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	<title>Erick Clark: User Experience Designer &#187; User Interaction</title>
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	<link>http://www.codednotions.com</link>
	<description>The online portfolio of Erick Clark</description>
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		<title>What I Learned at SXSW, Part 3</title>
		<link>http://www.codednotions.com/2010/03/19/what-i-learned-at-sxsw-part-3/</link>
		<comments>http://www.codednotions.com/2010/03/19/what-i-learned-at-sxsw-part-3/#comments</comments>
		<pubDate>Fri, 19 Mar 2010 17:38:56 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[User Interaction]]></category>
		<category><![CDATA[sxsw]]></category>
		<category><![CDATA[what I learned at sxsw]]></category>

		<guid isPermaLink="false">http://www.codednotions.com/?p=216</guid>
		<description><![CDATA[HTML5 vs. Flash &#8211; The War Begins
Not surprisingly there was a lot of talk at SXSW about the iPad and what it means for content creators, designers and developers. One of the first things I noticed when attending panels related to the iPad was that sides are being chosen. Though a few people approached the [...]]]></description>
			<content:encoded><![CDATA[<p><strong>HTML5 vs. Flash &#8211; The War Begins</strong><br />
Not surprisingly there was a lot of talk at SXSW about the iPad and what it means for content creators, designers and developers. One of the first things I noticed when attending panels related to the iPad was that sides are being chosen. Though a few people approached the design and development challenges introduced by the iPad pragmatically, most were either declaring that Flash was dead (and long live HTML5) or that the iPad was going to flop (at least in part due to its lack of support for Flash). In a way the HTML5 versus Flash debate is very much an extension of the Mac versus PC debate, which is really disappointing. It should be about the right tools for the job. </p>
<p>In all likelihood both HTML5 and Flash will coexist for years to come. Though there is a lot of overlap in what each can do, both have their strengths and weaknesses. HTML5 does not require a third party plug-in, it&#8217;s an open standard which anyone can create development tools for, and it has huge support on mobile platforms. Flash has the benefit being an established platform with solid development tools and existing UI and development libraries to draw from. It also handles video more seamlessly than HTML5, which as of yet does not have a standard video codec defined, meaning there is no standard way of compressing video for HTML5 (there is a heated debate going on which codec should be used and no resolution is in site.)</p>
<p>What the HTML5 versus Flash argument amounts to is that, in spite of the dreams of graceful degradation and cross browser compatibility, designers and developers are going to have to design and develop for specific platforms. Ultimately this is not a bad thing, in fact from a design perspective, it&#8217;s a really good thing. There is a widening spectrum of net enabled devices that include desktops, laptops, tablets and smart-phones. Each device has its own set of strengths and weaknesses, its own set of constraints and limitations. Designing variations of one user experience for all devices will result in an ideal experience for one device and a compromised experience on all the others.</p>
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		<item>
		<title>What I Learned at SXSW, Part 2</title>
		<link>http://www.codednotions.com/2010/03/19/what-i-learned-at-sxsw-part-2/</link>
		<comments>http://www.codednotions.com/2010/03/19/what-i-learned-at-sxsw-part-2/#comments</comments>
		<pubDate>Fri, 19 Mar 2010 17:38:12 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[User Interaction]]></category>
		<category><![CDATA[sxsw]]></category>
		<category><![CDATA[what I learned at sxsw]]></category>

		<guid isPermaLink="false">http://www.codednotions.com/?p=214</guid>
		<description><![CDATA[Your Web Site as a Game
When I first heard someone mention using video game metaphors in web site UI design I thought of the UI common in many first person shooters, such as heads up displays and menus for managing weapons and tools inventories. But I was thinking too literal. It&#8217;s way more basic, it&#8217;s [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Your Web Site as a Game</strong><br />
When I first heard someone mention using video game metaphors in web site UI design I thought of the UI common in many first person shooters, such as heads up displays and menus for managing weapons and tools inventories. But I was thinking too literal. It&#8217;s way more basic, it&#8217;s about saving the princess and leveling up. The cornerstone of using game metaphors is to provide rewards to users who accomplish certain tasks on your site. These rewards can be virtual, such as badges, medals or special titles (guru-user) or real world rewards, such as discounts, free schwag (t-shirts) or gift certificates. When users accomplish multiple tasks, they get even more. By providing rewards for tasks and sets of tasks you can encourage exploration on your site. Users will be more likely to try a feature on your site if there is an incentive, even one as small as a badge. You can also use rewards to encourage users to provide more data about themselves. </p>
<p>One of the most used examples of game metaphors in web UI design that I heard referred to at SXSW was also the subtlest, linkedIn&#8217;s profile progress bar. This progress bar is persistent on a user&#8217;s profile and informs him or her of what percent &#8220;complete&#8221; their profile is. The reward is the warm, fuzzy feeling users get when their profile reaches 100%, the sense of completion and accomplishment. </p>
<p>More obvious uses of game metaphors are used in both Gowalla and Foursquare, which are location aware social networking apps for smart-phones. When users visit a real world location they can &#8220;Check In&#8221;, or post their location to their status along with an optional short message. Users of both these apps get badges/stamps for visiting real world locations and can even get discounts or gift certificates for visiting a series of locations. </p>
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		<title>What I Learned at SXSW, Part 1</title>
		<link>http://www.codednotions.com/2010/03/19/what-i-learned-at-sxsw-part-1/</link>
		<comments>http://www.codednotions.com/2010/03/19/what-i-learned-at-sxsw-part-1/#comments</comments>
		<pubDate>Fri, 19 Mar 2010 17:37:17 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[User Interaction]]></category>
		<category><![CDATA[sxsw]]></category>
		<category><![CDATA[what I learned at sxsw]]></category>

		<guid isPermaLink="false">http://www.codednotions.com/?p=212</guid>
		<description><![CDATA[Show the Value Proposition, Don&#8217;t Just State It
The summation of this post is this: Put as few obstacles between your users and your site&#8217;s functionality as possible. It sounds simple, but a lot of sites do not follow this basic rule. Largely this applies to site registration and when to require a user to register. [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Show the Value Proposition, Don&#8217;t Just State It</strong><br />
The summation of this post is this: Put as few obstacles between your users and your site&#8217;s functionality as possible. It sounds simple, but a lot of sites do not follow this basic rule. Largely this applies to site registration and when to require a user to register. Often sites will only offer screen shots or demos of their functionality and require users to register to get into the real experience. Let people use your site before you require them to register, let them use the tools, create some content, do whatever it is your site offers, all without the hassle of account creation. But do so in a way that lets people know that everything they create will disappear if they do not register. When a user clicks &#8220;Save&#8221;, then prompt them to register. That way users get to know first hand what the value proposition of your site is as opposed through marketing pages, demos or screen shots. They have also invested some time and energy working with your site; they will be more likely to register to save that.</p>
<p>Another point about registration that was raised in several panels was do not require users to provide a lot of data during registration. Many sites ask for way too much info during the account creation process. Even if only a few of the fields are required, they are a perceived barrier to the user. Ideally a registration form should consist fields for email address and password and not much more. There are ways of encouraging users to provide more data after registration. More on that when I discuss <a href="http://www.codednotions.com/2010/03/19/what-i-learned-at-sxsw-part-2/">video game metaphors in web site UI design</a>.</p>
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		<title>Augmented Reality Apps Getting a Little More Real</title>
		<link>http://www.codednotions.com/2010/03/10/augmented-reality-apps-getting-a-little-more-real/</link>
		<comments>http://www.codednotions.com/2010/03/10/augmented-reality-apps-getting-a-little-more-real/#comments</comments>
		<pubDate>Wed, 10 Mar 2010 18:06:42 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Technology]]></category>
		<category><![CDATA[User Interaction]]></category>
		<category><![CDATA[mobile]]></category>

		<guid isPermaLink="false">http://www.codednotions.com/?p=196</guid>
		<description><![CDATA[First there was the Furby, then the Tamagotchi, soon there will be the iKat, a virtual pet that you can only see through your phone. The iKat even has a shadow.
Though it looks pretty simple, the technology behind the iKat opens up a lot of possibilities for augmented reality apps. The technology allows a phone [...]]]></description>
			<content:encoded><![CDATA[<p>First there was the Furby, then the Tamagotchi, soon there will be the iKat,<a href="http://recombu.com/news/zenitum-ikat-the-first-markerless-mobile-augmented-reality-pet_M11534.html"> a virtual pet that you can only see through your phone</a>. The iKat even has a shadow.</p>
<p>Though it looks pretty simple, the technology behind the iKat opens up a lot of possibilities for augmented reality apps. The technology allows a phone to recognize spaces in 3D and add virtual objects into them in realtime, which could be used to show directions in perspective, play games based on your local environment, and everything in between. </p>
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		<title>Everything Gets Complicated Again</title>
		<link>http://www.codednotions.com/2010/03/04/192/</link>
		<comments>http://www.codednotions.com/2010/03/04/192/#comments</comments>
		<pubDate>Thu, 04 Mar 2010 20:06:11 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Technology]]></category>
		<category><![CDATA[User Interaction]]></category>

		<guid isPermaLink="false">http://www.codednotions.com/?p=192</guid>
		<description><![CDATA[A quote from Google vice-president of Global Ad Operations John Herlihy has been getting some attention in the blogosphere lately. He was quoted as saying &#8220;In three years time, desktops will be irrelevant. In Japan, most research is done today on smart phones, not PCs.” Obviously that&#8217;s what Google is banking on, with heavy investments [...]]]></description>
			<content:encoded><![CDATA[<p>A <a href="http://news.yahoo.com/s/pcworld/20100303/tc_pcworld/googleeuropeexecdesktoppcsirrelevantinthreeyears">quote from Google vice-president of Global Ad Operations John Herlihy</a> has been getting some attention in the blogosphere lately. He was quoted as saying &#8220;In three years time, desktops will be irrelevant. In Japan, most research is done today on smart phones, not PCs.” Obviously that&#8217;s what Google is banking on, with heavy investments in operating systems for mobile phones (Android) and netbooks (ChromeOS) or whatever notebooks end up evolving into. I think saying desktop computers will be irrelevant in three years is over stating things by quite a bit. It would be more accurate to say that in three years the diversity of net connected devices will increase by a lot. Instead of just desktop computers, notebooks and mobile phones, consumers will have a wider spectrum of devices to choose from like the iPad, net enabled eBook readers, smart-phones on steroids, etc. We&#8217;re seeing the early signs of this already. </p>
<p>TechCrunch has a somewhat related article, <a href="http://techcrunch.com/2010/03/04/mobile-fragmentation-forever/">In Mobile, Fragmentation is Forever. Deal With It</a>. With new platforms and OS&#8217;s come new design and development challenges. Graceful degradation of the user experience, which never worked well to begin with, won&#8217;t cut it when you have many, many levels of degradation to support. User experiences will have to be more specific to a platform. And the fragmented nature of devices outside of the conventional PC will likely not go away.</p>
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		<title>New Ideas, Users and You</title>
		<link>http://www.codednotions.com/2009/10/15/new-ideas-users-and-you/</link>
		<comments>http://www.codednotions.com/2009/10/15/new-ideas-users-and-you/#comments</comments>
		<pubDate>Thu, 15 Oct 2009 17:37:33 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[User Interaction]]></category>

		<guid isPermaLink="false">http://www.codednotions.com/?p=164</guid>
		<description><![CDATA[A co-worker of mine pointed me to this video on YouTube, Stone and Stone Wheel. I&#8217;ve been thinking a lot lately about innovating versus adhering to convention and when and when not to pay attention to user testing data, and this video really got me thinking.
I remember way back in 1999 observing my first user [...]]]></description>
			<content:encoded><![CDATA[<p>A co-worker of mine pointed me to this video on YouTube, <a href="http://www.youtube.com/watch?v=OORnMYoWX9c" rel="shadowbox[post-164];player=swf;width=640;height=385;">Stone and Stone Wheel</a>. I&#8217;ve been thinking a lot lately about innovating versus adhering to convention and when and when not to pay attention to user testing data, and this video really got me thinking.</p>
<p>I remember way back in 1999 observing my first user test, I was working for frog design on a web site for a large direct sales computer manufacturer. The client had taken it upon themselves to hire a third party to conduct user testing on the site which frog, in collaboration with the client&#8217;s own web team, had just launched. It was both awesome and horrifying to see users actually using that which we had created. Some of our design decisions succeeded exactly as we thought they would while some, that we had thought were pretty simple and straight forward, baffled users to a point where they could not complete necessary tasks. The whole experience was very enlightening. </p>
<p>When I got back from user testing I talked to one of the managers at frog about user testing and asked why frog didn&#8217;t as a matter of process include it in their projects. I was told that frog doesn&#8217;t do user testing. Period. The argument against it was users often do not respond well to new or innovative ideas (and frog had built its reputation on new and innovative ideas.) New or innovative work will rarely test well, thus negating the relevance of user testing. </p>
<p>Since I left frog I&#8217;ve heard that they have changed this policy (if it ever was an official policy, rather than just a general stance by the management.) And since I&#8217;ve left frog I&#8217;ve gotten to work with a lot of user experience professionals. Some of which have insisted that everything be tested. Every decision should be in some way be run by users. I&#8217;ve seen the User Centered Design methodology be taken to great lengths, where paper prototypes, then wireframes, then design comps, then the finished site are tested revised and retested until the data shows what the usability experts are looking for. If a user does not figure it out on the first try, it&#8217;s a fail. </p>
<p>I&#8217;ve also worked with user experience professionals who have demonstrated that there are ways to test innovative ideas and that not all data from user tests should be taken at face value. Just because someone doesn&#8217;t figure something out on the first try doesn&#8217;t always make it wrong. Sometimes it&#8217;s when a user doesn&#8217;t figure it out on the second or third try that it means something is wrong, and the fact that the user found something compelling enough to try to use it multiple times should be given some weight. Innovative ideas introduce a learning curve, it&#8217;s whether or not users are willing to overcome the learning curve that should be paid attention to.</p>
<p>Designers should always listen to their users. Designers should really listen to everyone, you never know where a good idea might come from. But being a good designer means knowing which ideas to use and which feedback to listen to. Good designers also know when to take a risk and try something new and when to stick to convention. My own philosophy on the subject is based on a quote from Charles and Ray Eames, &#8220;Innovate as a last resort.&#8221; If an method exists that users are familiar with, use it. Use it unless you think you&#8217;ve really got something new that works, and when you do, test it. And if no one gets it in testing, weigh the costs versus benefits before going forward anyway. </p>
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		<title>Fireworks is actually good for wireframing</title>
		<link>http://www.codednotions.com/2009/09/15/fireworks-is-actually-good-for-wireframing/</link>
		<comments>http://www.codednotions.com/2009/09/15/fireworks-is-actually-good-for-wireframing/#comments</comments>
		<pubDate>Tue, 15 Sep 2009 19:30:39 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[User Interaction]]></category>

		<guid isPermaLink="false">http://www.codednotions.com/?p=120</guid>
		<description><![CDATA[The IxDA forum has a thread going about the merits of using Adobe Fireworks for creating wireframes and rapid prototypes. Fireworks is my tool of choice for wireframing/prototyping and I still get looks of surprise when I tell other UI designers this. I think a lot of designers view Fireworks as a image optimization tool, [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://gamma.ixda.org/discuss.php?post=45634">The IxDA forum has a thread</a> going about the merits of using Adobe Fireworks for creating wireframes and rapid prototypes. Fireworks is my tool of choice for wireframing/prototyping and I still get looks of surprise when I tell other UI designers this. I think a lot of designers view Fireworks as a image optimization tool, which I&#8217;m sure it&#8217;s still good for. But Adobe has done a really good job of turning what was a slightly redundant part of its Creative Suite (redundant to Photoshop and formerly ImageReady) into a piece of software that fills the much needed gap of wireframing and prototyping. I&#8217;ve looked into other solutions such as Axure and Visio, but it&#8217;s hard to justify the cost of an additional software package when I already have Fireworks via the Adobe Web Suite.</p>
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