Archive

Archive for April, 2009

Twitter Updates for 2009-04-30

April 30th, 2009 Joseph Comments
  • Fired up this morning with more blog and design ideas – my muse didn’t take a break last night… #
  • Well designed interactive map of job gains and losses in US over the past 5 years: http://bit.ly/ATt9L #ux #uidesign #jobs #economy #
  • RT US News – Best Careers 2009: Usability Experience Specialist – http://bit.ly/ctCIt (via @breezyskies) #
  • Writing user stories, designing user flows, creating concept designs – My aim is to exceed expectations today. #UX #ixd #uidesign #
  • Have I mentioned that the music in the new Star Trek movie is awesome chunks of awesomeness covered in awesome sauce? Cause it is. #startrek #
  • Please retweet – Anna’s Angels charity helps children going through pediatric cancer… Anna rocks… http://annasangels.org/ #

Powered by Twitter Tools.

Categories: News

Twitter Updates for 2009-04-29

April 29th, 2009 Joseph Comments
  • UI Design as game: Good article on Mint’s “How fit are you?” application… http://bit.ly/wf7bK #UX #UI #ixd #mint.com #
  • Moving to a new desk. Of my old cubicle, I can only say this… Of all the ones I have encountered in my travels, it was the most… Square. #
  • New at josephdickerson.com – Lessons in UI Design: What’s the “bearing weight” of your design? http://bit.ly/ZV1yc #Ux #ui #uidesign #
  • @motherabigail We all have some tribulations ahead, I’m afraid… in reply to motherabigail #
  • Listening to the news – at this point, I’m drawing up plans for a wearable sink on a harness so I can wash my hands ALL THE TIME. #swineflu #
  • Hit your local comic book store this Saturday for Free Comic Book Day! Forget swine flu, get a free comic! http://bit.ly/fiuSc #
  • Heaven help me, I’m watching Rue Mcclanahan strip. http://bit.ly/S9bFU #mst3k #
  • RT @JinniDotCom: The Trekker’s Guide to Prequel Flop Survival http://tini.us/1cb Don’t get caught unprepared…! #startrek #

Powered by Twitter Tools.

Categories: News

Lessons in UI Design: What is the “bearing weight” of your screen?

April 29th, 2009 Joseph Comments

In construction, there are “weight bearing” support structure – if this support is knocked down or otherwise compromised, the whole building can come down on your head. Also, if you “overload” these weight-bearing supports with two much weight – well, same thing can happen. Obviously, this is a Bad Thing.

I have recently discovered a similar principal in UI design – each screen, based on its purpose, has a “bearing weight” it can maintain before failing the users. Let me explain…

I recently designed and tested three types of screens, and two of the screens tested well – the participants understood what the screen should do and were able to accomplish tasks with no questions or problems. The third screen was different. Users looked at this screen and were completely lost. They understood, to some extent, what they could “do” in the screen, but they did not know where to start.

It was cognitive overload, due, to a great extent, to exceeding this screen’s “bearing weight” – there was too much to process, and the participants “shut down.”

Was this the primary cause of the participant’s confusion? No – there were other usability issues observed and factors at play (for example, a different layout from the two “sister” screens was used). But the fact that it had one module too many was important, especially looking at the intended use of the screen. It was a forecasting/analysis screen that users would be able to access to do planning activities. Several sections of the screen DID NOT SUPPORT that task, and this extra “cognitive baggage” it reduced the total usability of the whole UI.

Naturally, this “bearing weight” of any UI will vary based on context and purpose – the screen for a mobile application, or a log-in screen, may have a “single-threaded” task that should have no distractions or additional design elements – it’s “bearing weight” is low, one widget at most. The opposite end of the spectrum could be software stock brokers use to track the market – these users want as much information as the screen can provide, and therefore the screen can “bear” a lot of content areas and/or functional modules.

When in doubt, start simply, and then add layers of complexity based on design reviews and usability testing. Just as architects have to make sure the proper materials are used when planning weight-bearing walls, application designers must also find the right combination of functionality and content to make the screen work… without crashing down on the user’s head.

VIDEO: Ron Moore’s cameo on last week’s CSI…

April 29th, 2009 Joseph Comments

In case you did not see it, last week’s CSI was a very funny episode about a murder at a SF convention in Las Vegas. The convention was focused on the fictional show “Astro Quest”, a pretty obvious parody of the original Star Trek (we even had dream sequences based on two classic Trek episodes).

Ron Moore, producer of the recent Battlestar Galactica series (and former producer for Star Trek: The Next Generation), as well as actors Kate Vernon and Grace Park from the show appeared in the episode (Moore and Park had cameos, Vernon had a featured guest appearance).

In the episode, the victim was a TV producer who was going to “reimagine” Astro Quest for a new generation of viewers, making it more gritty and realistic. After the producer made his pitch to the convention attendees, Ron Moore made his (very brief) cameo, video below.

This was a GREAT in-joke, for those who remember the fan reaction that Moore’s own gritty and realistic “reimagining” of Battlestar Galactica initially received from the original show’s fans.

UPDATE: OK, I found the preview for this episode, and I have to embed it as well:

Twitter Updates for 2009-04-28

April 28th, 2009 Joseph Comments
  • OK, nature, we get it – pollination is great, helps flowers grow, circle of life, etc. You can stop it now. #
  • Starting to plan the next Big User Research project. It’s gonna be an aggressive schedule, without a lot of help… But it’ll be cool. #
  • @leenjones They just moved my son’s 5th grade musical to May 14. Crap. I’ll try and catch the June Chi Atlanta meeting… #
  • “So, Swine Flu, now that’s you’ve scared the crap out of us, what are you gonna do next?” “I’m going to Disney World!” http://bit.ly/15TyiW #
  • New post at http://www.josephdickerson.com – Lessons in UI Design: Where does “doing” happen? http://bit.ly/eSLER #UX #UI #design #Ixd #usability #

Powered by Twitter Tools.

Categories: News

Lessons in UI Design: Where does “doing” happen?

April 28th, 2009 Joseph Comments

I recently tested some designs for my company and thought that a screen design I came up with (a UI module that gives users better visibility into their finances – in a sense, “how are things going?”) was rock solid. It was building on a couple of earlier iterations of the design and I considered the testing to be a mere formality.

Boy, was I wrong.

Testing began, and before I showed the first participant the design in question I exposed the participants to other designs in the prototype system, screens which allowed them to move money around and do things. Then, I got to that “how are things going?” screen.

Blank stares. Confused looks.

EPIC FAIL.

Whenever you have to explain to a participant how something works when they can’t, after some consideration, tell you themselves… well, you see that big thing on the wall over there? It’s called a drawing board – get back to it.

(And, obviously, the majority of your users will not have the opportunity to have a tall bald man sit next to them and tell them how stuff works… though anything could happen…)

After seeing the same reaction occur, again and again, with the remaining participants it became pretty obvious the design was NOT “rock solid” and in fact had some significant issues. What was simple and obvious to me, the designer, was not at all to the participants, who all represented typical users of the existing system. Again, this is why you test designs with users (probably preaching to the choir, but still…).

After analyzing their responses and the notes my lab partner took, I discovered a major problem with the design. It was intended to be “interactive” – in that, if you saw a data point on this screen that was a cause for alarm, you could click it, open the item, and change it. The participants did not see this AT ALL. They thought, due to the location of the screen in the navigation structure and the content surrounding this design that the screen was only a helpful “report” – Informational, NOT functional.

Why? Well, it was because the navigation structure that was applied in the proposed design. The UI modules that supported the primary functions (moving money around) were on other pages – the participants expected that they needed to go to one of those pages if they saw something “wrong” instead of doing it on the “how are things going” page itself…

In other words, the participants separated the system into two spaces – the “doing” space and the “reviewing” space – and mixing them in this screen caused an unexpectedly high amount of confusion.

How to fix this? Well, I’m still working on it, but a possible solution is to place a smaller, more streamlined version of the “how are things going?” module on the functional pages, as a “thermometer” to help users understand their current situation (and making sure to not duplicate functionality that already exists).

This was a good reminder to me, and hopefully you, kind reader, to remember – Every screen, like a scene in a movie script, should have a point to it, a purpose, to help support the goals of the user. What I did was the UI design version of mixing a dialogue-heavy exposition scene with a big action sequence – it was a muddled mess. Live and learn.