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	<title>IbnMubarak&#039;s Blog</title>
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	<description>User-centered Design Tips</description>
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		<item>
		<title>Pre-Test Briefing</title>
		<link>http://ibnmubarak.wordpress.com/2010/08/01/pre-test-briefing/</link>
		<comments>http://ibnmubarak.wordpress.com/2010/08/01/pre-test-briefing/#comments</comments>
		<pubDate>Sun, 01 Aug 2010 15:57:34 +0000</pubDate>
		<dc:creator>abdullah</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://ibnmubarak.wordpress.com/?p=53</guid>
		<description><![CDATA[Description of the room, including camera equipment used to record the actions and words of the evaluator Description of the observers, either in the room or behind a one-way mirror in the control room. If the observers are in the room, they should be briefly introduced (first names will do) Explanation of the product being [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ibnmubarak.wordpress.com&amp;blog=9351623&amp;post=53&amp;subd=ibnmubarak&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<ul>
<li>Description of the room, including camera equipment used to record the actions and words of the evaluator</li>
<li>Description of the observers, either in the room or behind a one-way mirror in the control room. If the observers are in the room, they should be briefly introduced (first names will do)</li>
<li>Explanation of the product being evaluated</li>
<li>Explanation of the process of the evaluation, including scenarios, questionnaires, and the use of telephone (if appropriate)</li>
<li>Explanation of think-out-loud process</li>
<li>Demonstration of the think-out-loud process</li>
<li>Reminder that you are asking them to help you evaluate the product you are testing the product, not the user</li>
</ul>
<p>taken from: Barnum, Carol <em>&#8220;Usability Testing &amp; Research&#8221; p234</em></p>
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			<media:title type="html">abdullah</media:title>
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		<title>Usability Yardstick to Measure Findings</title>
		<link>http://ibnmubarak.wordpress.com/2010/08/01/usability-yardstick-to-measure-findings/</link>
		<comments>http://ibnmubarak.wordpress.com/2010/08/01/usability-yardstick-to-measure-findings/#comments</comments>
		<pubDate>Sun, 01 Aug 2010 14:56:05 +0000</pubDate>
		<dc:creator>abdullah</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://ibnmubarak.wordpress.com/?p=49</guid>
		<description><![CDATA[When using the Top-Down approach to log results from user testing, place them under the following categories. Clarify the core concepts Does the design match the user’s mental model (e. g., the desktop metaphor)? Fit content to customers who use the product Does the content fit the user’s expectations? Is the information organized or mapped [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ibnmubarak.wordpress.com&amp;blog=9351623&amp;post=49&amp;subd=ibnmubarak&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>When using the Top-Down approach to log results from user testing, place them under the following categories.</p>
<ol>
<li><strong>Clarify the core concepts<br />
</strong>Does the design match the user’s mental model (e. g., the desktop metaphor)?</li>
<li><strong>Fit content to customers who use the product<br />
</strong>Does the content fit the user’s expectations? Is the information organized or mapped properly and at the right level for the audience? Are there any missing parts?</li>
<li><strong>Plan and maintain consistency</strong><br />
Is there consistency from program to program (external consistency and within a program (internal consistency)?</li>
<li><strong>Provide reassuring feedback</strong><br />
How does the system provide feedback or information to the user (dialog boxes, time to complete tasks etc.)&#8217;?</li>
<li><strong>Clarify interaction rules</strong><br />
Does the system follow a standard set of rules For interacting with the product from a design point of view (e.g, drag and drop or buttons)?</li>
<li><strong>Structure navigation clearly</strong><br />
Does the user understand how to get from point A to point B (menu, icon, keyboard use)?</li>
<li><strong>Use plain terminology</strong><br />
Does the language match the user’s own vocabulary of use?</li>
<li><strong>Optimize user assistance</strong><br />
Can users get help when they need it (on1ine help or performance support)?</li>
<li><strong>Optimize visual design</strong><br />
Is the &#8216;visual design effective and pleasing (e.g,, do radio buttons look like radio buttons; are icons intuitive in design?</li>
<li><strong>Design for the context of use</strong><br />
Can the product he used as designed (are there “bugs” in the system that prevent it or is the context of use poorly conceived</li>
</ol>
<p>taken from: Barnum, Carol. <em>&#8220;Usability Testing and Research&#8221;</em> p159. Also, see http://www.t2i.se/pub/papers/SpaceLab_Usability_Evaluation.pdf for real life usage of this.</p>
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			<media:title type="html">abdullah</media:title>
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		<item>
		<title>Evaluation Measures</title>
		<link>http://ibnmubarak.wordpress.com/2010/08/01/evaluation-measures/</link>
		<comments>http://ibnmubarak.wordpress.com/2010/08/01/evaluation-measures/#comments</comments>
		<pubDate>Sun, 01 Aug 2010 11:29:39 +0000</pubDate>
		<dc:creator>abdullah</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://ibnmubarak.wordpress.com/?p=45</guid>
		<description><![CDATA[Quantitative Data: Time to completion of each task Number of participants completing tasks within allocated time Number of participants completing tasks with extra time Number of problems encountered Number of errors (unsuccessful tries) Number of local problems Number of times each participant uses &#8220;help&#8221; menu Number of times each participant accesses advertising sites Length of [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ibnmubarak.wordpress.com&amp;blog=9351623&amp;post=45&amp;subd=ibnmubarak&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><strong>Quantitative</strong> Data:</p>
<ul>
<li>Time to completion of each task</li>
<li>Number of participants completing tasks within allocated time</li>
<li>Number of participants completing tasks with extra time</li>
<li>Number of problems encountered</li>
<li>Number of errors (unsuccessful tries)</li>
<li>Number of local problems</li>
<li>Number of times each participant uses &#8220;help&#8221; menu</li>
<li>Number of times each participant accesses advertising sites</li>
<li>Length of time each participant spends on browsing advertisements</li>
</ul>
<p><strong>Qualitative</strong> Data:</p>
<ul>
<li>Facial expressions</li>
<li>Verbal comments when they think out loud</li>
<li>Spontaneous verbal expressions (comments)</li>
<li>Interviews before the test</li>
<li>Interviews after the test</li>
<li>Miscellaneous activities (stretching, wanting breaks, etc.)</li>
</ul>
<p>taken from: Barnum, Carol. &#8220;Usability Testing and Research&#8221; p186</p>
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			<media:title type="html">abdullah</media:title>
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		<item>
		<title>Tasks Commonly Tested in User-Testing</title>
		<link>http://ibnmubarak.wordpress.com/2010/07/31/tasks-commonly-tested-in-user-testing/</link>
		<comments>http://ibnmubarak.wordpress.com/2010/07/31/tasks-commonly-tested-in-user-testing/#comments</comments>
		<pubDate>Sat, 31 Jul 2010 23:00:23 +0000</pubDate>
		<dc:creator>abdullah</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://ibnmubarak.wordpress.com/?p=41</guid>
		<description><![CDATA[First impressions (look and feel of the product) First tasks (so important in fixing in users&#8217; minds whether they will consider the product easy or difficult to use) Tasks most frequently performed Critical tasks (even if performed less frequently) Specific problem areas (typically identified by sponsor or heuristic evaluation) New tasks added to a product [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ibnmubarak.wordpress.com&amp;blog=9351623&amp;post=41&amp;subd=ibnmubarak&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<ul>
<li>First impressions (look and feel of the product)</li>
<li>First tasks (so important in fixing in users&#8217; minds whether they will consider the product easy or difficult to use)</li>
<li>Tasks most frequently performed</li>
<li>Critical tasks (even if performed less frequently)</li>
<li>Specific problem areas (typically identified by sponsor or heuristic evaluation)</li>
<li>New tasks added to a product or changes made from an earlier version of the product (including changes made after an earlier usability test of a prototype)</li>
</ul>
<p>taken from: Barnum, Carol. <em>&#8220;Usability Testing and Research&#8221;</em> p161</p>
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			<media:title type="html">abdullah</media:title>
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		<title>Factors to consider in Persona&#8217;s &#8211; Chauncey Wilson</title>
		<link>http://ibnmubarak.wordpress.com/2010/07/31/factors-to-include-in-personas-chauncey-wilson/</link>
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		<pubDate>Sat, 31 Jul 2010 22:45:45 +0000</pubDate>
		<dc:creator>abdullah</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://ibnmubarak.wordpress.com/?p=38</guid>
		<description><![CDATA[Motivation &#8211; how motivated are users to use the product? Typing skills &#8211; critical for some jobs Task experience &#8211; familiarity with the task that the product supports Turnover rates &#8211; high turnover rates would indicate that ease of learning issues is critical General education Learning style Computer background Software applications used Expected training support [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ibnmubarak.wordpress.com&amp;blog=9351623&amp;post=38&amp;subd=ibnmubarak&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<ul>
<li>Motivation &#8211; how motivated are users to use the product?</li>
<li>Typing skills &#8211; critical for some jobs</li>
<li>Task experience &#8211; familiarity with the task that the product supports</li>
<li>Turnover rates &#8211; high turnover rates would indicate that ease of learning issues is critical</li>
<li>General education</li>
<li>Learning style</li>
<li>Computer background</li>
<li>Software applications used</li>
<li>Expected training support for the product</li>
<li>Age ranges</li>
<li>Stress level when performing tasks</li>
<li>Domain (subject matter) knowledge</li>
<li>Number of people involved in performing the tasks</li>
<li>Job category</li>
<li>Level of automation</li>
<li>Attitude toward the job</li>
<li>Location of use (home, office)</li>
<li>Physical characteristics</li>
<li>Disabilities &#8211; what percentage of the user population has disabilities that could affect product use?</li>
<li>Number of people in user population with English as a second language</li>
</ul>
<p>taken from: <em>Barnum, Carol. &#8220;Usability Testing and Research&#8221;</em> p158</p>
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			<media:title type="html">abdullah</media:title>
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		<title>User-Centered Design Process in a Nutshell</title>
		<link>http://ibnmubarak.wordpress.com/2010/07/31/user-centered-design-process-in-a-nutshell/</link>
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		<pubDate>Sat, 31 Jul 2010 22:27:26 +0000</pubDate>
		<dc:creator>abdullah</dc:creator>
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		<description><![CDATA[Design It is the idea of the product transformed into a blueprint, yet it is still abstract. Build a Prototype It is the first tangible model of the product and extremely important as testing cannot begin without it. Ranging from paper prototypes to interactive web pages, choose the level of fidelity that takes the least [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ibnmubarak.wordpress.com&amp;blog=9351623&amp;post=34&amp;subd=ibnmubarak&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<ol>
<li><strong>Design</strong><br />
It is the idea of the product transformed into a blueprint, yet it is still abstract.</li>
<li><strong>Build a Prototype</strong><br />
It is the first tangible model of the product and extremely important as testing cannot begin without it. Ranging from paper prototypes to interactive web pages, choose the level of fidelity that takes the least amount of time and resources.<br />
(Further reading: comparison of fidelity levels, benefits of using prototypes)</li>
<li><strong>Self-test</strong> &amp; Improve Prototype<br />
Identify as many problems as you can yourself before asking the users. Use heuristics and cognitive walkthroughs. Heuristic evaluations compare product against a set of rules or principles, while cognitive walkthroughs are role-playing sessions where reviewers try to perform tasks with the product as inexperienced users. Improve the prototype based on the results from self-test.<br />
(Further reading: Overview of Cognitive Walkthrough process, comparison of heuristics and cognitive walkthroughs, Other methods (focus groups, interviews, surveys, etc), some heuristics:</p>
<ul>
<li>4 Heuristics for designing minimalist instruction, Hans van der Meij &amp; John M. Caroll</li>
<li><a href="http://www.useit.com/papers/heuristic/heuristic_list.html">Nielsen&#8217;s 10 usability heuristics</a></li>
<li><a href="http://www.usability.gov/methods/test_refine/heuristic.html">Gerhardt-Powal&#8217;s 10 cognitive design principles</a></li>
<li><a href="http://ibnmubarak.wordpress.com/2010/06/27/be-a-butler/">On Being a Butler Heuristics</a></li>
<li><a href="http://ibnmubarak.wordpress.com/2010/06/27/usage-patterns/">Usage Patterns (O&#8217;Reilly) Heuristics.</a></li>
</ul>
</li>
<li><strong>Do User Testing</strong> &amp; Improve Prototype
<ol>
<li><strong>Goal: </strong>What do you want to learn from users?</li>
<li><strong>Persona&#8217;s &amp; Subgroups: </strong>Create precise &amp; detailed persona&#8217;s of expected users. Give each a name, a car, a job, a life. Don&#8217;t design for average user. Design considering each user separately. Divide persona&#8217;s into expert and novice users. Have at least 3 participants to test each group. Design for both novice and expert users and remember that novice users will mature into experts.<br />
(Further Reading: <a href="http://ibnmubarak.wordpress.com/2010/07/31/factors-to-include-in-personas-chauncey-wilson/">Chauncey Wilson&#8217;s user-profile factors</a>)</li>
<li><strong>Tasks to be Tested:</strong> You can&#8217;t test all tasks that could be performed with the product so focus on those that meet the goal of testing. After listing the tasks to test, prioritize them to make sure important ones get done even if time runs out. Time each task based on the evaluation measures (quantitative/qualitative) and keep the test under an hour.<br />
(Further Reading: <a href="http://ibnmubarak.wordpress.com/2010/07/31/tasks-commonly-tested-in-user-testing/">Commonly tested tasks</a>, Evaluation Measures)</li>
<li><strong>Scenarios: </strong>Convert the tasks to be tested into scenarios. For example, the task of filling out online form can be converted into &#8216;You want free email. Register for an account&#8217;. Avoid creating steps or instructions. Focus on the bigger process, not the steps required to complete it. Avoid using the language of the product. Don&#8217;t say: click on &#8220;check-mark&#8221;.</li>
<li><strong>Post-test Questionnaire: </strong>Having gone through the testing, the participant has become a great resource for user feedback. Don&#8217;t let him go without asking his opinions on ease of use, perception and any other input he wants to give.</li>
<li><strong>Dry Run:</strong> Do a dry-run without actual participant or get a tolerant user. Then do a pilot test with an actual user. You need a briefer, a logger and a cameraman/timekeeper. The briefer will be the only person who talks to the participant. The logger notes down everything. The cameraman/timekeeper keeps track of the time taken for each task.</li>
<li><strong>Test: </strong>Screen users to put them in the right subgroup before the test. Debrief them about the whole process. Observe them as they complete the test and do post-task and post-test questionnaires.<br />
(Further Reading: <a href="http://ibnmubarak.wordpress.com/2010/08/01/pre-test-briefing/">Pre-Test Briefing</a>, <a href="http://www.stcsig.org/usability/topics/articles/tt-think_outloud_proc.html">Thinking-Out-Loud Procedure</a>, <a href="http://ibnmubarak.wordpress.com/2010/08/01/usability-yardstick-to-measure-findings/">Categories for logging test results</a>)</li>
</ol>
</li>
<li><strong>Repeat </strong>process for features that got changed</li>
</ol>
<p>For samples of how to implement these visit: http://ablongman.com/barnum/</p>
<p>summarized from: Barnum, Carol. &#8220;<em>Usability Testing and Research&#8221;.</em></p>
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			<media:title type="html">abdullah</media:title>
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		<title>Life-cycle of User-Centered Product-Design</title>
		<link>http://ibnmubarak.wordpress.com/2010/07/31/life-cycle-of-user-centered-product-design/</link>
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		<pubDate>Sat, 31 Jul 2010 19:40:53 +0000</pubDate>
		<dc:creator>abdullah</dc:creator>
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		<description><![CDATA[Tech-Ed, a usability consulting firm, proposes the following 12-step design process: Design site Develop prototype (fidelity levels, M. Shrage&#8217;s heuristics) Perform heuristic evaluation (&#38; cog walkthru p158 C Wilson) Incorporate feedback into alpha site Perform usability test of alpha site (focus groups, surveys, tech support, http://ablongman.com/barnum/pdf/bladefinalreport.PDF test plan, scenarios, walkthru, pilot, ) Incorporate feedback into [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ibnmubarak.wordpress.com&amp;blog=9351623&amp;post=32&amp;subd=ibnmubarak&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Tech-Ed, a usability consulting firm, proposes the following 12-step design process:</p>
<ol>
<li>Design site</li>
<li>Develop prototype (fidelity levels, M. Shrage&#8217;s heuristics)</li>
<li>Perform heuristic evaluation (&amp; cog walkthru p158 C Wilson)</li>
<li>Incorporate feedback into alpha site</li>
<li>Perform usability test of alpha site (focus groups, surveys, tech support, http://ablongman.com/barnum/pdf/bladefinalreport.PDF test plan, scenarios, walkthru, pilot, )</li>
<li>Incorporate feedback into beta site</li>
<li>Perform log analysis of beta user activity</li>
<li>Use log analysis data to identify areas for further testing</li>
<li>Perform usability test of beta site</li>
<li>Incorporate feedback into first release</li>
<li>Perform ongoing log analysis of site</li>
<li>At intervals, use log analysis data to identify areas for further testing and improvement</li>
</ol>
<p>Taken from: <em>Barnum, Carol. &#8220;Usability Testing and Research&#8221;</em> p385</p>
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			<media:title type="html">abdullah</media:title>
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		<title>Usability Testing</title>
		<link>http://ibnmubarak.wordpress.com/2010/07/10/usability-testing/</link>
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		<pubDate>Sat, 10 Jul 2010 19:54:53 +0000</pubDate>
		<dc:creator>abdullah</dc:creator>
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		<description><![CDATA[Lab Testing With Lab: put subject in a separate room with one-sided glass and record his reactions to the product Without Lab: observe subject from a distance and mark down his reactions to the use of the product. Could also ask him to be verbose. Field Testing Structured Observation: observe subject in his home Longitudinal [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ibnmubarak.wordpress.com&amp;blog=9351623&amp;post=27&amp;subd=ibnmubarak&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><strong>Lab Testing</strong></p>
<ul>
<li><strong>With Lab:</strong> put subject in a separate room with one-sided glass and record his reactions to the product</li>
<li><strong>Without Lab: </strong>observe subject from a distance and mark down his reactions to the use of the product. Could also ask him to be verbose.</li>
</ul>
<p><strong>Field Testing</strong></p>
<ul>
<li><strong>Structured Observation:</strong> observe subject in his home</li>
<li><strong>Longitudinal Studies:</strong> leave product with subject for some time. ask for feedback when picking up product.</li>
</ul>
<p><strong>Expert Testing</strong></p>
<ul>
<li><strong>Heuristic Evaluation: </strong>evaluation against a set of principles (e.g. &#8220;error messages should be expressed in plain languages without any codes&#8221; will be ensured)</li>
<li><strong>Cognitive Walkthroughs: </strong>exploration walkthroughs where the problem solving of the user is replicated (e.g. print the page: would the user know how to do it? would he know where to look?)</li>
</ul>
<p><strong>User Testing</strong></p>
<ul>
<li><strong>Focus Groups:</strong> Traditionally, 6-12 users are moderated by a facilitator who has an agenda of finding out their preferences on certain features of the product &amp; can dig down deeper by asking them their reasons. He ensures everyone gets equal chance to voice their opinions and keeps his questions unbiased, so as not to steer them towards a certain opinion. Online focus groups are also used nowadays.</li>
<li><strong>Survey: </strong>A question paper asking users about their preference and experiences with the product. Reliable results if done by more than 65% of the people who were asked. Cannot probe deeper as in a focus group. People usually don&#8217;t write much in open-ended questions.</li>
<li><strong>Interviews:</strong> One-on-one form of focus group. Can dig deeper for information and interviewees are willing to give more info, but is expensive. Can get good responses to open-ended questions.</li>
<li><strong>Internal Sources of Customer Feedback: </strong>Tech Support (gets most questions on hardest part of the product), Trainers (who train others on the use of the product)</li>
</ul>
<p>taken from: Barnum, Carol. &#8220;Usability Testing and Research&#8221;. New York. 2002</p>
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			<media:title type="html">abdullah</media:title>
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		<title>Designing Visual Interfaces</title>
		<link>http://ibnmubarak.wordpress.com/2010/06/28/designing-visual-interfaces/</link>
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		<pubDate>Mon, 28 Jun 2010 00:15:56 +0000</pubDate>
		<dc:creator>abdullah</dc:creator>
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		<description><![CDATA[Elegance &#38; Simplicity Principles: Unity, Refinement, Fitness Techniques: Reduction determine essential qualities (adjectives) critique each element (does it relate to the essence of the design?; would design suffer without it? remove if non-essential) remove essential elements &#38; see effect (if still essential, think of replacements) Regularization use regular geometric forms, simplified contours &#38; muted colors [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ibnmubarak.wordpress.com&amp;blog=9351623&amp;post=20&amp;subd=ibnmubarak&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<ol>
<li><strong>Elegance &amp; Simplicity</strong>
<ul>
<li>Principles: Unity, Refinement, Fitness</li>
<li>Techniques:
<ul>
<li>Reduction
<ol>
<li>determine essential qualities (adjectives)</li>
<li>critique each element (does it relate to the essence of the design?; would design suffer without it? remove if non-essential)</li>
<li>remove essential elements &amp; see effect (if still essential, think of replacements)</li>
</ol>
</li>
<li>Regularization
<ol>
<li>use regular geometric forms, simplified contours &amp; muted colors</li>
<li>make forms identical in size, shape, color, texture, line-weight, orientation, alignment, spacing.</li>
<li>limit topography to few sizes from 1 or 2 families</li>
<li>make critical elements not-regularized, so they stand out</li>
</ol>
</li>
<li>Leverage
<ol>
<li>review functional role of each element</li>
<li>identify if multiple elements are filling (or partially filling) the same role</li>
<li>see if adjacent elements can replace elements (even if it requires minor modifications)</li>
<li>combine redundant elements into single, simpler unit or replace the lot with a higher level idiom<br />
*Don&#8217;t overdo leverage (wrist watch: time &amp; stopwatch in same screen)</li>
</ol>
</li>
</ul>
</li>
</ul>
</li>
<li><strong>Scale, Contrast &amp; Proportion</strong>
<ul>
<li>Principles: Clarity, Harmony, Activity, Restraint</li>
<li>Techniques:
<ul>
<li>The Squint Test
<ol>
<li>close one eye &amp; squint the other</li>
<li>step back &amp; take a look at the whole screen</li>
<li>identify elements that are not apparent (they won&#8217;t be readily recognized)</li>
</ol>
</li>
<li>Establishing Perceptual Layers<br />
dimensions that are both associative &amp; selective are to be contrasted (e.g. color)</p>
<ol>
<li>assign each element to a group; categorize elements based on origin/intended use<br />
(keep categories few &#8211; around 7)</li>
<li>rank groups according to importance in 3-5 levels</li>
<li>differ perceptual variables for each group to form layering effect<br />
(Hierarchical &#8211; size, value, &#8230;)<br />
(Non-hierarchical &#8211; hue, &#8230;)</li>
<li>maximize difference between groups, but minimize difference within groups</li>
<li>squint test to ensure elements of one group stick together, but whole group is separate from other groups</li>
</ol>
</li>
<li>Sharpening Visual Distinctions
<ol>
<li>Identify ranks of groups/elements</li>
<li>determine range of variation available (in size, color, etc) &amp; use as much of the range as possible</li>
<li>use log-scale rather than linear-scale across visible range to enhance discriminability (skipping a level is usually sufficient)</li>
<li>squint-test to ensure the first 2 or 3 echelons can be seen &#8220;at a glance&#8221;</li>
</ol>
</li>
<li>Integrating Figure &amp; Ground
<ol>
<li>determine overall size of figure &amp; ground</li>
<li>equalize visual weight (squint test to ensure neither positive, nor negative space dominates</li>
<li>provide sufficient margins to reduce visual tension</li>
<li>center the figure on the ground if possible. squint test to ensure figure looks centered</li>
<li>margins in GUI &gt; margins in print</li>
</ol>
</li>
</ul>
</li>
</ul>
</li>
<li><strong>Organization &amp; Visual Structure</strong>
<ul>
<li>Principles: Grouping, Hierarchy, Relationship, Balance</li>
<li>Techniques:
<ul>
<li>Using Symmetry to Ensure Balance
<ol>
<li>identify axis of symmetry (x or y)</li>
<li>vertical axis is more prevalent</li>
<li>equally distribute content on both sides of symmetry axis</li>
<li>center the axis of symmetry in overall display</li>
<li>squint test to ensure symmetry &amp; other effects</li>
</ol>
</li>
<li>Using Alignment to Establish Visual Relationships
<ol>
<li>identify major boundaries &amp; align items to them to enhance them</li>
<li>elements that are almost aligned, align them completely by changing size, or position of margin/element</li>
<li>look for free-standing elements &amp; align them with major margin or some other element in the display</li>
<li>if can&#8217;t be related to anything, try to relate it to proportions of display itself, by positioning it to a regular division of space</li>
</ol>
</li>
<li>Optical Adjustments for Human Vision
<ol>
<li>determine true alignment/spacing required</li>
<li>extend elements beyond the margin according to the sharpness of acute angle (more acute = more extension)</li>
<li>use &#8220;close-up&#8221; squint test to ensure element equivalence</li>
</ol>
</li>
<li>Shaping the Display with Negative Space
<ol>
<li>review organization of information in a prioritized set of chunks (review prioritized info groups)</li>
<li>separate individual units of info by adding extra white-space between them</li>
<li>determine which elements require additional visual emphasis</li>
<li>increase white-space around critical elements (1) by moving other elements away, or (2) by moving them into margin</li>
<li>remember white-space is not wasted space</li>
</ol>
</li>
</ul>
</li>
</ul>
</li>
<li><strong>Module &amp; Program</strong>
<ul>
<li>Principles: Focus, Flexibility, Consistent Application</li>
<li>Techniques:
<ul>
<li>Reinforcing Structure through Repetition
<ol>
<li>start with a rough sketch of the series of layouts</li>
<li>look for common margins/functional units</li>
<li>look for elements that are visually related but can&#8217;t be placed beside each other</li>
<li>use standard locations &amp; consistent style of rules, text, images, &#8230;</li>
</ol>
</li>
<li>Establishing Modular Units
<ol>
<li>determine vertical unit (e.g. front height)</li>
<li>should be good to provide distinction from other vertically stacked groups</li>
<li>determine horizontal unit &#8211; should be large enough to contain the largest word (at least 3x the vertical unit)</li>
<li>horizontal unit should be 5-7 divisions of screen width &amp; should be easy to factor into multiples &amp; partial units</li>
</ol>
</li>
<li>Creating Grid-Based Layout Programs
<ol>
<li>determine size restrictions of layout</li>
<li>determine basic vertical (groups) &amp; horizontal (labels with options) modules</li>
<li>draft a rough layout sketch</li>
<li>extend smaller elements; shrink bigger ones</li>
<li>for resizable window layouts, design for minimum acceptable width, not arbitrarily small</li>
</ol>
</li>
</ul>
</li>
</ul>
</li>
<li><strong>Image &amp; Representation</strong>
<ul>
<li>Principles: Immediacy, Generality, Cohesiveness, Characterization, Communicability</li>
<li>Techniques:
<ul>
<li>Selecting the Right Vehicle</li>
<li>Refinement through progressive abstraction</li>
<li>Coordination to Ensure Visual Consistency</li>
</ul>
</li>
</ul>
</li>
<li><strong>Style</strong>
<ul>
<li>Principles: Distinctiveness, Integrity, Comprehensiveness, Appropriateness</li>
<li>Techniques:
<ul>
<li>Mastering the Style</li>
<li>Working Across Styles</li>
<li>Extending &amp; Evolving the Style</li>
</ul>
</li>
</ul>
</li>
</ol>
<p>taken from: Mullet, Kevin et all. &#8220;Designing Visual Interfaces&#8221;</p>
<p><strong> </strong></p>
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			<media:title type="html">abdullah</media:title>
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		<title>Be a Butler</title>
		<link>http://ibnmubarak.wordpress.com/2010/06/27/be-a-butler/</link>
		<comments>http://ibnmubarak.wordpress.com/2010/06/27/be-a-butler/#comments</comments>
		<pubDate>Sun, 27 Jun 2010 23:45:37 +0000</pubDate>
		<dc:creator>abdullah</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

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		<description><![CDATA[Do less features, but do them well. Even if its less marketable, satisfied users will spread the word and will be more loyal customers. Paul Grice&#8217;s (1967) Cooperative Principles for Conversation: Quantity Quality Relevance Manner Respect Physical Effort Treat Clicks as Sacred Remember Where they put things (&#38; where they were) Remember What They Told [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ibnmubarak.wordpress.com&amp;blog=9351623&amp;post=17&amp;subd=ibnmubarak&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Do less features, but do them well. Even if its less marketable, satisfied users will spread the word and will be more loyal customers.</p>
<p>Paul Grice&#8217;s (1967) Cooperative Principles for Conversation:</p>
<ol>
<li>Quantity</li>
<li>Quality</li>
<li>Relevance</li>
<li>Manner</li>
</ol>
<p>Respect Physical Effort</p>
<ul>
<li>Treat Clicks as Sacred</li>
<li>Remember Where they put things (&amp; where they were)</li>
<li>Remember What They Told You</li>
<li>Stick with a Mode</li>
</ul>
<p>Respect Mental Effort</p>
<ul>
<li>Use Visual Elements Sparingly</li>
<li>Make Common Tasks Visible; Hide Infrequent ones</li>
<li>Give Feedback; Show Signs of Progress</li>
<li>Keep Preferences to a Minimum; Give Smart Defaults</li>
<li>Follow Conventions (Even if they&#8217;ren&#8217;t your ideal design)</li>
<li>Look for Widgetless Features</li>
</ul>
<p>Be Helpful</p>
<ul>
<li>Offer Sufficient Information Early &amp; in Context; Prevent Errors</li>
<li>Solve Problems; Don&#8217;t Complain or Pass the Buck</li>
<li>Be Predictable</li>
<li>Request &amp; Offer Only Relevant Info; Don&#8217;t Mislead</li>
<li>Explain in Plain Language
<ul>
<li>Avoid Jargon</li>
<li>Don&#8217;t Blame the User</li>
<li>Indicate Consequences of Options</li>
<li>Use Common Sense</li>
</ul>
</li>
</ul>
<p>taken from: <em>Isaacs, Ellen et. all. &#8220;Designing from Both Sides of the Screen&#8221;</em></p>
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			<media:title type="html">abdullah</media:title>
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