You are previewing User-Centered Design.

User-Centered Design

Cover of User-Centered Design by Travis Lowdermilk Published by O'Reilly Media, Inc.
  1. Dedication
  2. Special Upgrade Offer
  3. Preface
    1. Is This Book Right for Me?
    2. Conventions Used in This Book
    3. Using Code Examples
    4. Safari® Books Online
    5. How to Contact Us
    6. Acknowledgments
      1. People Who Helped Me Write This Book
      2. People Who Helped Me with Life
  4. 1. Our World Has Changed
  5. 2. What Is User-Centered Design?
    1. UCD Is Not Usability
    2. UCD Is Not Subjective
    3. UCD Is Not Just Design
    4. UCD Is Not a Waste of Time or Money
    5. UCD Is Not a Bug Report
    6. UCD Is Not a Distraction
  6. 3. Working with Users
    1. What If I Don’t Have Access to Users?
      1. Knowing When to Listen to Users and When to Not
    2. Dealing with Different Types of Users
      1. The Information Overloader
      2. The Control Freak
      3. The Devil’s Advocate
    3. Dealing with Negativity
  7. 4. Having a Plan
    1. How Do I Know Which Plan Is Right for Me?
    2. Creating a Team Mission Statement
    3. Defining Your Project
    4. Collecting User Requirements
    5. Creating Functional Requirements
    6. Documenting Data and Workflow Models
    7. Documenting Prototypes
    8. Reviewing Your Documentation
  8. 5. Creating a Personal Manifesto
    1. Exercising Restraint
    2. Building a Narrative
    3. Creating Personas
    4. Creating Scenarios
  9. 6. Creativity and User Experience
    1. Having User-Experience Goals
    2. Creativity Requires Courage and Hard Work
      1. Pick Up a Pencil
      2. Creative Freedom
      3. Understanding Your Goal
      4. Steal (I Mean Borrow) from Others
    3. Creativity Requires Questioning
  10. 7. Design Principles
    1. Principle of Proximity (Gestalt Principle)
    2. Visibility, Visual Feedback, and Visual Prominence
    3. Hierarchy
    4. Mental Models and Metaphors
      1. Progressive Disclosure
      2. Consistency
      3. Affordance and Constraints
      4. Confirmation
      5. Hick’s Law
      6. Fitt’s Law
  11. 8. Gathering Feedback
    1. How Many Users Will I Need?
    2. Surveys
    3. Conducting Interviews
    4. Task Analysis
    5. Heuristic Evaluation
    6. Storyboarding
    7. Using Prototypes
    8. A/B Testing
  12. 9. Usability Studies
    1. What Are Usability Studies?
    2. Creating a Testing Plan
      1. Introduction
      2. Reassurance
      3. Testing Guidelines
      4. Tasks
      5. Conclusion
      6. Thanks
    3. What You’ll Need
      1. Stopwatch
      2. Notepad
      3. Environment
      4. Spreadsheet or Database
      5. Cameras or Audio Recording
    4. Conducting the Study
    5. Don’t Hesitate to Practice
    6. Compiling Your Findings
  13. 10. You’re Never Finished
    1. It’s Impossible to Get It Right the First Time
    2. Be Prepared to Reboot
    3. Final Thoughts
  14. 11. Other Resources
    1. Twitter
    2. Tools for Prototyping
    3. Websites
  15. A. Sample Project Template
    1. Template
    2. Project Title
      1. Software Development Life Cycle Project Template
      2. Software Development Life Cycle Summary
      3. Project Details
      4. User Requirements
      5. Specifications Sheet (Functional Requirements)
      6. Data and Workflow Models
      7. Data Processes
      8. Prototypes
      9. Maintenance Notes
    3. Example Persona
      1. Dan Welks
    4. Sample Script for a Usability Study
      1. Introduction to Study
  16. B. References
  17. Index
  18. About the Author
  19. Colophon
  20. Special Upgrade Offer
  21. Copyright

Chapter 5. Creating a Personal Manifesto

“A goal is not always meant to be reached; it often serves simply as something to aim at.”

Bruce Lee

In the previous section, we talked about the importance of having a team mission statement. Having a clear vision, regardless if you’re working on a team or developing software by yourself, is vital to being successful. After all, how can you possibly move in the right direction if you haven’t decided what you ultimately want to achieve?

Robby Ingebretsen, a developer and co-creator of Pixel Lab, a user-experience design and software development studio, believes everyone should have a personal manifesto:

I don’t have a dictionary definition of manifesto at hand. I’ve avoided looking it up because I’m willing to hijack it (take that, word meanings!). I think of it this way: a manifesto is a declaration of why the thing you do makes the world better.

Ingebretsen believes developers should have a singular, overarching focus. It should be a summarized reason for why we’re building software products.

In the previous chapter I discussed how our team builds applications to help our organization achieve “the highest standards of patient care and service.” That’s our team’s singular focus. If we’re not achieving that, then we’re not delivering on our mission.

But here’s another thing: not only should you have an overall mission statement, but you should also have a manifesto for each project you’re working on.

For example, instead of saying, “I’m building ...

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