7±2 mythen des userzentrierten design

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vortrag im rahmen der vorstellung des förderprogrammes »users in focus« der wirtschaftsagentur [http://lisavienna.at/de/events/wirtschaftsagentur-call-users-focus-2016]

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7±2 mythen des userzentrierten design

  1. 1. 7±2 mythen des userzentrierten design
  2. 2. YOU ARE LIKE YOUR USERS MYTHOS 1
  3. 3. WilliamHudsonandAlexBrychta.SyntagmLtd.2002
  4. 4. »Holding fast to personal preference by creating a solution that you like and failing to address the user’s needs is a major ingredient for project fail.«
  5. 5. YOU ARE LIKE YOUR USERS MYTHOS 1 NOT FACT  1
  6. 6. MYTHOS 2 AESTHETICS ARE NOT IMPORTANT IF YOU HAVE GOOD USABILITY
  7. 7. »faceted search«
  8. 8. »faceted search«
  9. 9. »faceted search«
  10. 10. Towards an articulation of interaction aesthetics Jonas Löwgren manuscript, June 16, 2009 to appear in The New Review of Hypermedia and Multimedia ABSTRACT Even though the emerging field of user experience generally acknowl- edges the importance of aesthetic qualities in interactive products and services, there is a lack of approaches recognizing the fundamentally temporal nature of interaction aesthetics. By means of interaction criti- cism, I introduce four concepts that begin to characterize the aesthetic qualities of interaction. Pliability refers to the sense of malleability and tightly coupled interaction that makes the use of an interactive visualiza- tion captivating. Rhythm is an important characteristic of certain types of interaction, from the sub-second pacing of musical interaction to the hour-scale ebb and flow of peripheral emotional communication. Drama- turgical structure is not only a feature of online role-playing games, but plays an important role in several design genres from the most mundane to the more intellectually sophisticated. Fluency is a way to articulate the gracefulness with which we are able to handle multiple demands for our attention and action in augmented spaces. interaction aesthetics, aesthetic interaction qualities, expe- pliability …refers to the user's sense of 
 shaping a malleable material in a tight loop of action and response. »wirkungserfahrung«
  11. 11. MYTHOS 2 AESTHETICS ARE NOT IMPORTANT IF YOU HAVE GOOD USABILITY FACT  2 EVEN
  12. 12. DESIGN IS TOO EXPENSIVE MYTHOS 3
  13. 13. Robert N. Charette: 
 Why Software Fails, IEEE Spectrum Abbildung aus https://www.youtube.com/watch?v=O94kYyzqvTc
  14. 14. Robert N. Charette: 
 Why Software Fails, IEEE Spectrum
  15. 15. Robert N. Charette: 
 Why Software Fails, IEEE Spectrum
  16. 16. • http://tinyurl.com/poczd46 • User interface is the main source of frustration • Change requests slow down development time • Developers struggle with user interface and user experience
  17. 17. DESIGN IS TOO EXPENSIVE MYTHOS 3 FACT  3EXTREMELY COST-EFFECTIVE
  18. 18. CHOICES SHOULD ALWAYS BE LIMITED TO 7+/–2 MYTHOS 4
  19. 19. »These studies on memorizing nonsense then led some interface designers to conclude that only 7 items belong on a list or a slide, a conclusion which can be sustained only by not reading the paper. In fact Miller’s paper neither states nor implies rules for the amount of information to be shown in a presentation.« Edward Tufte »I recently re-read the 16-page article, and have concluded that there is absolutely nothing in his paper that can still help us develop better systems.« Eric Schaffer
  20. 20. Users can only manage a certain amount of information at a time? Users don't want to wait for things to download? Users don't want to scroll? et al.
  21. 21. http://uxmyths.com

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