Archive for February, 2006

Q & A About The KDE Usability Project

Posted on February 28th, 2006 in Usability | No Comments »

“The KDE Usability Project reports I posted last week received a lot of feedback. There were several motivations for posting the reports, and I think it was a success. They are a useful reference for developers and other usability specialists as well as provides a public appearance for what the project does. Some of the feedback included questions about the project and reports. So, as webmaster of usability.kde.org and a project representative, let me answer some of these questions for you.” (Author: Celeste Lyn Paul, Source: KDE.News)

Read the Q&A on the KDE Usability Project…

Functional redesign of the wall electrical outlet

Posted on February 28th, 2006 in Usability | No Comments »

“The concept is simple – the new wall outlets have receptacles that rotate a full 360 degrees in both directions. The receptacles click and hold in 18 different positions, enabling you to find a way to plug in those big fat problem plugs without eclipsing the next outlet.” (Source: Gizmag)

More usable but not the result of usability. That’s usability as an attribute versus usability as a method. ;-)

Wall socket (electric plug) makeover…

Evaluating the Usability of Search Forms Using Eyetracking

Posted on February 28th, 2006 in Usability | No Comments »

“In this article, I’ll present findings from eyetracking tests we did to evaluate the best solutions for label placement in Web forms.”

Evaluating the Usability of Search Forms Using Eyetracking

Monday Kick Start: Get Reading!

Posted on February 27th, 2006 in Usability | No Comments »

Your Call Should Be Important to Us, but It’s Not (New York Times)

Gethuman Database — secret phone numbers and codes to get to a human when calling a company for customer service

Second Generation Tag Clouds

Why is it so Hard to Make Products that People Love?

Why Features Don’t Matter Anymore: The New Laws of Digital Technology

Avoid Within-Page Links

IBM to invest $1 bln for “info-on-demand” practice

Ethnio

Hiding in Plain Sight: An Interview with Adam Greenfield

Search Interface Standards

Loosely Coupled’s Top blog postings in 2005

(W)UPS – Package Tracking Usability (related: The UPS Twilight Zone)

Ajax Arrives for the Enterprise

Posted on February 26th, 2006 in Usability | No Comments »

“Ajax, at least for now, is best suited to making user interfaces more intuitive and useful. Pop-up, context-sensitive information balloons (like those on Netflix.com), data lists that regularly update without reloading a page: These are the types of things that Ajax can offer right now to help you spruce up your browser-based tools.” (Source: CIO.com, Author: Christopher Lindquist)

Is Ajax about buzz or usability? Is it interaction candy or user experience?

Hat tip: Daniel Szuc

Usability for Rich Internet Applications

Posted on February 25th, 2006 in Usability | 1 Comment »

“In this article, I provide some practical tips for designing usable RIAs, based on fundamental principles of HCI.” (Author: Donna Maurer, Source: Digital Web Magazine)

Usability for Rich Internet Applications

Usability and Games: 17 Excellent References

Posted on February 23rd, 2006 in Usability | 293 Comments »

All resources in this list are freely available. I deliberately avoided references and links to material hidden behind the dark curtain of registration. Why should I pass along the punishment?

If you would like to recommend another reference simply leave a comment. I’ll evaluate it and add it to the list. I expect this to grow over time. You can definitely help.

I encourage you to link to this list. Also, please blog it, digg it and tag it. The more eyes we have on it the better it’ll get. Furthermore, if you’re interested in usability, information architecture, user experience, UCD, HCI, ergonomics, human factors, and so on, be sure to grab the WebWord RSS feed.

REFERENCES

Heuristics and Usability Guidelines for the Creation and Evaluation of Fun in Video Games
Author: Melissa A. Federoff
Description: This study examines the implicit and explicit heuristics and usability evaluation processes utilized by a leading game developer. The heuristics created in this study are a starting point for the construction of a standard list of game heuristics for use by the game development community.

User-centered Design in Games (PDF)
Authors: Randy J. Pagulayan, Kevin Keeker, Dennis Wixon, Ramon L. Romero, and Thomas Fuller
Description: The intent of this [article] is to review principles and challenges in game design and evaluation and to discuss user-centered techniques that address those challenges. That discussion provides a framework for what we believe are the core variables that should be measured to aid in game design and evaluation. The [article] will conclude with some examples of how those variables can be operationalized in which we will present the methods used by the Microsoft Games User-Testing group.

User Interface Design for Games (PDF)
Author: David Kieras
Description: 35 page PDF covering Desirable Properties of User Interfaces for Games, Software for Fun, Wrong Ideas about Usability in Games, How to Develop a Usable System, and more.

Do Usability Expert Evaluation and Testing Provide Novel and Useful Data For Game Development?
Author: Sauli Laitinen
Description: A case study was done to study whether usability expert evaluation and testing are suitable for game development. It was found that the usability expert evaluation and testing provided both novel and useful data for game development.

Better Games Through Usability Evaluation and Testing
Author: Gamasutra
Description: The best way to make sure that unintended problems do not hinder enjoying the game is to take usability into account in game development. This article presents how this can be done and what kind of results to expect.

Player-Centred Game Design: Experiences in Using Scenario Study to Inform Mobile Game Design
Authors: Laura Ermi and Frans Mäyrä
Description: We argue that players should be more involved in game design and development than is currently typical. This paper describes and evaluates the experiences gathered while using a scenario-based player study to inform pervasive mobile game design.

A survey method for assessing perceptions of a game: The consumer playtest in game design
Authors: John P. Davis, Keith Steury, and Randy Pagulayan
Description: In this paper we describe the playtest method we have developed, a method that combines traditional, scientific survey methods with a controlled laboratory environment to collect systematic, quantitative information about consumers’ perceptions of games.

What We Learned Evaluating the Usability of a Game
Authors: Shannon Lucas and Denise Fulton
Description: Papers often approach either the need for usability testing in games or the differences between what makes a game useful versus what makes a productivity application useful. This article focuses on the methods employed for the usability testing of Ion Storm’s game Thief: Deadly Shadows.

Why Game Documentation is Essential to a Satisfying User Experience
Author: Martin Peterson
Description: This is a short article on the importance of usable documentation for others on a video game design team.

Everything I need to know about usability, I learned at the arcade
Author: Peter Seebach
Description: A program that is integral to the operation of your business can be hard to use — yet you will use it anyway. A video game that is hard to use is no fun, and you won’t use it. Forged in this crucible is an attitude that’s common to most games: Usability is paramount. Productivity software should learn some of the same lessons.

Games meets Interaction Design: War, Indifference or Love?
Author: Ann Light
Description: The relationship between games and interaction design clearly exists at a number of levels but the politics of the industries and their different goals keep them largely separate.

Game Over, Man
Author: Kevin Cheng (OK/Cancel)
Description: Videogames have, like most applications, been rather hit and miss with their interfaces. Ultimately, videogames are businesses, too. As long as games keep selling, there’s little reason to change their tact. As long as the customers keep supporting the sale of unfinished and unusable products, the games will keep selling and the cycle will continue.

The Fight of Challenge vs. Usability in Games
Author: Kevin Cheng (OK/Cancel)
Description: The designer wants to create a game that is challenging enough to be fun but not so challenging that gamers are fed up with the game before even starting. Taking a step back to evaluate and isolate where the challenge lies in a game can help create a more defined gaming experience.

A Cognitive Ergonomics Approach to the Process of Game Design and Development (PDF)
Author: Yves Grassioulet
Description: In this qualitative study, the main features for a foundational framework of game design and development process will be described, using cognitive ergonomics methods such as semi-structured interviews, critical incidents gathering, and free mind mapping.

Accounting for User Needs and Motivations in Game Design
Authors: Lucy A. Joyner and Jim TerKeurst
Description: This early research suggests that games are used differently to support personal and social needs and motivations. Focusing on the players’ definition of the gaming situation and how they orient themselves to the game could provide insight as to how game playing captivates the player and promotes identification within the game.

Usability Guidelines For J2ME Games v1.2
Author: Nokia
Description: This updated document provides guidelines for developing easy-to-use, fun, and challenging J2ME(TM) games for Nokia devices based on Series 40 Developer Platform 1.0

Series 60 Developer Platform 2.0: Usability Guidelines For J2ME Games
Author: Nokia
Description: This document provides guidelines and an implementation model for developing easy-to-use, fun, and challenging J2ME(TM) games for Series 60 Developer Platform 2.0 devices.

Do Usability Expert Evaluation and Testing Provide Novel and Useful Data For Game Development?

Posted on February 21st, 2006 in Usability | 3 Comments »

Short Answer: Of course. I hope you’re not suprised.

“It was found that the usability expert evaluation and testing provided both novel and useful data for game development. Based on these and the other results it is argued that the usability expert evaluation and testing have considerable face validity in game development.” (Author: Sauli Laitinen, Source: Journal of Usability Studies, Issue 2, Vol. 1, February 2006, pp. 64-75)

Usability and game development go hand in hand…

Related:

Better Video Games Through Usability

Posted on February 20th, 2006 in Usability | 2 Comments »

“Usability is an integral part of software development and has been so for the past 20 years. For one reason or another, usability has not gained similar popularity in game development. This, however, is about to change. Ease of use and optimal user experience are already important in games and will become even more so in the future.” (Author: Sauli Laitinen, Source: Gamasutra)

…take usability into account in game development.

User Experience Related Email Signatures

Posted on February 18th, 2006 in Usability | 3 Comments »

I’m looking for examples of really great email signatures for the book I’m writing. There’s a catch. The signature absolutely must include some “call to action” related to UX. It has got to include a link to a UX article or web site. Or, maybe it includes a wonderful UX quote that has generated a lot of interest.

So, this is your chance to throw a jazzy “advertisement” in the comment section of WebWord. Remember that it needs to include something about UX or I don’t want to see it.

A fictional example:

Ulysses Xavier, Ph.D.
Outstanding UX Solutions

Director of User Experience
Phone: 1-800-555-1212
Email: ux@outstanding-ux.com

Get your usability fix every day, baby!
http://webword.com

Top Ten Data Crunching Tips and Tricks

Posted on February 17th, 2006 in Usability | No Comments »

“Programs come and go, but data lives forever. Any time you’re working with data that isn’t in a well-documented standard format, you should therefore try to include format information in the data itself, so that it can’t ever be lost.” (Author: Greg Wilson, Source: ONLamp)

From a usability perspective this is excellent advice. I’ll admit the format you use might not make sense in terms of readability but with the help of a legend, those that wish to use your data will love you. If you can bake the legend into each data element, even better.

Data Crunching Tips and Tricks

An Analysis of Democratically Ordered Link Sites

Posted on February 17th, 2006 in Usability | No Comments »

“While doing this work, one thing became evident to me: there is no way to cheat democracy on the web. That is, there is no “magic number” of votes that your link needs to fly to the top of the list. The conclusion can then logically be drawn: if you want your web site to be the top link on Digg or Reddit, write better content.” (author: Ted Dziuba, Source: Epsilon-Delta: Mathematics and Computer Programming)

…write better content.