital experience just for that audience of one.
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Rediscovering Communication
Published: August 6, 2007
Blogs, wikis, emails, Web sites, virtual worlds, text messages—oh, my. Today we have more ways of communicating than ever. The challenge? If businesses aren’t careful, what they’re trying to say—and what their customers are trying to say—can get lost in the complexity. Think about your experiences as a customer. How many times have you received an email message that was meaningless to you, because its images didn’t download—or perhaps because it offered a message that wasn’t relevant to your life? How often have you come across a customer service page on a beautiful Web site, only to find its information unhelpful—or even contradictory to what the company’s brochure says? Have you ever called an interactive voice response system, or IVR system—aka those darn phone menus—that wasn’t at least a little irritating? All the technology in the world can’t replace the nitty-gritty job of communication.
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User Assistance Walkthroughs: Helping Best Practices Emerge
Published: July 23, 2007
In my previous job as a UX designer, I learned the value of collaborative design walkthroughs. During walkthroughs, the UX designer would step through a user scenario—using the wireframes or mid-fidelity prototypes—with a cross-disciplinary team comprising product management, other UX designers, business analysts, developers, product testers, and technical communicators. The motivation for doing these walkthroughs was to reduce the amount of churn around product requirements that was occurring during coding and testing. No matter how well-written a requirement or use case was, it wasn’t until stakeholders could interact with a design within a tangible context that the full implications of a requirement or its lack of sufficient specificity became evident.
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Your Design Is Infringing On My Patent: The Case Against User Interface and Interaction Model Patents and Intellectual Property
Published: July 10, 2007
Imagine, if you will, that you’re working for a small Web-application startup. For the sake of argument, let’s say the company wants to build a Web-based application to help product marketers and brand managers—the primary user group—manage and maintain the digital assets for their company’s products and services.
Further assume the application would also allow users to publish updated digital collateral to the distribution channel—that is, resellers such as retail stores and ecommerce sites who sell a company’s products.
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Audio and the User Experience
Published: June 18, 2007
For most people, sound is an essential part of everyday living. Sound can deliver entertainment—like our favorite music or the play-by-play call of our hometown baseball—and vital information—like the traffic and news reports on the radio as we drive to work.
Audio signals also help us interact with our environment. Some of these signals are designed: We wake to the buzz of the alarm clock, answer the ringing telephone, and race to the kitchen when the shrill beep of the smoke alarm warns us that dinner is burning on the stove. Other audio signals are not deliberately designed, but help us nonetheless. For instance, we may know the proper sound of the central air conditioning starting, the gentle hum of the PC fan, or the noise of the refrigerator. So, when these systems go awry, we notice it immediately—something doesn’t sound right. Likewise, an excellent mechanic might be able to tell what is wrong with a car engine just by listening to it run.
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Dynamic Help in Web Forms
Published: May 21, 2007
Many Web application designers strive to reduce the amount of instructional text that appears in the user interfaces they create. A likely part of their motivation is the perception that, if explaining how to use something requires too much instruction, it probably isn’t that easy to use and, therefore, has room for improvement in its design. Another motivating factor might be the tendency for people not to read any on-screen instructions, just like they tend not to read product manuals.
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The Anatomy of a Help File: An Iterative Approach
Published: May 21, 2007
There is an adage in software development that says there are only three types of documentation that have ultimate value:
- code
- user assistance
- test cases
This adage does not mean that other documents such as functional requirements, documentation plans, wireframes, personas, and such do not have value. It merely means that you do not want to be a year, a thousand pages, or a million dollars into a project and not have any code, user assistance, or test cases.
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Interfaces That Flow: Transitions as Design Elements
Published: April 26, 2007
Actively influencing a person’s emotional state throughout an experience—in particular, his or her sense of anticipation, involvement, and desire for a certain outcome—is still an evolving concept in the realm of user interface design. However, this is very familiar territory for makers of music, film, television, and video games. While UX designers may not be storytellers, we can create more engaging product user experiences by learning from their examples.
Many UX designers—myself included—approach projects from a combination of information architecture, information design, interaction design, and visual design perspectives. These disciplines and their methods are fundamentally different from those people use to construct the continuous linear narratives we see and hear in film, video, and music. However, as the technologies for creating interactive user experiences become more robust—especially in the realm of Rich Internet Applications (RIAs)—we have an opportunity to draw upon a much wider visual vocabulary. This will also make narrative elements such as timing, pacing, and rhythm increasingly important. Using such design elements may enable us to move users from mere understanding to engagement and, ultimately, to immersion in our digital products and services.
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Envisioning the Future of User Experience
Published: April 9, 2007
Welcome to my UXmatters column—“Envision the Future.” In this column, I will share my perspectives on the role UX professionals will play in the future and answer a few forward-looking questions about the field of user experience such as:
What is the future of user experience as a practice, as a philosophy of design, and as a research topic?
What are the challenges and opportunities facing UX practitioners as we strive to better integrate our methods, processes, and philosophies into traditional ideation, design, and development processes?
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User Research Doesn’t Prove Anything
Published: March 20, 2007
Recently, I was reading through a sample chapter of a soon-to-be-published book. The book and author shall remain nameless, as shall the book’s topic. However, I was disappointed to read, in what otherwise appeared at first glance to be an interesting publication, a very general, sweeping statement to the effect that qualitative research doesn’t prove anything and, if you want proof, you should perform quantitative research. The author’s basic assumption was that qualitative research can’t prove anything, as it is based on small sample sizes, but quantitative research, using large sample sizes, does provide proof.
This may come as a shock to everyone, but quantitative research does not provide proof of anything either.
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Instructional Text in the User Interface: Some Counterintuitive Implications of User Behaviors
Published: March 6, 2007
User assistance occurs within an action context—the user doing something with an application—and should appear in close proximity to the focus of that action—that is, the application it supports. The optimal placement of user assistance, space permitting, is in the user interface itself. We typically call that kind of user assistance instructional text. But when placing user assistance within an application as instructional text, we must modify conventional principles of good information design to accommodate certain forces within an interactive user interface. This column, User Assistance, talks about how the rules for effective instruction change when creating instructional text for display within the context of a user interface.
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Selection-Dependent Inputs
Published: February 20, 2007
In a previous Communication Design column, “Refining Data Tables,” I alluded to the importance of Web forms in online commer

