"user experience" entries

A foundation of empathy: The O’Reilly Radar Podcast

Putting ourselves in the shoes of the user is key to building better systems and services.

Editor’s note: you can subscribe to the O’Reilly Radar Podcast through iTunes, SoundCloud, or directly through our podcast’s RSS feed.

In this podcast episode, Tim O’Reilly talks about building systems and services for people, keeping a close eye on the end user’s experience to build better, more efficient systems that actually work for the people using them. Highlighting a quote from Jeff Sussna, O’Reilly makes a deeper connection between development and the ultimate purpose for building systems and services — user experience:

“[Jeff Sussna says in his blog post Empathy: The Essence of DevOps]: ‘It’s not about making developers and sysadmins report to the same VP. It’s not about automating all your configuration procedures. It’s not about tipping up a Jenkins server, or running your applications in the cloud, or releasing your code on Github. It’s not even about letting your developers deploy their code to a PaaS. The true essence of DevOps is empathy.’

“Understanding the other people that you work with and how you’re going to work together more effectively. That word ‘empathy’ struck me and it made me connect the world of DevOps with the world of user experience design.”

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Health games platforms mature in preparation for mainstream adoption

Business models and sustainability will drive success in the health games space.

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SPARX, a behavioral therapy game for youths,
combines a fantasy setting with skills for life.

For the past several years, researchers have strived to create compelling games that improve behavior, reduce stress, or teach healthy responses to difficult life situations. Such healthy games tend to arise in research settings because of the need to demonstrate clinically that the games are effective. I have covered such efforts in my postings from the Games for Health conference in 2012 and 2013.

These efforts have born fruit, and clinical trials have shown the value of many such games. Ben Sawyer, who founded the Games for Health conference more than 10 years ago, is watching all the pieces fall into place for the widespread adoption of games. Business plans, platforms, and the general environment for the acceptance of games (and other health-related apps) are coming together.

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Thinking with things

Something is lost when we limit interactions to pressing or clicking — our bodies are capable of so much more.

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Editor’s note: we’re running a series of five excerpts from our forthcoming book Designing for Emerging Technologies, a compilation of works by industry experts in areas of user experience design related to genomics, robotics, the Internet of Things, and the Industrial Internet of Things.

In this excerpt, author Stephen Anderson addresses the importance of embodied learning and stresses that those concepts need to extend to the way we design and interact with our increasingly connected environment, noting that the digital devices today are painfully unaware of our many human capabilities.


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Stephen Anderson, author, consultant, and creator of the Mental Notes card deck.

You may wonder, “why should we care about tangible computing?” Isn’t interacting with our fingers or through devices such as a mouse or touchscreens sufficient? In a world constrained by costs and resources, isn’t it preferable to ship interactive software, that can be easily replicated and doesn’t take up physical space? If you look at how media has shifted from vinyl records to cassette tapes to compact discs and finally digital files, isn’t this the direction that everything is headed?

Where learning and understanding is required, I’d argue no. And a definite no wherever young children are involved. Jean Piaget established four stages of learning (sensorimotor, preoperational, concrete operations, and formal operations), and argued that children “learn best from concrete activities.” This work was preceded by John Dewey, who emphasized first-hand learning experiences. Other child psychologists, such as Jerome Bruner and Zoltán Dienes, have built on these “constructivist” ideas, creating materials used to facilitate learning. In a review of studies on the use of manipulatives in the classroom, Marilyn Suydam and Jon Higgins concluded in their 1976 report “Review and Synthesis of Studies of Activity-Based Approaches to Mathematics Teaching” that “studies at every grade level support the importance and use of manipulative materials.”

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Defining and sculpting interactions between man and technology

Jonathan Follett on the future of design and designers.

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Editor’s note: we’re running a series of five excerpts from our forthcoming book Designing for Emerging Technologies, a compilation of works by industry experts in areas of user experience design related to genomics, robotics, the Internet of Things, and the Industrial Internet of Things.

In this excerpt, author — and editor of Designing for Emerging TechnologiesJonathan Follett addresses designer’s roles as new technologies begin to blur the boundaries between design and engineering for software, hardware, and biotech.


Jonathan Follett

Author and editor Jonathan Follett, principal at Involution Studios.

Technology extends our grasp, making it possible for us to achieve our goals rapidly and efficiently; but it also places its own set of demands upon us. The fields of industrial design, graphic design, and software user experience design have all evolved in response to these demands — a need for a human way to relate to and interact with our new tools. Graphic design makes information depicted in printed media clear, understandable, and beautiful; industrial design makes products elegant, usable, and humane; and user experience design makes the interaction with our digital tools and services efficient and even pleasurable.

The future of design is to envision humanity’s relationship to technology and each other — whether we’re struggling with fear and loathing in reaction to genetically altered foods, the moral issues of changing a child’s traits to suit a parent’s preferences, the ethics guiding battlefield robots, or the societal implications of a 150-year extended lifetime. Now, more than ever, designers have the opportunity to help define the parameters of and sculpt the interactions between man and technology.

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Web performance is user experience

Efforts to optimize your site have an effect on the entire experience for your users

Think about how you search for things on the web. How quick are you to close a tab and go to the next search engine result if a site takes too long to load? Now consider doing that on your phone while waiting in line for your coffee order–you have even less time, so your expectations for a site to load quickly are even higher.

Web performance is user experience. Fast page load time builds trust in your site; it yields more returning visitors, more users choosing your site over a competitor’s site, and more people trusting your brand. Users expect pages to load in two seconds, and after three seconds, up to 40% of users will abandon your site. Similar results have been noted by major sites like Amazon, who found that 100 milliseconds of additional page load time decreased sales by one percent, and Google, who lost 20% of revenue and traffic due to half a second increase in page load time. Akamai has also reported that 75% of online shoppers who experience an issue such as freezing, crashing, taking too long to load, or having a convoluted checkout process will not buy from that site.

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Mobile First? Not So Fast!

Why "flow" and "context" are more important than screen size

Are we done with the Mobile First meme, yet? Can we be? Please?

Look, don’t get me wrong. I fundamentally agree with a lot of the thoughts behind the annoying catchphrase “mobile first.” For example, I agree that mobile devices are now the primary (if not only) mode of connecting for many markets. I also think that having some sort of mobile strategy is absolutely required for almost every product.

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The problem is that “mobile first” often equates “mobile” with “small screen” or “responsive layout” or “native vs. mobile web.” Now, those are all incredibly important decisions. But if you’re thinking about the size of your screen or the technology you’re going to use first, you are designing wrong.

Of course, if you’ve read anything else I’ve ever written, you know that the first thing you must figure out is an important customer problem or need that your product is aimed at solving for real people. We’re going to just skip over that whole part where you get to know your most important users. But that’s always first. Promise.

Once you’ve done all that though, you need to start designing. And there are two things that you should always know before you even start considering things like screen size or technology.

Those two things are: Flow and Context.

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UX Is about Much More than Making Stuff Look Pretty

User-Centered Design with Travis Lowdermilk

Travis Lowdermilk (@tlowdermilk) is a software developer who recently joined Microsoft as UX Designer for Visual Studio. He hosts the Windows Developer Show and advocates for User-Centered Design (UCD). Travis is the author of User-Centered Design: A Developer’s Guide to Building User-Friendly Applications.

Key points from the full video interview include:

  • What is User-Centered Design and why is it important? [Discussed at the 0.16 mark.]
  • How does UCD relate to HCI and UX? [Discussed at the 1.56 mark.]
  • UX helps developers create engaging apps. [Discussed at the 4.34 mark.]
  • Ask questions, observe users, and modify your apps based on what you see and hear. [Discussed at the 07.13 mark.]
  • UCD applies to large and small companies alike. [Discussed at the 9.54 mark.]
  • Users don’t always know what they want. [Discussed at the 13.37 mark.]
  • Engage users even if it’s just a few. [Discussed at the 18.23 mark.]

You can watch the entire interview in the following video:

Related:

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How crowdfunding and the JOBS Act will shape open source companies

New regulations could mark the end of proprietary finance.

Currently, anyone can crowdfund products, projectscauses, and sometimes debt. Current U.S. Securities and Exchange Commission (SEC) regulations make crowdfunding companies (i.e. selling stocks rather than products on crowdfund platforms) illegal. The only way to sell stocks to the public at large under the current law is through the heavily regulated Initial Public Offering (IPO) process.

The JOBS Act will soon change these rules. This will mean that platforms like Kickstarter will be able to sell shares in companies, assuming those companies follow certain strict rules. This change in finance law will enable open source companies to access capital and dominate the technology industry. This is the dawn of crowdfunded finance, and with it comes the dawn of open source technology everywhere.

The JOBS Act is already law, and it required the SEC to create specific rules by specific deadlines. The SEC is working on the rulemaking, but it has made it clear that given the complexity of this new finance structure, meeting the deadlines is not achievable. No one is happy with the delay but the rules should be done in late 2013 or early 2014.

When those rules are addressed, thousands of open source companies will use this financial instrument to create new types of enterprise open source software, hardware, and bioware. These companies will be comfortably funded by their open source communities. Unlike traditional venture-capital-backed companies, these new companies will narrowly focus on getting the technology right and putting their communities first. Eventually, I think these companies will make most proprietary software companies obsolete. Read more…

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The complexity of designing for everywhere

Author Rachel Hinman on the future of mobile design and UX.

In her new book The Mobile Frontier, author Rachel Hinman (@Hinman) says the mobile design space is a wide-open frontier, much like space exploration or the Wild West, where people have room to “explore and invent new and more human ways for people to interact with information.”

In the following interview, Hinman talks about the changing landscape of computing — GUIs becoming NUIs — and delves into the future of mobile and how designers and users alike will make the journey.

What is mobile’s biggest strength? What about it is creating a new frontier?

Rachel Hinman: Humans have two legs, making us inherently mobile beings. Yet for the last 50 years, we’ve all settled into a computing landscape that assumes a static context of use. Mobile’s biggest strength is that it maps to this inherent human characteristic to be mobile.

The static, PC computing landscape is known and understood. Mobile is a frontier because there’s still much we don’t understand and much yet to be discovered. There are lots of breakthroughs in mobile yet to come, making it an exciting place for those who can stomach the uncertainty and ambiguity to be. Read more…

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Data Jujitsu: The art of turning data into product

Data Jujitsu: The art of turning data into product

Smart data scientists can make big problems small.

Having worked in academia, government and industry, I’ve had a unique opportunity to build products in each sector. Much of this product development has been around building data products. Just as methods for general product development have steadily improved, so have the ideas for developing data products. Thanks to large investments in the general area of data science, many major innovations (e.g., Hadoop, Voldemort, Cassandra, HBase, Pig, Hive, etc.) have made data products easier to build. Nonetheless, data products are unique in that they are often extremely difficult, and seemingly intractable for small teams with limited funds. Yet, they get solved every day.

How? Are the people who solve them superhuman data scientists who can come up with better ideas in five minutes than most people can in a lifetime? Are they magicians of applied math who can cobble together millions of lines of code for high-performance machine learning in a few hours? No. Many of them are incredibly smart, but meeting big problems head-on usually isn’t the winning approach. There’s a method to solving data problems that avoids the big, heavyweight solution, and instead, concentrates building something quickly and iterating. Smart data scientists don’t just solve big, hard problems; they also have an instinct for making big problems small.

We call this Data Jujitsu: the art of using multiple data elements in clever ways to solve iterative problems that, when combined, solve a data problem that might otherwise be intractable. It’s related to Wikipedia’s definition of the ancient martial art of jujitsu: “the art or technique of manipulating the opponent’s force against himself rather than confronting it with one’s own force.”

How do we apply this idea to data? What is a data problem’s “weight,” and how do we use that weight against itself? These are the questions that we’ll work through in the subsequent sections.

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