Filed under  //   Good Design  

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Ribbon Hero: riveting MS Office training game concept

Ribbon Hero

In my casual scavenging of trademark applications at the USPTO, a new trademark filed this week has revealed an interesting new project from Microsoft that aims to help people familiarize themselves with the Ribbon user interface with a game inspired by the “Hero” franchise. No, I’m not kidding.

Sounds rivetting. Read full article at istartedsomething.com

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The ad.ly roach motel

A roach motel is a design antipattern that makes it easy for users to "get in" (sign up & divulge their details) but hard for them to "get out" (e.g. pause, turn off or delete their account). 

Ad.ly, the twitter-based ad network that injects ads into your twitter stream, does just that. If ad.ly does provide a way of pausing, turning off or deleting your account, they don't make it clear - as shown in the screencast below. The only way I could work it out was to set my weekly price to $0, or to revoke access from my twitter account connections page

 

Filed under  //   Bad Design  

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Charlene Li's Ladder of Participation diagram

Charlene Li's "ladder of participation" diagram from 2006 is ancient in web terms, but still interesting to consider. It makes you wonder what the distribution is like now - four years on, with so many reduced-friction services around.

Ladder_3
Read full article by Charlene Li at blogs.forrester.com

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Jakob Nielsen on Agile and "The Linux Syndrome"

You can't just design individual features; they have to fit together into a coherent whole — a whole that must be designed as well. Bottom-up user interface design equals a confused total user experience (the Linux syndrome).
Read full article on useit.com (found via Rob McKeown)

Filed under  //   UX Quotes  

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Nathan Borror on Interface Harmony

Interface consistency is one of those things that, if done correctly, should go unnoticed. [...] To ensure harmony I’ll arrange my elements on a single canvas and show the different levels of interaction. By doing this I can easily spot inconstancies. This also helps build a style guide for future elements and interaction. This is not groundbreaking by any means. Just thought I’d share and help promote the practice. - Nathan Borror

Article by Nathan Borror, found via Northtemple

Filed under  //   Methods & Techniques  

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Usabilla.com: Registration Button Size Case Study

In a recent case study, Usabilla compared the sign up on the homepages of 10 different web services. Approx 80 users were tested on each site (graph below). Interestingly, the users found the sign up button on the Twitter homepage in 1.8 seconds, while some sites faired some far worse, such as Paypal, weighing in at 6 seconds. The rule seems to be "The smaller the button and the more competing elements you have on the page, the slower users will be at locating it." However, it's important to remember that home-pages typically have to cater for multiple purposes - not just new user registration.

Twitter - best performer (1.8 seconds)

Twitter - heatmap

PayPal - worst performer (6 seconds)

PayPal - Heatmap

 

Note that the heatmaps are based on user clicks and generated using Usabilla. They are NOT eyetracking heatmaps.

Read Full Article on The Usabilla Blog

 

Filed under  //   Research Findings  

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Michael Angeles (Konigi) demos Protokit: his new "super-light" HTML prototyping toolkit

The idea of Protokit is to allow you to sketch your wireframes in HTML. It works with ixEdit so you can add JQuery without much trouble.

Filed under  //   Methods & Techniques  

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Bill Tancer: Illustrating the Long Tail of Search


This means if you had a monopoly over the top 1,000 search terms across all search engines (which is impossible), you’d still be missing out on 89.4% of all search traffic. There’s so much traffic in the tail it is hard to even comprehend. To illustrate, if search were represented by a tiny lizard with a one-inch head, the tail of that lizard would stretch for 221 miles.

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Jason Holtman of Valve on Customer-Centred Design

In this recent article on Ars Technica, Jason Holtman of Valve (the games development company known for the highly successful Half-Life, Counter-Strike and Left 4 Dead) heavily advocates a customer-centred design process:

"Steam [Valve's app store for games] is allowing developers to get a lot closer (to customers) and iterate more quickly,"

"We've definitely learned a fair amount about people being connected,"

"Part of what we've learned about that is you have to keep listening to your customers and you have to keep listening to developers, because we're in both businesses: making games for customers and making services for developers."

"It really pays to listen."

"Customers will tell us what they like," he explained. "And they're actually usually far better predictors of success than we ever could be."

 - Read the full article on Ars Technica

Filed under  //   UX Quotes  

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