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Posts Tagged ‘design’

CommandLine UIs: Please don’t use error messages with the term “fatal”

March 5th, 2010 Etan 2 comments
Fatal error message in a terminal window

Fatal error message in a terminal window

While I understand that command line interface programmers don’t feel like they need to adhere to the same rules as UI designers, I think it would be best if they reconsidered.

Under no circumstances is it necessary for an error message to tell me something was “fatal”. It evokes feelings of panic and makes me feel as though I’ve done something irreversible. In the example above I simply called “git pull” (grab the latest code from the repository) on the wrong folder.  Because that folder wasn’t tracked by git, it doesn’t do anything… it just exits.

Consider using another response, such as “Not a git repository, nothing has been pulled. Are you in the right directory?”. I don’t need to hear about what process was killed or how it died, I just want to know what happened and what I should do about it.

Thanks :)

3 tips for reminding people to love you

December 16th, 2009 Felix No comments

Dropbox and the Human Touch

A few months back I got an email from the crew at Dropbox reminding me to use their service.  If you haven’t tried it yet, Dropbox is a neat file syncing service that lets you back stuff up online as well.

Anyway, usually I hate reminders to use a service - I find them intrusive, and the repeat offenders get put on my spam list even if the service/product is actually pretty cool.

But Dropbox’s email actually made me smile:

dropbox-brand

It’s got three key attributes that make it much less annoying than other reminder emails:

1. It’s visual.

I get it, you want me to use your service. But please don’t show me a long bullet-point list of why you think you rock.  Dropbox gets this, and replaces long text with an image instead.

2. It’s funny.

The picture did actually make me chuckle.  It won’t win any best joke awards on BET and Carlin certainly wouldn’t be impressed, but in my book any laughter is better than none (and certainly better than a groan as I hit Spam). Further, it shows they have balls, which is always a good thing.

3. It’s human.

This is the most important part: the hand drawn image really lets me connect with the company.  Dropbox isn’t just a bunch of faceless programmers shoving their product down my throat - somewhere somebody actually sat down to draw this picture, and that’s a powerful thing.  So powerful that I actually pictured him or her doodling away with their tongue stuck out. Pretty cool.

Even though in the end the email didn’t get me to keep using Dropbox (I honestly don’t have a need for it), it did get me to take the time to write about it, which in the end is almost as good.

K.I.S.S.

November 5th, 2009 Felix No comments

Much of our work results in our clients having to make changes to an existing product or service.  It’s kind of the point of usability and design: unless everyone loves your product, careful research and testing will be sure to raise a few things that could be changed. Whether it’s the color of an icon or the entire product concept, design leaves no stone unturned.

One of the common refrains we hear from clients is this:

“But how will users know what we’ve changed??!”

(implication: they will hate it…)

We have lots of answers to that question, but here’s an example of my favorite (and perhaps the simplest) answer:

Just tell them!

The lesson, it would seem, is to just tell them.

Categories: Uncategorized Tags: , ,

Delight in design

September 22nd, 2009 Felix No comments

A recent post by the folks at Nielsen from their AlertBox service titled “Fresh vs. Familiar: How Aggressively to Redesign” talks about how users tend to prefer incremental UI changes (i.e. familiarity) to something novel and unique.

The theory goes that a more aggressive redesign will force a user to relearn and re-familiarize herself with a new visual layout and navigation, thereby reducing the overall usability of the UI in question.  I think that in principle this makes sense - assuming we still live in the 1990s!

I can’t believe how traditional usability seems to design for the lowest common denominator user, assuming that any little change, anything that will make a user have to - god forbid - actually modify their behavior (gasp!) is a bad thing.  I call this the “1990s approach” to usability, because back in the 90s it made sense to design for novice users: the interwebs was barely hitting the road (and not yet the mainstream), and web designers the world over were just starting to figure out how to design websites and UIs that didn’t confuse people with conflicting colors, black backgrounds, and hideous layouts.

But we’re in the 21st century, people.

This means that for the first time in UI design’s short history we are able to create designs that delight while also serving a broader functional purpose, rather than worry too much about making something purely functional and usable. Sure, there’s a place for functional design that hits all the right usability buttons, but I get frustrated when I see the usability profession, my profession, getting pigeonholed as stodgy and uptight.

A friend of mine who used to work at Apple, someone who I thought understood that usability involves both function and (sometimes beautiful) form, drove it home for me: “Usability? That’s boring, there’s no creativity or design innovation in that. You guys just make sure things are usable.”

This isn’t because he doesn’t understand usability, and more serves to illustrate that usability overall has a slightly stale rap - one that I aim to change.

Who’s with me?

Philosophy of fun

July 23rd, 2009 Felix No comments

A big part of the guiding philosophy for how I work revolves around the concept of “fun”.  Sure, creativity, passion, drive and actually delivering are all part of a job well done, but if I don’t feel I have the license to have fun, good ole fashioned feel-like-I’m-a-5-year-old-again fun, then my overall motivation suffers quite a bit.

I imagine the same is true for our end users.  Fair enough, they signed up for a 2 hour usability test, but who says they can’t have fun in the process? And what of our clients - I know that it’s often a very serious affair for them, with jobs in the balance, nay, lives on the line (or it would seem, anyway), but why can’t they get to play as well? “Putting the user first” is all very well as the governing maxim of User Experience, but if it means at the expense of my team and my clients - well, I’ll have none of it.

Fun, I think, should be for everyone.

The Ford Driving Experience

July 21st, 2009 Felix No comments

ford-avatar-designDesign 101

Experience design, I thought, was a staple of the design community.  Phone design, airplane design, coffee shop design, car design, everything design - I just assumed that designers made sure to actually conduct basic user research and usability testing before investing hundreds of millions into a product potentially nobody will buy.

As it turns out, Ford is a little late to the party.

Read more…