November 24, 2013
A seamless user experience, regardless of channel or device, is one of the 4 requirements for a usable cross-channel experience. Companies and organizations that allow users to switch channels while completing tasks have a competitive advantage.
May 19, 2013
Don Norman's list of general books for interaction design from the 2013 revision and expansion of the book "Design of Everyday Things."
April 11, 2013
Predictable Target should appear high on your list of mandatory rules, only to be violated when it can be proven that another consideration, in a particular circumstance, will result in even greater productivity.
"User experience" encompasses all aspects of the end-user's interaction with the company, its services, and its products.
December 1, 2011
A reader asks for advice: "Why on earth we seem to want to browse or scroll long lists to find something when typing into a search box is so much more efficient?"
October 18, 2010
What users believe they know about a UI strongly impacts how they use it. Mismatched mental models are common, especially with designs that try something new.
December 1, 2009
I'm about to give you a number of ways to increase sales on ecommerce sites and increase sign-ups on service sites, but first, raise your hand if you personally, when surfing the web, enjoy registering to use a site.
October 1, 2009
The killer app for the iPhone/iPod Touch is the App Store. 85,000+ apps have been written and, via the App Store, 2 billion copies of those apps have been downloaded. Apple gets 30% of the revenue; the developers, 70%. Everyone has been making a lot of money.
March 10, 2009
In Part 1, I discussed the ill-effects to the Macintosh of Apple's Flatland aesthetic, a visual simplicity that threatens to bury Apple's users with unnecessary clutter and complexity. This month, it's time to turn our attention to Apple's other devices, beginning with what users are faced with when it’s time to upload images.
February 10, 2009
Appleland is becoming progressively flatter and, at the same time, less usable. Properly-designed interfaces scale, so that they support the new user as well as the expert.
May 10, 2007
The typical web experience is a series of slow, stuttering steps, punctuated by moments of utter boredom. We can do better, and we can do it without faster processors, servers, or networks. How? By taking advantage of subjective time.
February 1, 1996
Parallel design is a project model for usability engineering where multiple designers independently of each other design suggested user interfaces. These interfaces are then merged to a unified design that can be further refined through additional iterative design. In a case study of a screen-based telephone interface, measured usability when going from version 1 to version 2 was improved by 18% when using traditional iterative design and by 70% when using parallel design. In the case study, parallel design was about 73% more expensive than iterative design, so it cannot be recommended for all development projects, but it seems a promising usability engineering method for speeding up time-to-market.
Nielsen, J., and Faber, J. M. (1996). Improving System Usability Through Parallel Design. IEEE Computer, 29, 2 (February), 29-35.
November 1, 1993
In 4 case studies, the median usability improvement was 165% from the first to the last iteration, and the median improvement per iteration was 38%. Iterating through at least 3 versions of a UI design is recommended, since some usability metrics may decrease in some versions if a redesign has focused on improving other parameters.
Nielsen, J. (1993). Iterative user interface design. IEEE Computer 26, 11 (November), 32-41.