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	<title>Interaction design &#187; Usability</title>
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	<link>http://www.interactiondesignblog.com</link>
	<description>The blog about interaction design and usability</description>
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		<title>Writing quicker messages with Swype</title>
		<link>http://www.interactiondesignblog.com/2008/11/writing-quicker-messages-with-swype/</link>
		<comments>http://www.interactiondesignblog.com/2008/11/writing-quicker-messages-with-swype/#comments</comments>
		<pubDate>Mon, 03 Nov 2008 22:58:45 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[Interface]]></category>
		<category><![CDATA[Usability]]></category>

		<guid isPermaLink="false">http://www.interactiondesignblog.com/?p=417</guid>
		<description><![CDATA[A revolutionary way of creating messages is called Swype. The company founders Cliff Kushler and Randy Marsden with their team have developed a system that recognizes words when you slide over the qwerty keyboard with your fingers. Instead of typing the words, like hardware keyboards this is a touch screen. When you want to write a word you simply connect the dots and the program will recognize the word.
<h3>QWERTY history</h3>
This reminds us about the QWERTY keyboard history. Originally Christopher Sholes developed another keboard layout for the first type writers. He had problems with the first designs however; typists were so fast that the key got stuck into each other, causing a jam. The solution was simple but with great consequences; reorder the layout in a less logical way to keep typists from typing too fast. Other systems such as the 'Dvorak keyboard' can type around 400 of the most common words in English without leaving the middle row while the QWERTY keyboard can only reach up till 100. Another statistic; the middle row of the Dvorak system do 70% of the work while QWERTY only does 32%. <a href="http://www.interactiondesignblog.com/2008/11/writing-quicker-messages-with-swype/" target="_self"> [Continue reading...]</a>

<a href="http://www.interactiondesignblog.com/2008/11/writing-quicker-messages-with-swype/"><img class="alignnone size-full wp-image-422" title="swype_thumb" src="http://www.interactiondesignblog.com/wp-content/uploads/2008/11/swype_thumb_011.jpg" alt="" width="300" height="154" /></a>]]></description>
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		<slash:comments>5</slash:comments>
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		<item>
		<title>When sound design fails</title>
		<link>http://www.interactiondesignblog.com/2008/08/when-sound-design-fails/</link>
		<comments>http://www.interactiondesignblog.com/2008/08/when-sound-design-fails/#comments</comments>
		<pubDate>Wed, 20 Aug 2008 14:00:04 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[Usability]]></category>
		<category><![CDATA[sound]]></category>
		<category><![CDATA[sound design]]></category>

		<guid isPermaLink="false">http://www.interactiondesignblog.com/?p=262</guid>
		<description><![CDATA['<a href="http://www.unpressablebuttons.com/2008/06/fake-camera-sounds-adding-wrong-noise.html" target="_blank">Unpressable buttons</a>' has written a nice post about sound design in products. There are numerous examples where companies spend tons of money just to get the sound right. Volvo is known for testing endlessly just to get the typical Volvo sound for closing the door. A second example are the coffee machines that use beans. Nowadays the beans can be grind without any noise but that coffee machine would not sell at all. The customer wants to hear heas beans being grinded; it is part of the coffee brewing experience.

Unpressable buttons use the example of artificially created shutter sound of a pocket sized digital camera which you still have with modern SLR's.These camera's work so silent that they use this sound for either enhancing the user experience or (more importantly) to give audible feedback to the user about the status of the product. <a href="http://www.interactiondesignblog.com/2008/08/when-sound-design-fails/" target="_self"> [Continue reading...]</a>

<a href="http://www.interactiondesignblog.com/2008/08/when-sound-design-fails/"><img class="alignleft alignnone size-full wp-image-278" style="float: left;" title="sound_icon" src="http://www.interactiondesignblog.com/wp-content/uploads/2008/08/sound_icon1.jpg" alt="sound_icon" width="300" height="300" /></a><a href="http://www.interactiondesignblog.com/wp-content/uploads/2008/08/sound_icon.jpg"></a>]]></description>
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		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>It took some time but Bill finally got it</title>
		<link>http://www.interactiondesignblog.com/2008/08/it-took-some-time-but-bill-finally-got-it/</link>
		<comments>http://www.interactiondesignblog.com/2008/08/it-took-some-time-but-bill-finally-got-it/#comments</comments>
		<pubDate>Fri, 01 Aug 2008 08:37:14 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[Usability]]></category>
		<category><![CDATA[gates]]></category>
		<category><![CDATA[microsoft]]></category>

		<guid isPermaLink="false">http://www.interactiondesignblog.com/?p=261</guid>
		<description><![CDATA[You might have read the email that Bill Gates send to his employees. It shows that Bill Gates finally understands why people are not particulary fond about the usability of windows. Everyone knows the dialogboxes that continuously ask if you really want to do this or that. "Didn't I just told so by clicking on it, do you think I am stupid?"

In the email Bill put his experience in trying to download and install Windows movie maker on paper. He describes how the search engine on the website cannot find the query moviemaker, it has to be movie maker an engineer explains! Also he describes how he has to fill in a form that clears all the contents when there was an error. This goes on and on and we never get to know if he managed to install the program. Guess what that means for all users who are not into computers? Honestly, you could write such experiences for most of the windows applications / services. <a href="http://www.interactiondesignblog.com/2008/08/it-took-some-time-but-bill-finally-got-it/" target="_self">[Continue reading...]</a>]]></description>
		<wfw:commentRss>http://www.interactiondesignblog.com/2008/08/it-took-some-time-but-bill-finally-got-it/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Mapping of controls</title>
		<link>http://www.interactiondesignblog.com/2008/07/mapping-of-controls/</link>
		<comments>http://www.interactiondesignblog.com/2008/07/mapping-of-controls/#comments</comments>
		<pubDate>Wed, 16 Jul 2008 21:02:23 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[Usability]]></category>
		<category><![CDATA[mapping]]></category>
		<category><![CDATA[natural mapping]]></category>

		<guid isPermaLink="false">http://www.interactiondesignblog.com/?p=229</guid>
		<description><![CDATA[The mapping of controls refers to how the controls are 'mapped' to the device or product that it controls. For example a light switch or a stove. How do you know which control operates the left light? The principle of 'natural mapping' refers to designing the controls in such a way that it is obvious and logical which  application it operates. Good natural mapping is characterized by not having to learn anything, you automatically got it right! Now let's have a look at the often used stove controls.
<h2>When you are forced to learn</h2>
In the following three examples you are forced to learn which controls operate the burners. The spatial arrangement of the controls in relation to the burners is ambiguous. Often producers try to reduce this problems by placing icons next to the controls to indicate which burner it operates. But it still requires you to look at the icon every time. After many repetitions you might have learned which burners the controls operate but what happens if you are going to cook at another stove? Exactly, you have to learn it again, another long painstaking process. <a href="http://www.interactiondesignblog.com/2008/07/mapping-of-controls/" target="_self">[Continue reading...]</a>

<a href="http://www.interactiondesignblog.com/2008/07/mapping-of-controls/"><img class="alignleft alignnone size-full wp-image-235" style="border: 1px solid black; float: left;" title="mapping" src="http://www.interactiondesignblog.com/wp-content/uploads/2008/07/mapping_thumb.jpg" alt="mapping" width="300" height="300" /></a>]]></description>
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		<slash:comments>13</slash:comments>
		</item>
		<item>
		<title>Another usability lesson &#8211; F patterns</title>
		<link>http://www.interactiondesignblog.com/2008/07/another-usability-lesson-f-patterns/</link>
		<comments>http://www.interactiondesignblog.com/2008/07/another-usability-lesson-f-patterns/#comments</comments>
		<pubDate>Mon, 14 Jul 2008 16:32:50 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Usability]]></category>
		<category><![CDATA[F pattern]]></category>

		<guid isPermaLink="false">http://www.interactiondesignblog.com/?p=225</guid>
		<description><![CDATA[Eyetracking software has learned us new rules for the usability of different web pages. The Nielssen Norman Group did extensive testing with eyetracking to see on which parts users focus the most.

In their research they used three different sites; 1 an about us section 2 a product page and 3 a search engine result page. The results show interesting differences between the three different pages. <a href="http://www.interactiondesignblog.com/2008/07/another-usability-lesson-f-patterns/" target="_self">[Continue reading...]</a>

<a href="http://www.interactiondesignblog.com/another-usability-lesson-f-patterns/"><img class="alignnone size-full wp-image-227" title="eyetracking_thumb" src="http://www.interactiondesignblog.com/wp-content/uploads/2008/07/eyetracking_thumb.jpg" alt="eyetracking_thumb" width="300" height="133" /></a>]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Hifi equipment &#8211; what happened to usability?</title>
		<link>http://www.interactiondesignblog.com/2008/06/hifi-equipment-what-happened-to-usability/</link>
		<comments>http://www.interactiondesignblog.com/2008/06/hifi-equipment-what-happened-to-usability/#comments</comments>
		<pubDate>Wed, 25 Jun 2008 21:32:21 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Usability]]></category>
		<category><![CDATA[hifi]]></category>

		<guid isPermaLink="false">http://www.interactiondesignblog.com/?p=199</guid>
		<description><![CDATA[Great, you have bought a new hifi system, and have carefully checked that your new buy is simple and easy to use. In the store you have tested several systems and you are confident this is the best buy. When you get home with your new purchase and want to install the installation the troubles start. In which holes do you have the plug all the cables? <a href="http://www.interactiondesignblog.com/2008/06/hifi-equipment-what-happened-to-usability/" target="_self">[Continue reading...]</a>

<a href="http://www.interactiondesignblog.com/2008/06/hifi-equipment-what-happened-to-usability/"><img class="alignleft alignnone size-full wp-image-207" style="float: left;" title="yamaha_rxv663_thumb" src="http://www.interactiondesignblog.com/wp-content/uploads/2008/06/yamaha_rxv663_thumb.jpg" alt="yamaha_rxv663_thumb" width="300" height="119" /></a>
]]></description>
		<wfw:commentRss>http://www.interactiondesignblog.com/2008/06/hifi-equipment-what-happened-to-usability/feed/</wfw:commentRss>
		<slash:comments>5</slash:comments>
		</item>
		<item>
		<title>How designers communicate with users</title>
		<link>http://www.interactiondesignblog.com/2008/06/how-designers-communicate-with-users/</link>
		<comments>http://www.interactiondesignblog.com/2008/06/how-designers-communicate-with-users/#comments</comments>
		<pubDate>Sun, 15 Jun 2008 16:14:08 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[Usability]]></category>
		<category><![CDATA[conceptual model]]></category>

		<guid isPermaLink="false">http://www.interactiondesignblog.com/?p=178</guid>
		<description><![CDATA[Everyone has the experience of not fully understanding a product? A parking meter, television or mobile phone. It happens to everyone, but why don't we fully understand products at first glance? One possible explanation is the different 'mental' models of designers and users. <a href="http://www.interactiondesignblog.com/2008/06/how-designers-communicate-with-users/" target="_self">[Continue reading...]</a>

<a href="http://www.interactiondesignblog.com/2008/06/how-designers-communicate-with-users/"><img class="alignleft alignnone size-full wp-image-179" style="float: left;" title="Conceptual model" src="http://www.interactiondesignblog.com/wp-content/uploads/2008/06/conceptual_model_thumb.jpg" alt="Conceptual model" width="300" height="234" /></a>]]></description>
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		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>New parking meter interface</title>
		<link>http://www.interactiondesignblog.com/2008/06/new-parking-meter-interface/</link>
		<comments>http://www.interactiondesignblog.com/2008/06/new-parking-meter-interface/#comments</comments>
		<pubDate>Thu, 05 Jun 2008 14:57:49 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Concept]]></category>
		<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[Interface]]></category>
		<category><![CDATA[Usability]]></category>
		<category><![CDATA[parking meter]]></category>

		<guid isPermaLink="false">http://www.interactiondesignblog.com/?p=160</guid>
		<description><![CDATA[In earlier posts we wrote about the usability of one particular parking meter in the Netherlands and proposed two interface alternatives. After discussing both concepts one interface has been further developed. <a href="http://www.interactiondesignblog.com/2008/06/new-parking-meter-interface/" target="_self">[Continue reading...]</a>

<a href="http://www.interactiondesignblog.com/2008/06/new-parking-meter-interface/"><img class="alignleft alignnone size-full wp-image-161" style="float: left;" title="New parking meter interface" src="http://www.interactiondesignblog.com/wp-content/uploads/2008/06/parking_meter_interface_thumb.jpg" alt="New parking meter interface" width="300" height="451" /></a>
]]></description>
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		<slash:comments>6</slash:comments>
		</item>
		<item>
		<title>When poor usability services the user experience</title>
		<link>http://www.interactiondesignblog.com/2008/06/when-poor-usability-services-the-user-experience/</link>
		<comments>http://www.interactiondesignblog.com/2008/06/when-poor-usability-services-the-user-experience/#comments</comments>
		<pubDate>Mon, 02 Jun 2008 07:16:59 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Concept]]></category>
		<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[Usability]]></category>
		<category><![CDATA[poor usability]]></category>

		<guid isPermaLink="false">http://www.interactiondesignblog.com/?p=143</guid>
		<description><![CDATA[Designer Mattias Andersson has designed two media cubes that control a radio, television and media player function on a flat screen. Easy to use? No, but it is fun! 
<a href="http://www.interactiondesignblog.com/2008/06/when-poor-usability-services-the-user-experience/" target="_self">[Continue reading...]</a>

<a href="http://www.interactiondesignblog.com/2008/06/when-poor-usability-services-the-user-experience/"><img class="alignleft alignnone size-full wp-image-148" style="float: left;" title="Media cubes" src="http://www.interactiondesignblog.com/wp-content/uploads/2008/05/media_cube_thumb.jpg" alt="Media cubes" width="300" height="165" /></a>]]></description>
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		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Top 8 mistakes in usability</title>
		<link>http://www.interactiondesignblog.com/2008/05/top-8-mistakes-in-usability/</link>
		<comments>http://www.interactiondesignblog.com/2008/05/top-8-mistakes-in-usability/#comments</comments>
		<pubDate>Thu, 29 May 2008 11:50:58 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Usability]]></category>
		<category><![CDATA[usability mistakes]]></category>

		<guid isPermaLink="false">http://www.interactiondesignblog.com/?p=130</guid>
		<description><![CDATA[Mark Hurst of 'Good Experience' wrote an interesting article about the most common usability mistakes. Central question was how to avoid making errors?, and how to achieve better usability?

Mark Hurst argues that whenever a user centered product or website is developed, it is important to stay strategic, always try to improve the business, and listen to customers (as human beings, not as users of a tool).

But in doing so, avoid the following:

1 Not conducting any customer research
2 Making decisions based on made-up user profiles
3 Conducting the wrong type of research
4 Using predefined tasks in usability tests
5 Not inviting stakeholders to attend usability tests
6 Not prioritizing findings from usability tests
7 Not relating research to business objectives
8 Missing the larger strategic picture

<a href="http://www.interactiondesignblog.com/2008/05/top-8-mistakes-in-usability/" target="_self">[Continue reading...]</a>]]></description>
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		<slash:comments>0</slash:comments>
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