2008/12/18

haveuheard's favorite 12/18/2008


Posted from Diigo. The rest of my favorite links are here.

2008/10/27

haveuheard's favorite 10/27/2008


Posted from Diigo. The rest of my favorite links are here.

2008/10/09

haveuheard's favorite 10/09/2008

2008/09/22

haveuheard's favorite 09/22/2008

  • tags: business, news, it, ibm, social, sns, socialcomputing, research

    • IBM Corp. is opening the IBM Center for Social Software in Cambridge, Mass., to research and quantify the effects of social software on workplace productivity.
    • discover the next breakthrough application in Web 2.0 business software and persuade customers that the social software
    • develops social tools for businesses including project collaboration software, unified communications and Web conferencing, and user-generated content applications.
    • IBM said it has struck up partnerships with Harvard University and the Massachusetts Institute of Technology Media Lab for research projects on social computing.

2008/09/02

haveuheard's favorite 09/02/2008

  • tags: product, experience, book, research, bibliography

    • 11. Aesthetics in interactive products: correlates and consequences of beauty (M. Hassenzahl)
    • 12. Meaning in product use - a design perspective (Stella Boss and Heimrich Hanis)

      13. Product expression: bridging the gap between the symbolic and the concrete (T.J.L. van Rompay)
    • 15. Product emotion (P.M.A. Desmet)

      16. Consumption emotions (Marsha L. Richins)
    • 17. Product attachment: design strategies to stimulate the emotional bonding to products (Ruth Mugge, Jan P.L. Schoormans, and Hendrik N.J.Schifferstain)
    • 20. Affective meaning: the Kansei Engineering approach (Simon Schutte, Jorgen Eklund, S. Ishihara, and M. Nagamachi)
    • 21. The useful interface experience: the role and transformation of usability (John M. Carroll and Helena M. Mentis)

2008/09/01

haveuheard's favorite 09/01/2008

  • tags: flow, design, arrows, emotion, ux, usability, paper

    • The psychologist Mihaly Csikszentmihalyi (1990) has described focused attention as “psychic energy”. Like energy in the traditional sense, no work can be done without it, and through work that energy is consumed. Most of us have experienced a mental/emotional state where all of our attention (or energy) is totally focused on an activity. Csikszentmihalyi (1990) named this state “flow,” based on how participants in his studies described the experience.
    • flow state can be classified into the three areas; 1. Causes of Flow 2. Characteristics of Flow 3. Consequences of Flow (Novak, Hoffman and Yung, 1999)
      • A clear goal
      • Immediate feedback on the success of attempts to reach that goal
      • A challenge you’re confident you have the skills to handle
      • Loss of consciousness of self
      • Distortions in the perception of time
      • Activity is perceived as intrinsically rewarding
    • The main elements designers can control are:

      • Providing immediate feedback
      • Balancing the perception of challenge against users’ skills
    • he user navigates to accomplish a task, like seeking information on a particular topic or surfing for fun
    • The opportunities for action are balanced with the user’s ability. At a basic level, this is accomplished by providing an uncluttered interface and eliminating unnecessary information to limit the user’s cognitive load.
    • receives quick, sensory feedback in the form of a visual shift and/or sound from links, buttons, menus, or other navigation items.
    • Flow and Emotion
    • Flow tends to occur in situations with higher levels of challenge and skill. If the challenge is too easy, or user skill levels are very high, anxiety can be so low that there is little motivation to do anything. This level of activation or “arousal” in the body is the physiological (i.e., bodily) dimension of emotion. The level of arousal affects how intensely we experience a given emotion, and intense emotions demand our attention. In evolutionary terms,
    • Both pleasant and unpleasant objects and experiences can increase arousal levels. Frustration and the excitement both increase arousal levels. So do large images, bright colors, and high contrast (van Gorp, 2006).
    • Goal-directed vs. Experiential Use

      Different motivations for using a website require different designs to facilitate flow (Novak, Hoffman and Yung 1996). Novice users tend to see the Internet in a playful way, while more experienced users tend to view the Internet in a more utilitarian way (King 2003).

    • Novice Users – Experiential use

      • Less challenging
      • More exploratory
      • Entertainment-oriented
    • Experienced Users – tendency towards Goal-directed use

      • More challenging
      • Less exploratory
      • Connected with tasks (e.g. research, work and shopping)
  • tags: desktop, web2.0, future, computing, readwriteweb, web, os, technology

    • bet right and you could find the motherlode before the rest of the world and gain valuable advantages by being first. Daytraders are focused on discovering and keeping track of trends. It's a very different focus and activity from being a librarian, and it's what we are all moving towards.
      • This suggests that the point of filtering through an enormous amount of information, or with "leveraging the collective intelligence" is to get ahead, in business, presumably. But this model of competition seems as old-fashioned as the filing cabinet model of data storage. - post by braddo
    • The Future of the Desktop
      • Lots of hand waving, no hard facts. Nice read, thought provoking, it points how the future could be, but not entirely convincing. - post by dmolla
    • People don't want to manage all their information on the Web in the same interface they use to manage data and apps on their local PC
    • The Web is an entirely different medium than the desktop and it requires a new kind of interface. The desktop of the future - what some have called "the Webtop" - still has yet to be invented.
    • there has to be some kind of place that we consider to be our personal "home" and "workspace" -- but it's not going to live on any one device.
    • This requires that our applications and data do not reside on local devices anymore, but rather that they will live in the cloud and be accessible via Web services.
    • . Instead, all devices will synch with the cloud, where your applications, data and desktop workspace state will live as a unified, hosted service. Your desktop will appear on whatever device you login to, just as you left it wherever you last accessed it.
    • If these trends continue, will the browser eventually swallow up or simply replace the desktop? Yes. In fact, it will probably happen very soon. There just isn't any reason to have a desktop outside the browser anymore. What we think of as "the desktop" is really just a perspective on our information and applications - it's really just another "page" or context in our digital lives.
    • As our digital lives evolve out of the old-fashioned desktop into the browser-centric Web environment we will see a shift from organizing information spatially (directories, folders, desktops, etc.) to organizing information temporally (feeds, lifestreams, microblogs, timelines, etc.)

2008/08/31

2008/08/11

haveuheard's favorite 08/11/2008

  • tags: no_tag

      • A complete mobile social networking experience is composed of three specific elements:


        • Sharing and storing personal information and profiles, including browsing for friends and contacts, reading status messages, commenting on photos and blogs, uploading photos to a personal profile and updating personal status messages.


        • Asynchronous messaging, including e-mailing and sending messages. These types of messages are generally stored and are available in offline mode.


        • Real-time messaging, including instant messaging and the ability to chat synchronously with friends. This type of communication is online, interactive and collaborative in nature.
    • New sets of diverse and niche social networks are being launched around any topic, theme or interest people may share, such as cultural-specific networks, special-interest-based networks (politics, nonprofits); local community-based networks (schools, volunteer organizations); professional-based networks such as LinkedIn and other professional associations and enterprise-based networks.
  • tags: taejon, weather, forecast

2008/08/07

haveuheard's favorite 08/07/2008

  • tags: prototyping, design, tool

  • tags: gui, survey, prototyping, tool, usage, designer, design, ux

    • Some key findings:



      • There is currently no distinct consensus on what is the best tool
        to use for web prototyping

      • HTML and diagramming tools are the most commonly type of tools used
        for web prototyping

      • Macromedia Dreamveawer and Microsoft Visio are the most widely used
        tools

      • Respondents feel that the tools they use fall short on some high
        priority criteria, such as laying out and making changes to pages

      • Few seem to be perfectly happy with the tools they are using though
        users of HTML tools are strikingly more content than users of diagramming
        tools
    • The results showed that prototyping tools primarily have to support:



      • Quick and easy revision of pages

      • Quick and easy layout of pages

      • An easy way to demonstrate the prototype to clients and team members

      • Quick and easy site wide revisions


      Less important is it that a web prototyping tool:



      • Is able to simulate advanced functionality (e.g. scrolling and selecting
        items from a drop-down list)

      • Is easy to learn

      • Produces good-looking prototypes


      The answers about whether the tools that the respondents use live
      up to their requirements showed that the tools fall short on some high
      priority criteria. They primarily fail in supporting:



      • Quick and easy revision of pages

      • Quick and easy site wide revisions

      • Quick and easy layout of pages
      • HTML tools have a high overall score, with site wide revision being
        the major problem

      • Diagramming doesn't score high on any criteria, and is considered
        particularly poor at supporting site wide revisions and simulating
        advanced functionality

      • The respondents using a presentation tool find that their tools
        are very easy to use and suitable for presentation and setting up pages

      • Respondents using non-computerized tools feel hat the approach fall
        short when having to do site wide revisions
  • tags: design, apple, process

  • tags: gaver, researcher, probe, cultural, latent, visual, ucd, method

  • tags: probe, visual, user, ucd, cultural, method

2008/08/04

haveuheard's favorite 08/04/2008

  • tags: persona, profile

  • tags: personas, persona, builder, application, tool, profile

  • tags: chicagotribune, nosiness, sns, social, tv, iptv

    • The earliest type of messaging was sending a simple thumbs up or thumbs down to the other home, using a repurposed TiVo remote. Later, participants could use a keyboard for real-time chatting or invite friends to watch a show
    • Patterns in behavior

      Metcalf's team is still combing through the latest testing data but observed some general behavior patterns. Elaine Huang, senior staff researcher, said "conversations are pushing out beyond TV," with one group of users proposing a pizza outing over chat. Joe Tullio, senior research scientist, saw that male viewers were chatting more with their friends' significant others.
    • The researchers print important quotes or observations on notecards, which are then tacked on the walls of a conference room in the Galvin Center at Motorola's Schaumburg campus. Noel Massey, principal staff research engineer, came up with the idea of printing bar codes on the cards so they could be easily scanned into a computer database.
  • tags: personas, persona, profile, benefit, effect, application

    • Psychologists call this 'grounding'—the natural behavior of initially finding a known reference point in a foreign information space.
    • While grounding helps people adjust to complex situations, it can be detrimental when it happens during the design process. If, while conjuring up an interface, designers ground themselves in the design, they run the serious risk of creating an interface that only they can use.
    • Any tools that help designers prevent the natural behavior of grounding helps them attack the design more objectively, with their target user in mind.
    • Benefit #1: Preventing Grounding with Personas
    • Personas are model users that the team creates to help understand the goals, motivations, and behaviors of the people who will use the interface. The persona represents behavior patterns, helping the designer understand the flow of the user's day and how the interface will fit into it.
    • Benefit #2: The Oral Tradition Lives On
    • The team members had made up lives for these people, usually based on the actual observations they made when they studied real users. They constantly used these imaginary lives to relate important stories about how these users would interact with the proposed designs.
    • Using just the oral tradition, the stories become distorted with every new telling. Many of the teams prevented this distortion by capturing the stories along with the persona descriptions.
    • Benefit #3: The Role Personas Play in Role Playing
    • From an early age, we use role playing as a way to safely explore the world around us. By pretending to be different people, we can try things out from their perspective, seeing if their viewpoint is different from our own
    • When we adopt a role, we can start to view the world around us from that person's perspective. Using the persona as the target role, we can identify how that person will interact with the design and the issues that will arise.
    • To get the benefits, the personas have to have rich, relevant detail. They need to accurately represent the users the team is aiming for.
    • The benefits of preventing grounding, encouraging story telling, and enhancing role playing are rarely discussed, yet very present when you see the method in full force. It's these benefits that guide our belief that personas will be a trusted method for many years to come.
  • tags: uie, persona, user, description

    • In my mind, Christopher is clearly confusing Personas with User Descriptions. User descriptions are what-we-think-we-know-now writeups of who uses our design and why. Personas, on the other hand, are carefully researched and crafted personalities we create to focus the design energy.
    • User descriptions help us see where our thinking is, help new team members come up to speed, and help us identify where we may have made assumptions that could turn out false. Personas helps us get past the this-design-is-for-every-breathing-being problem and help us focus our attention on the needs of three to seven specific individuals.
    • So, I recommend we call things by their names and not try and bunch different types of design activities and deliverables under one name. (And don’t even get me started with the folks who often refer to usability tests as focus groups.
  • tags: jnd, jnd.org, persona, norman

    • Empathetic focus. By focus I mean that the design must be clean and coherent. It is not a collection of features added willy-nilly through the life-span of the product, even if each feature by itself makes sense. Rather it is having a clear image of what the product is meant to be -- and what it is not meant to be -- and rejecting features that do not fit, only accepting ones that do. By empathy, I mean an understanding of and identification with the user population, the better to ensure that they will be able to take advantage of the product, to use it readily and easily -- not with frustration but with pleasure.
    • We quickly invented one relevant Persona per case: a hard-working, single mother (case one), a serious full-time student with no outside experience or responsibilities (case two), and a lackadaisical, laid-back goof-off (for three). Unlike traditional Persona studies, these were all made-up, but each was described in sufficient detail (including names), so that the group all agreed they felt like people they knew
    • I have found that an excellent way to use a Persona is to have someone role-play the part.
  • tags: personas, usability, persona

  • tags: personas, cooper, profile, user, behavior

  • tags: goaldirected, design, persona, interview, researcher, ux, interface

    • emphasizes identifying goals of users
      before doing any formal design.
    • "Who's really using
      this, and what do they really want to accomplish?
    • they are powerful design, measurement, and communication
      tools.
    • the technology industry is doing things
      backwards
    • If you start with a deeply
      flawed design, usability testing will diagnose many of the problems, but won't
      necessarily point to a cure. Iteration won't get you to a great design
    • That moment of conceptualization is an intuitive leap
      I don't think any methodology can replace. The Goal-Directed methodology reduces
      the size of the leap and provides tools for evaluating the quality of the result--in
      that sense, I think it's probably better for inexperienced designers than some
      other methods.
    • Because any application designed for
      the web can be distributed almost for free, companies take that as permission
      to launch products or services in "web time," without really thinking
      through the business plan, the design, or a whole host of other crucial factors.
  • tags: search, searchengine, cuil, tools, web, engine, search-engine, searchengines

2008/07/28

haveuheard's favorite 07/28/2008

  • tags: screencast, techsmith, camtasia, screencapture, software, tools, web2.0, collaboration, jing, presentations

    • a tool to take videos of screen activirty and share it...
      - post by vahidm
    • Haven't had a chance to explore this, but wanted to add to my bookmarks to review later.
      - post by lainiemcgann
    • 動画にコメントを入れることはできない。 - post by norifumi
    • 截屏软件。
      - post by guodong
    • Techsmith's free screencasting tool -  really cool way to share a screenshot or screenvideo and instantly produce a web URL to share with anyone!
      - post by youcanreachtim
    • 对于一个写IT类新闻的Blog来说,屏幕抓取软件应该是必备的工具,通常我使用SnagIT或Fashstone Caputre这两款工具。不过,今天发现了一款非常不错的同类软件,值得向大家推荐一下。该软件名为Jing,分别支持MAC及Windows平台,而在Windows下需要.Net 3.0组件支持。其实Jing的创建者就是SnagIT的创建者TechSmith公司,但Jing是完全免费的,而SnagIT却要卖39.95美元。
      Jing这款软件比较有特色的地方在于,除了提供图片抓取及视频录制外,还集成了TechSmith的另外一款服务Screencast(一个专门存储截屏文件的空间),你可以在截屏或录制后直接把文件上传到Screencast中,同时还像YouTube那样可通过代码调用把视频内置到自已的Blog中,整个就是一条龙服务。

      经过我的试用,感觉这款软件还是非常不错的,尤其对于那些经常要录制DEMO视频的人来说,可以节省大量的时间。
      - post by cherry36900
    • get it while it is still free! Very similar to Wink or SnapZ pro but, with free server space!!!! Imagin if your student's could create their own lesson reveiws, how to video, and more . . . your students + their imagination . . .hmmmmmmm.

      Try it and see what happens!

      - post by grendel133
    • microsoft framenetwork 3.0 required - post by drchoi
    • The concept of Jing is the always-ready program that instantly captures and shares images and video…from your computer to anywhere. - post by alanpoon
    • 不下载,不注册,能否看看其他人上传的效果 ? - post by digitip
    • Esta ferramenta permite fazer capturas do écrân (todo ou parte), às quais podemos juntar som/voz. Os filmes das capturas são guardados na Internet e podem ser partilhados.
      Útil para fazer vídeo-tutoriais acerca do funcionamento de aplicações. - post by carlosvaz

2008/07/22

haveuheard's favorite 07/22/2008

2008/07/02

haveuheard's favorite 07/02/2008

  • tags: no_tag

    • Explore users' basic social networking and communication needs
    • Discover how a unified social network could provide benefit to users
    • We received over 90 responses, from which we selected ten participants for our initial interviews. These users varied across their age, job, internet experience, and the communication tools they use.
      • To access information with little effort

      • The ability to communicate with all contacts, regardless of the sites or services they use

      • To keep informed about someone through updates about their recent activity

      • To have someone perform a task on someone else's behalf

      • To feel in control of what they are doing and their information

      • To not have to go through redundant steps for routine tasks

      • To have easy and understandable sharing
    • seven social networking behavior patterns, which we defined as archetypes.
    • These archetypes are distinct from personas in that they do not represent a single person but patterns of behavior.
  • tags: no_tag

      • Similarity and interests become more important online than physical proximity

      • Social network usage is contagious. People join on a single suggestion, but require more motivation to continue use.

      • The connections listed in any single online service are incomplete.

      • Simple connections do not mirror the complex nature of real relationships.
    • Sites differ in the type of content and amount of shared personal material.
    • Sites tend to emphasize connection over expression, while market successes can be found in varying positions
  • tags: humancomputer, HCI, research, researcher, school

  • tags: idg, news, it, trend

  • tags: research, social-networks, google, socialnetworking, community, socialstream, web2.0

    • Our team considered how online social networking could bring greater value to users, especially for ages above twenty. After initial brainstorming and research, we chose to focus on the effects of a new model for online social networking: a unified social network that, as a service, provides social data to many other applications.