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|| Contents:
|| 1. Conference: forUSE 2002.
|| 2. Practice: Implementing Good Designs.
|| 3. Innovation: Beyond the Clipboard.
|| 4. Colleagues: Networking Payoffs.
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* Performance-Centered Design Platinum Award of Excellence 2001 - STEP 7
Lite
* Jolt Award for Product Excellence 1999 - Software for Use
* Over 100,000 downloads of "Structure and Style in
Use Cases!"
<http://foruse.com/articles/structurestyle2.htm>
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Forward this issue to your colleagues.
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Browse archives: <http://foruse.com/newsletter/>.
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1.
"Design that Works."
25-28 August 2002. Mark your calendars. Those are the dates for forUSE
2002, the First International Conference on Usage-Centered, Task-Driven,
and Performance-Centered Design to be held in picturesque Portsmouth, New
Hampshire.
forUSE
2002 will be THE premier event of its kind and promises to be an exciting
and enriching experience. Gloria Gery, pioneer of electronic performance
support, is the keynote speaker. The week will be packed with a full
schedule of tutorials, featured speakers, and special events. Come share
experiences, ideas, and insights with colleagues and learn the latest
techniques. And bring your family for an end-of-summer New England
vacation. Watch our Web site in December for more details (http://foruse.com/).
Got
something to say, an idea that works, experiences to share? We are looking
for proposals for short presentations and experience reports (90 minutes),
as well as full-day tutorials. Presenters will receive free registration
for the conference and publication in the proceedings plus a stipend. Get
details in the Call for Participation available by email (mailto:program@foruse.com)
or on the Web (http://foruse.com/2002/).
2.
Implementing Usage-Centered Designs
You can have the greatest design in the world, but if it is not programmed
right you might as well have saved the trouble. One of the truly exciting
things about the Siemens STEP 7 Lite project (http://foruse.com/pcd/)
was seeing the design up and running, almost exactly as the design team
conceived it. The fidelity of the implementation was no accident. Great
pains were taken to assure good communication and coordination between the
modeling and design team and the software engineers.
Without
that careful planning and attention, good design can quickly go south.
Here are some lessons we've learned about translating usage-centered
design into code.
It's
impossible to specify everything.
Up-front design can never cover all the bases and anticipate every last
detail of the user interface. On one project, usability testing uncovered
major problems in the beta release because users were confused by when and
how various forms of data were being saved by the system. The user
interface design team had done a thorough job in most areas but had
naively assumed that the software engineers would use a single, consistent
model for object persistence. Alas, since it wasn't in the design specs,
each programming team had worked out its own solution. We won't make that
same mistake again, but there is sure to be something else we "just
assumed" or "didn't think about." So, no matter how good
your designers and programmers might be, you need to have follow-up and
usability testing to catch the inevitable glitches.
Teach
your programmers well.
Messages of one kind and another are an aspect of the user interface that
cannot possibly be fully specified in advance. In many cases it only
becomes clear that the user needs to be notified of some condition or
queried about some action once a programmer is deep into the code. Most of
the resulting interaction between the software and the user ends up being
determined "on the fly" by the programmer who happens to be
working on that particular piece of code, which is good reason for
everyone on the development team--not just the user interface
designers--to learn the basic principles of usability and user interface
design. Some aspects of the visual and interaction design will always end
up being specified by the programmers in the course of programming, so you
want to improve their chances of doing a good job.
Because
messages are among the bits most likely to be "designed" on the
fly, programmers should have especially good guidance in how to create
effective messages. One of our clients created a complete manual for
programmers on how to write good error, confirmation, and notification
messages--including when NOT to annoy the user with a message or alert.
Stay
in touch.
Inevitably, some problems or missing pieces in the user interface design
will be discovered in the course of programming. Whatever project and
programming model you follow, it is crucially important that the designers
continue to be involved and available to the programmers throughout the
project. This doesn't mean that programming progress has to grind to a
halt every time a programmer has a question about some small detail. It
does mean that programmers should have a feel for what aspects of the user
interface layout and behavior are likely to be significant from a
usability standpoint and which ones are not. Once again, it helps to have
developers who are trained in the essentials of usage-centered design and
who know when to stop and consult the designers and when just to plunge
ahead with a reasonable assumption.
Have
a friend in court.
On several projects, we have included at least one hard-core programmer in
the user interface design process. This tactic pays off in several ways.
For one thing, it insures that at least one member of the implementation
group is thoroughly familiar with the design and how it ended up the way
it did. Second, over time it helps to spread knowledge of usability and
user interface design, especially the kind of deeper appreciation that
only comes from having struggled through a complete design process and
been there to hammer out the tough details.
Finally,
a programmer who has been involved on both sides of the process becomes a
"linking pin" who can help facilitate communication and
coordination during the implementation process. Many questions arising
during coding can be handled directly by a linking pin team member; those
that can't can be readily identified and passed on to the rest of the
design team. Programmers who participate in user interface design also
tend to absorb some of the perspectives and values of usage-centered
design, which they can then carry over into their work with other
developers.
3.
Working Space
In the context of various specific projects over the years, we have
managed to come up with a number of user interface and interaction design
innovations of broad utility. We described some of these in our book,
including an animation solution for improving multi-row tabbed dialogs (p
204), viewfinder-style graphical navigation (p 206), and tool trays for
as-you-go customization (pp 285-287). One of our inventions, progressive
or cascading tool-tips (p 242), is seeing increased use in a variety of
software products, including the recently released Siemens STEP 7 Lite
software that took first place in the 2001 Performance-Centered Design
competition (http://foruse.com/pcd/).
Our
work on a browser-deployed performance-support system for classroom
teachers generated a whole series of new ideas, some of which were
targeted for patenting when our dot-com client tanked. Previously we have
described two of these--a multi-function table-of-contents control and a
specialized selection list--in design studies posted on our Web site. We
have now completed the third study in the series, describing a novel
approach for compiling and organizing diverse notes and resources into
complex documents. The "dynamic workspace" we devised may remind
some of you of the "dock" in Apple's OS X, but in this case we
actually anticipated Apple.
The
dynamic workspace functions as an unobtrusive but always available
intelligent clipboard for pulling together and keeping track of
information from many sources. Whereas classic copy-and-paste techniques
rely on hidden behavior (the arcane keyboard functions of ctrl-C and
ctrl-V), our dynamic workspace and its contents are always visible without
usurping too much space. The workspace is also tailored for simple and
efficient operation. It is smart enough to understand the nature of the
information being gathered and operates by reasonable rules that save
steps for users. For example, if a teacher goes to add to the workspace
without first selecting anything in the visible document, the workspace
does the reasonable thing. Instead of slapping the user on the wrist with
a ping or a modal error message, it just takes the whole document.
Consistent with our design philosophy of instructive interaction, the
first-time user is clued into this action by the visible results of the
whole-document icon being added to the workspace. For more about how and
why we did it, check out the new design study (http://foruse.com/articles/designstudy3.htm).
3.
Pay it Forward
Do your colleagues and the profession a favor. Pass on a copy of this
newsletter to your colleagues along with your personal recommendation. Or
send us their names, titles, and email addresses (mailto:newsletter@foruse.com).
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forUse is published 9 times a year by Constantine & Lockwood, Ltd.,
trainers, consultants, and innovators in usage-centered design. On the Web
at <http://foruse.com/>. ©
Copyright 2001, 2002, Constantine & Lockwood, Ltd.
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