XDisplaying posts tagged: user experience
Metrics for success can be internal or customer-focused. Keep both, but make final decisions based on those that are customer-focused. (the things your customer does care about)
Six Sigma is a methodology for improving the quality of everything from the manufacturing of minute electronic parts to the development of complex software.
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At its core, it has a set of tools that helps identify and eliminate defects, waste and undesirable outcomes.
While there are many tools in the six sigma toolbox, here are six that we apply when improving the user experience of websites, software and hardware:
We get bullshit turf battles like Tumblr not being able to find your Twitter friends or Facebook not letting Instagram photos show up on Twitter because of giant companies pursuing their agendas instead of collaborating in a way that would serve users. And we get a generation of entrepreneurs encouraged to make more narrow-minded, web-hostile products like these because it continues to make a small number of wealthy people even more wealthy, instead of letting lots of people build innovative new opportunities for themselves on top of the web itself.
(via courtenaybird)
So what’s so wrong with wireframes? Well wireframes themselves are not necessarily bad; it’s more the sort of design behaviour they encourage and the way they are often used (and abused) in projects. Here are some reasons why for the vast majority of projects wireframes should be consigned to the rubbish bin.
What I hear I forget. What I see, I remember. What I do, I understand!
Over half of the world’s population lives in urban areas - a number that is expected to grow to about 75% by the year 2050. This fact is becoming exponentially clear to urban planners, architects, builders, and designers the world over. But what does this mean? It means that in the next 35 years we as humans will have to reshape the way we live and work together.
As a web developer I was quick to draw a correlation between urbanization and the current state of the web. A few years ago it was assumed that the average user was comfortable, stationary, and had a high speed connection. However now we live in a world where just about every device has the ability to connect to the Internet. We no longer can dictate how our users consume our content. And in that vein it has become extremely important for those of us working in the web to understand the ubiquity of our content.
In this way we as web designers and developers are facing the daunting role of adapting to how humans interact with our content. A role not too different from urban planners and designers facing rapid urbanization.