A User Interface Software Tool or Interface Design Tool Helps Developers Design and Implement the User Interface.
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BBC News Website’s Revamped Interface Design Part – 2

Other top stories appear in the top right for easy access followed by the most popular stories on the website. This is really great for people to have access to them without even visiting the main page (particularly if they just opened a direct link to the story). Below each story are related stories as well as more on the story from other news sources. The video player is now bigger and has better quality video. Previously, video was squeezed in the middle with the navigation on the left and other video suggestions on the right. The new video page now has a wide range of video, also classified under the different sections of the website.

All these changes to the interface design show that the BBC is aware of the importance of usability and is keeping a close watch on interface design practices of its competitors. With the new layout it may be on to a winner.

August 2, 2010   No Comments

Usability Spotlight: Kohive Part – 2

What are the drawbacks of imitating the desktop interface design?
Despite all the advantages, a drawback that I found with the interface design was that I found myself at times trying to use the same keyboard shortcuts etc. that I would use on a Mac to manipulate the various apps on Kohive. But instead of manipulating Kohive functions, I was affecting native apps on my desktop. An example of this was when I had various apps open in Kohive that cluttered the interface. I would inadvertently enable the Exposé feature which allows a user to quickly locate an open window, or to hide all windows and show the desktop without the need to click through many windows to find a specific target. However this applied to my desktop and still left the Kohive interface design as cluttered as before. Despite drawbacks such as these I find that this interface design scheme is very promising.

July 24, 2010   No Comments

Stakeholders should take part in usability testing too! Part – 2

Seeing is believing

However, general good will and cooperation among team members is not the only reason all stakeholders should be involved in the usability testing process.  According to Jakob Nielsen, the main reason to involve all stake holders is because seeing is believing.  For example, if you are designing an interface design for a corporation you want all stakeholders to share in the usability process so that they can see the results you have.  Remember, stakeholder literally means someone holds a share in the company, and that means they hold a stock, an interest, in the work you produce as a usability tester.  If you involve them in your work and let them directly see your results they are more likely to allow you to proceed with your design based on mutual agreements that your results are valid.  In addition, if your interface design is a bomb because your usability test results weren’t as reliable as you thought, you will have less of the burden of blame because your results were originally approved by all stakeholders.  So, in short, if you are an interface or interaction designer running usability tests, make sure everyone in your company is involved in the process.  It can only be good for the interface design, for the end users, for the team – and for you.

July 20, 2010   No Comments

Does Great Usability Equal Great User Interface Design? – Part 2

This blog post is the second in a series of two about usability and interface design

User centered design and usability

Usability as one of the main goals of the user interface design process benefits not only from usability testing, but also from employing other methods of user centered design. User centered design allows designers to set realistic goals and objectives for the design of a user interface that balance the needs and limitations of the end user with the needs and goals of the designer or the organization employing the software application. User centered design tools can assist in the creation of user interfaces that are rooted in how users can, want, or need to work, instead of forcing the users to change how they work to accommodate the approach taken by the software developer. In order to achieve this goal, designers should make the needs of the user the central guiding force throughout each step of the interface design process:
•    Website / application planning
•    Content creation
•    Prototyping
•    Usability testing
•    Collecting user experience feedback

The benefits of employing the user centered design method are manifold because not only can you increase the popularity of a website of program, but you can also cut costs by developing applications that are successful on the first try.

Don’t make me think!

Many users encounter problems with interface designs because web developers lose sight of the importance of simplicity during the development process. Interface designs often become convoluted and complex, ultimately requiring too much time and energy output from the user in order to understand and navigate a system. Steve Krug, author of „ Don’t make me think: a common sense approach to usability“, has an excellent usability mantra: „Don’t make me think!“. According to Krug, this motto is the first law of usability. If you want a web site to be successful then you have to make sure your users find it so easy to use that they literally don’t have to think. This often means that designers have to think even more during the interface design process. Ensuring great usability in an interface design can be a very complex process, especially when the tasks to be accomplished with the application are complex. But the effort is worth it, since usable applications tend to be much more successful than those that require users to think about them too much. Not having to think – that is how you know your interface design has reached the level of usability required for success.

July 8, 2010   No Comments

The role of user experience in interface design – Part 2

This blog post is the second in a series of two about interface design centered on user experience

User centered design

You can’t talk about user experience and interface design without inlcuding user centered design (UCD) in the mix.  The term user centered design comes into play when you find yourself asking the following question: How can I apply user experience information to my interface design process?  You can do this by employing the user centered design method. User centered design is a design philosophy which places user experience at the focal point of the design process.  The needs, wants, and limitations of users are given ample attention during the design process.  Designers must foresee or rather deduce from observation how users will most likely use their interface and then usability test their presuppositions relative to user behaviour in the real world, for example by using prototypes of applications to validate interface design concepts.

User centered design focuses on the following questions:
•    Who are the users?
•    What are the users’ tasks and goals?
•    What are the users’ experience levels with the given software or interface design?
•    What functions do the users need the interface design to perform?
•    What information do users need to obtain from the interface design?
•    How do users think the interface design should work?

In order to thoroughly investigate these issues, it is crucial that you conduct usability tests—make sure you integrate them into your design process or you will not be able to obtain the critical user experience information requisite for a successful interface design.

Knowing what people want

User experience is one of the most important aspects of interface design because it deals directly with comprehending the people who will employ your product and make it successful.  You cannot design a good user interface without knowing what people want and need, as well as why and how they need it.  Knowing the user’s wants vamps up your interface design’s usability and contributes to the realization of your goals as a designer, in addition to the goals behind the interface you are designing.

June 23, 2010   No Comments

Interfaces and User Interface Design – Part 2

This blog post is the second in a series of two about user interface design

Tips for designing a successful user interface

In my first post I talked about what user interface design is and why understanding it is important. Now, let’s take a brief look at a few tips on how to create a solid user interface design so that you can successfully meet the needs and expectations of your clients and the end users of the interface you are creating.

Consistency: When embarking on the creation of a new interface design, begin by thinking about consistency. Why is consistency important? Because people need to learn how to use a system, and once they have found out how it functions, they develop habits and expectations. Satisfying these expectations makes it easier for people to use an interface and to be comfortable while doing so.

Don’t be busy, be simple: Crowded user interfaces can frustrate users. They are often difficult to understand quickly, which makes them difficult or time-consuming to use because identifying or discerning information and filtering out your options as a user becomes harder. Don’t fill your interface design with unnecessary graphics and exotic font styles. Find a way to make your interface design clean, simple, but also interesting.

Prototype and then test your interface design’s usability: Prototypes (for example wireframe prototypes) and usability tests are a critical aspect of successful interface design. Prototypes are rudimentary working models of your interface design (or of any type of design for that matter). They range from simple wireframe prototypes consisting of placeholder boxes to detailed high-fidelity prototypes. Usability tests are designed to evaluate your interface design by testing design concepts with end users, giving you direct input about how users use your system and how well they can understand it. During the creative process, you should keep in mind what objectives the end users of the application want to achieve. Consequently you should be prototyping and thinking about or rather measuring how your users will react to your interface design instead of assuming you know your end users well enough. If you are designing a user interface, the benefits of prototyping, usability tests, and real-time collaboration are
worth checking into.

If you want to be a successful web designer, you must make usable, functional interface designs a focus of your work. This will contribute to the success of not only your company (or whatever entity you design for), but also yourself. A popular interface design is something you can take pride in and will win you future contracts.

June 16, 2010   No Comments

Usability Methods Explained: Remote Usability Testing – Part 2

This blog post is the second in a series of two about remote usability testing as a usability method

How to conduct a remote usability test

Remote usability tests are conducted in a similar fashion as normal usability tests, the difference being that remote usability tests utilize the internet. As with any live usability testing session you will need:

•    A moderator or moderators who are deeply involved in the interface design process and know the product at hand.

•    Willing participants, ranging anywhere from 5-15 persons.

•    Several scheduled testing sessions

•    Use cases or scenarios that need to be tested.

Since a remote usability test is distance based (normal usability tests are conducted on site), you will need a mechanism for conveying the test. This is typically done through software programs via the web. Moderated remote usability testing is conducted through the use of specialized tools such as pidoco°, a rapid prototyping tool which incorporates a remote usability testing module that also allows you to remotely test prototypes of your interface design through a web browser without the need of installing any software. You can try it out at www.pidoco.com for free.

What are possible pitfalls of remote usability testing?

While remote usability testing is an extremely time and cost effective method, it is not perfect. Difficulties of the test participants while using the typical testing software programs or software glitches are the main problem with remote usability tests. If the software malfunctions, the internet connection is too slow or suddenly disconnects, your results can potentially be lost. Make sure that you are prepared for such events. In addition, the remote aspect depersonalizes the usability testing process. While this may be a good thing for some users, it may bother others. Keep in mind though, that there is no perfect usability testing process. When choosing a usability testing method, pick one in which the benefits outweigh the costs. With remote usability testing, this is often the case, especially when testing large informational websites, e-commerce websites, web applications, intranets or employee portals.

June 5, 2010   No Comments

Usability Methods Explained: Design Patterns Part – 2

Types of design patterns

Design patterns are generally divided into three categories: Creational patterns, structural patterns, and behavioral patterns.  It is up to you to discern which category contains a design pattern that can help you solve your interface design problem, but here is a brief explanation of each group for reference:

•    Creational patterns: creational patterns are design patterns concerned with object creation mechanisms.  They try to create objects that suit various software programming situations.  A prototype pattern is an example of a creational pattern.

•    Structural patterns: Structural patterns are design patterns that try to make the design process easier by establishing simple ways to recognize relationships between entities in your interface design.  Structural patterns often pertain to the functionality of certain aspects of your interface design.  For example:  how do you hide complex code behind a simple interface?

•    Behavioral patterns: Behavioral patterns recognize common communication patterns between objects and realize these patterns. Recognizing these patterns makes communication more flexible and fluid during the design process. These patterns are exemplified by communication algorithms within your interface design, or any commands that you may want your interface design to allow the user to execute.

Problems with design patterns

As with all methodologies, design patterns have been subject to criticism within the world of computer science.  Design patterns attempt to standardize what are already accepted best practices by computer scientists. Standardization seems beneficial, but in practice it can result in the unnecessary duplication of code. Duplication is often a waste of time, and waste of time in your interface design process is unproductive and frustrating.

Design patterns are also a usability method for the technically advanced.  If you do not have a good foundation in computer science, it will be difficult for you to understand or use design patterns while constructing your interface design.  Make sure that you keep your design process as realistically simple and efficient as you can— yet, this may mean that you may have to spend some time making yourself familiar with using design patterns in order to fully understand them and get the most benefit out of using them.

May 27, 2010   No Comments

How do you undergo usability testing with paper prototypes? Part – 2

When thinking of applying paper prototyping to test the usability of your interface design you have to arrange a workshop for users and developers to attend. The users that are invited to attend should be representative of the intended customer of your product meaning you have to identify them before recruiting them for testing. Tasks, or use cases, have to be designed for users to go through before you can create the paper prototypes. Go through the paper prototypes in-house prior to usability testing.  During usability testing you will need a good facilitator, a person to take note of issues raised and someone to play the part of the computer (simulating the response of the program to user actions). After testing go through any issues raised in order to revise the prototypes for the next test. At the end of the process communicate the results to the rest of the team. It is advisable to record sessions with audio or video equipment for later analysis and archival purposes.

What are the four stages of paper prototyping?

Paper prototyping is applied using four different stages which serve different purposes. The first stage of paper prototyping is the concept design stage. This stage of paper prototyping is when you brainstorm different approaches and strategies with a view of learning which thereof fulfills the targeted usability requirements.  The interaction design stage of paper prototyping is when you organize the structure of your different interface designs. Affinity diagrams are used to sort out the interface designs into clusters of similarity in order to better make sense of the large amounts of data. The screen design stage of paper prototyping is used for the initial graphical user interface designs. The screen testing stage of paper prototyping is used for the refinement of user interface designs.

What are the limitations of paper prototyping?

As with everything in life, paper prototyping also has its limitations. A human being looking for the appropriate print out as he tries to play the role of the computer is not equal to the latter. The main drawback with paper prototyping has a lot to do with the fact that it is on paper. Paper is static and not truly interactive. A hyperlink on paper looses all of its functionality as do interactive elements like drop-down menus, datepickers and text input fields. Simulating the elegant subtleties of all these effects can be a real challenge using print-outs with a person fiddling through a stack of paper trying to find the right screen.

A step ahead: Rapid digital paper prototyping

Thanks to the Web 2.0 paper prototyping has evolved beyond paper through the advent of rapid digital paper prototyping. Software, such as pidoco°, an online wireframing tool, allows you to create clickable wireframe prototypes that embrace interactivity with the ease of drag and drop functionality that allows users to assemble the prototypes from pre-fabricated visual elements without any need for programming. These prototypes are created in a standard web-browser without the need to install any software. Prototypes can be shared with stakeholders who can then view, annotate and/or edit them offering not only feedback but also a great way to collaborate with stakeholders as well as the possibility of conducting remote usability tests over the internet.

To learn more, I recommend books like Paper Prototyping by Carolyn Snyder or having a look at paper prototyping explained in 7 photos.

May 24, 2010   No Comments

iPhone OS 4 – Marching Towards Greater User Experience Part – 2

How do the new enterprise features improve usability?

One of the ways the new OS uses enhanced enterprise functionality to increase usability is by allowing users to distribute apps “wirelessly” without having to rely on iTunes for synching. This is good news for enterprises (especially large ones) as iTunes is designed and optimized for use by a singular Joe Public in mind. Businesses that apply iPhones can now cut out the middle man and directly supply their workforce with the necessary in-house apps.

How will the new Game Center improve user experience?

The iPhone has been heralded as a milestone in mobile gaming. The new OS will now offer a platform for gamers to connect in order to play with and against each other by using the Game Center “social gaming network” as an interface. Unlike the PS3 and Xbox 360, the iPhone has never had a centralized social gaming network with a number of 3rd party networks springing up all with their own sign-up and login processes and their own user interface designs. By introducing Game Center, a consistency will be achieved, improving on user experience.

How do Folders improve usability?

One of the iPhone’s major usability flaws has been the home-screen user interface’s lack of management features. Downloaded apps randomly fall into place and remain forever that way until they are purged! Furthermore once you have reached the limit of apps (currently 180) that can be displayed on the Springboard any further apps are simply invisible and require search entry to locate it. What happens when you don’t remember its name? Tough luck, computer says no! OS 4 takes several steps to rectify these usability issues. For starters, up to 2,160 apps can be accommodated on the Springboard. Apps can also now be organized into folders of your choosing with drag and drop simplicity resulting in a much better user experience!

For developers the new OS offers many usability boosting tools such as automated testing through the new UIAutomation Instrument among others. Several of the new APIs include the ability to compose SMS messages from within apps thus streamlining usability. New Quick Look APIs now enable apps to present previews of documents without having to launch another app just to know what that photo looks like etc… Improvements like these serve to prop up the iPhone OS’ successful user interface design and improve its overall usability and user experience allowing you to develop great apps that users love to use! The only question that remains for me: Is the new OS also advantageous for using wireframe software applications like Pidoco?

May 13, 2010   No Comments