I know that members on this list are dubious about using personas in
the design process.
Here's a nice, solid research paper by Frank Long at NCAD in Dublin
that shows how they can improve team dynamics:
> Real or imaginary: The effectiveness of using personas in the > product design process. > > As you know, the use of personas as a method for communicating user > requirements in collaborative design environments is well > established.
I've been asking people here and there throughout the community, but
I thought I would put a note out there to everyone and see if there
were any takers.
I'm looking to come up with a list of companies that have UX teams
of some sort and that ideally in some way value these teams and the
contribution they make to the company. Also, it would be great if
these companies had a New York City presence.
If anyone works in or knows of such a company I would love to hear
Does anyone out there have the experience of actually performing a given job
(for at least a day or three, perhaps longer) as a means of really
researching context, tasks etc.? Specifically, I am thinking of an
enterprise context, where the user doesn't have choice in tools, workflow
and there are some highly developed skills (ie more than the basic web
skills of an e-commerce user). Also, I am contrasting this approach to
on-site observation, empathic modeling and user role playing.
For example, working in a call center as a first line telephone customer
I've thought many times on using mouse tracking data to evaluate usability
but I never saw a tool for doing this
as many (or most) of us I don't work only with web so this is can't be used
by folks who are working on desktop applications.
recently I find out a online service that do mouse tracking, replays ( as
many others ), but the real difference is that they
create heat maps and shows the mouse movements path, because watching mouse
movements videos can be really time wasting.
The theme of this research is: IxD and Experiential Factors.
The considered experiential factors include (Learnability, usage, error and
feedback, Comfort, Collaboration, Affect, Guidance and support,
Accesability) . Depending on the kind of product some factors can become not
The boundaries of IxD here are pretty much similar to those defined in Dan
saffer's IxD Relationship .
As in, if you can accurately predict what's going to happen next in an
interaction, it's because the action you're taking is understandable, clear,
logical, makes you feel confident, etc. If you can accurately predict what's
next, the interaction has high usability. If you can't accurately predict
what's next, the interaction has low usability.
I was just reading through Forrester's report "The Seven Tenets Of The
Information Workplace" by Erica Driver and Connie Moore.
Among others, it recommends that IT departments acquire usability and
design skills. Note the last sentence in the quote:
"We're just starting to see IT groups design applications ﬁrst and
foremost to adapt to change and give business people powerful
workplaces. These skills will be in short supply, and so consulting
ﬁrms will initially ﬁll the needs of most organizations.
One of the things I am interested as a designer is how we can work better with
developers. If you are lucky enough to work as part of an in-house team you
probably (hopefully) have a stronger relationship with developers than those
of use who only come in as consultants. Often as a consultant, the only
contact we have with the development team might be through the project
manager or technical lead. So we must rely on our design documents to
deliver our message.
Although we would all like our deliverables to be developer-friendly, they
don't always turn out that way.