UI For Alien Cowboys

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Information about UI For Alien Cowboys

Published on September 25, 2007

Author: blackbeltjones

Source: slideshare.net

Description

A tutorial session on UXD hacks I gave at O'Reilly Etech in 2004.

Original context here: http://conferences.oreillynet.com/cs/et2004/view/e_sess/4767
"User-Centered Design and participatory product development are established, proven techniques for making interfaces and information understandable. But how is it possible to use them when your knowledge, the technology, and the possible markets are moving so quickly? Is it possible to create alpha-tech that defines a new market and is a joy to use? UI Design for Alien Cowboys is a three-hour tutorial and workshop that proposes that it is."

UI for Alien Cowboys Matt Jones The Disappearing Organisation

UI for alien cowboys or, easy user-centred practices for designing emerging applications

Three things you’ll leave with… What user centred design is And why it is useful Easy ways to incorporate user -centred design Tricks and tips that don’t take long, and deliver results How to marry user-centred design with emerging technologies and methodologies

What user centred design is

And why it is useful

Easy ways to incorporate user -centred design

Tricks and tips that don’t take long, and deliver results

How to marry user-centred design with emerging technologies and methodologies

Two (maybe three) parts Overview of user-centred design methods Practical tips and tricks Working on a design exercise If there’s time: Specific challenges of Mobile MMORPG Gaming/Play Some future trends

Overview of user-centred design methods

Practical tips and tricks

Working on a design exercise

If there’s time:

Specific challenges of

Mobile

MMORPG Gaming/Play

Some future trends

First though… What’s an alien cowboy?

One thing to always remember

We are Aliens.

We are aliens We are not our audience Geoffrey Moore’s Adoption Curve from his book “Crossing the Chasm” We are not our audience Geeks forgive Computers, not people We are not our audience Even if we are building for other builders Geoffrey Moore’s Adoption Curve: Don Norman Remix : http://www. jnd .org

We are not our audience

Geoffrey Moore’s Adoption Curve from his book “Crossing the Chasm”

We are not our audience

Geeks forgive

Computers, not people

We are not our audience

Even if we are building for other builders

“Crossing the Chasm” Geoffrey Moore’s Adoption Curve: Don Norman Remix : http://www. jnd .org WE ARE ALL HERE SOMETIMES WE ARE HERE

“Crossing the chasm” Geoffrey Moore’s Adoption Curve: Don Norman Remix : http://www. jnd .org [ UNDERSTANDING CONTEXTS OF USE CREATES BRIDGES ACROSS THE CHASM

First though… What’s an alien cowboy?

I am a cowboy I am lazy I like things which don’t take long but give good results I like approaches, but dislike processes Processes or methodologies used creatively can get you to unexpected and delightful end results But they can also become dogmatic and destructive “ Things are useful as long as they are useful” I think this is pretty common (are you a cowboy too?) This tutorial will focus on approaches and tips that appeal to the cowboy in me

I am lazy

I like things which don’t take long but give good results

I like approaches, but dislike processes

Processes or methodologies used creatively can get you to unexpected and delightful end results

But they can also become dogmatic and destructive

“ Things are useful as long as they are useful”

I think this is pretty common (are you a cowboy too?)

This tutorial will focus on approaches and tips that appeal to the cowboy in me

okay...

Part 1: Overview of User-Centred Design

What is User-Centered Design? “ User-Centred Design (UCD) is an approach to design that grounds the process in information about the people who will use the product. UCD processes focus on users through the planning, design and development of a product.” Usability Professionals’ Association http://www.upassoc.org

“ User-Centred Design (UCD) is an approach to design that grounds the process in information about the people who will use the product. UCD processes focus on users through the planning, design and development of a product.”

Usability Professionals’ Association

http://www.upassoc.org

Main Benefits

Macro & Micro macro micro What to build What will solve the problem What will sell How to build How to solve the problem How to sell What will people use How will people use What/Why? How?

Enlarging markets Inclusive design Design for extremes of market (old, young, less able) Utility and desirability for everyone in between E.g. Good Grips See your product/service in terms of an ‘ecology’ Apple’s iLife Arguable… Sony’s “sunrise to sunset” view

Inclusive design

Design for extremes of market (old, young, less able)

Utility and desirability for everyone in between

E.g. Good Grips

See your product/service in terms of an ‘ecology’

Apple’s iLife

Arguable…

Sony’s “sunrise to sunset” view

Sunrise to sunset: evolve ideas in the market Market Creation Market Penetration Market Domination NOON Market Expansion Market Saturation Market Exhaustion SUNRISE Mid morning Mid afternoon SUNSET

 

Diagram from “Digital Dreams: The work of the Sony design centre” Paul Kunkel

Benefits to Cowboys of User-Centred Design process Removes the power politics of development: Externalises issues Allows constructive discussion Shared frame of reference for all team members User research information can introduce Shared language Shared goals More multidisciplinary approach

Removes the power politics of development:

Externalises issues

Allows constructive discussion

Shared frame of reference for all team members

User research information can introduce

Shared language

Shared goals

More multidisciplinary approach

Some notable approaches

Some notable approaches Cooper Persona Driven Design ISO standard ISO 13407 ISO 18529 UPD User Participatory Design Adaptive Design

Cooper

Persona Driven Design

ISO standard

ISO 13407

ISO 18529

UPD

User Participatory Design

Adaptive Design

Cooper’s Persona Driven Design

Alan Cooper Alan Cooper Persona driven design “ Cooper's personas are simply pretend users of the system you're building. You describe them, in a surprising amount of detail, and then design your system for them.” – Meg Hourihan* Primary personas Dictate focus, scope “ Target audience” Secondary personas On periphery of target market Might even be ‘anti-customers’ People you will never satisfy * http://www.boxesandarrows.com/archives/002330.php

Alan Cooper

Persona driven design

“ Cooper's personas are simply pretend users of the system you're building. You describe them, in a surprising amount of detail, and then design your system for them.” – Meg Hourihan*

Primary personas

Dictate focus, scope

“ Target audience”

Secondary personas

On periphery of target market

Might even be ‘anti-customers’

People you will never satisfy

ISO standards on Human-Centered Design

ISO standards for UCD ISO 13407 / ISO 18529 Very high-level ‘umbrella’ definition of user-centred processes A pretty useful overview: Understand and specify the context of use Specify the user and organisational requirements Produce design solutions Evaluate designs against requirements Useful to quote to the sort of people who like ISO standards

Very high-level ‘umbrella’ definition of user-centred processes

A pretty useful overview:

Understand and specify the context of use

Specify the user and organisational requirements

Produce design solutions

Evaluate designs against requirements

Useful to quote to the sort of people who like ISO standards

User Participatory Design

UCD… or UPD Sometimes UCD is referred to, or seen as specialised sub-discipline: User PARTICIPATORY design A set of methods for close cooperation with end-users In product/service creation User interface development Often very good for internal / enterprise-specific projects Very compatible with XtremeProgramming thinking “ The Customer is Always Available” http://www.extremeprogramming.org/rules/customer.html

Sometimes UCD is referred to, or seen as specialised sub-discipline:

User PARTICIPATORY design

A set of methods for close cooperation with end-users

In product/service creation

User interface development

Often very good for internal / enterprise-specific projects

Very compatible with XtremeProgramming thinking

“ The Customer is Always Available”

http://www.extremeprogramming.org/rules/customer.html

Ask the users? Are you crazy?

iiiiiiiiiiiinnnnnpuuuuttttt! users * The users are just one input into a successful design… biz tech

Research, analysis and synthesis Users Research Analysis & Synthesis Designer(s)/Builder(s) X

Designer-Centred Design…!

Ask the users? Are you crazy? “ If you ask the public what they think they will need, you will always be behind in this world. You will never catch up unless you think one to ten years in advance and create a market for the items you think the public will accept at that time.” Akio Morita, Sony

NOT user-centred till ‘mid-afternoon’ Market Creation Market Penetration Market Domination NOON Market Expansion Market Saturation Market Exhaustion SUNRISE Mid morning Mid afternoon SUNSET Entry with technology Drive with design Diversify with marketing, and Some UCD…

Adaptive Design

 

Stewart Brand: “How buildings learn” Sketch by Dan Hill http://www.cityofsound.com/

Dan Hill: “Designing for adaptation”

Adaptive Design + Emerging Tech Great basis / investment for rapid cycles of emerging tech!

To sum up UCD.

UCD: summing up Drives Acceptance Makes utility obvious Desirability If commercial Enlarges market and return on investment Reduces risks If not, enlarges ‘ecosystem’ For emerging tech, this increases in importance If people ‘get it’ then they are more likely to play with it Adaptive design is the best candidate here because… Most human behaviour changes slower than technology – a good anchor in rapidly changing tech environment A number of approaches but with one common aspect Context of use

Drives

Acceptance

Makes utility obvious

Desirability

If commercial

Enlarges market and return on investment

Reduces risks

If not, enlarges ‘ecosystem’

For emerging tech, this increases in importance

If people ‘get it’ then they are more likely to play with it

Adaptive design is the best candidate here because…

Most human behaviour changes slower than technology – a good anchor in rapidly changing tech environment

A number of approaches but with one common aspect

Context of use

Looking out from the screen at the world…

To understand people’s mental models of the world and design technology to solve their problems “ The files are in the computer?”

The practical

Tricks and tips We’re going to design A recipe aggregator Using some of the most useful tricks and tips I’ve found Itch++ Market mapping and persona building The value sieve Use your illusion Flowcrash

We’re going to design

A recipe aggregator

Using some of the most useful tricks and tips I’ve found

Itch++

Market mapping and persona building

The value sieve

Use your illusion

Flowcrash

Not to be taken as a substitute for a full user-centred project… These are tricks and tips that, if you only have time to do a little design work before you build, will get you good results

The Brief.

The brief for the recipe aggregator Goals Can be used in the kitchen Can be accessed in the supermarket Can find recipes from key ingredients “ What’s left on the shelf?” Can share recipes easily with others

Goals

Can be used in the kitchen

Can be accessed in the supermarket

Can find recipes from key ingredients

“ What’s left on the shelf?”

Can share recipes easily with others

Caution...

= No speaking alien! Use of excessive jargon, mention of RDF, XML, or anything that the benefit can’t be explained once and easily to a user (or causes geek religious wars) will be punished by a fine Which will be a beer fund…!

Break... please be back at 3:30pm...

The Brief.

The brief for the recipe aggregator Goals Can be used in the kitchen Can be accessed in the supermarket Can find recipes from key ingredients “ What’s left on the shelf?” Can share recipes easily with others

Goals

Can be used in the kitchen

Can be accessed in the supermarket

Can find recipes from key ingredients

“ What’s left on the shelf?”

Can share recipes easily with others

= No speaking alien! Use of excessive jargon, mention of RDF, XML, or anything that the benefit can’t be explained once and easily to a user (or causes geek religious wars) will be punished by a fine… Which will be a beer fund…!

Even cowboys can pass ISO standards… Understand and specify the context of use Itch++ Market mapping and persona building Specify the user and organisational requirements The value sieve Produce design solutions Use your illusion Evaluate designs against requirements Flowcrash

Understand and specify the context of use

Itch++

Market mapping and persona building

Specify the user and organisational requirements

The value sieve

Produce design solutions

Use your illusion

Evaluate designs against requirements

Flowcrash

Understanding context of use – real way… Before each the cowboy tips, I’ll outline some of the ‘pro’ methods Contextual Inquiry A mile in their shoes Shadowing Ethnography User diaries Pager studies Interviews Build real personas Contextual inquiry / interview by Lodestar, ltd. for BBC iCan project.

Before each the cowboy tips, I’ll outline some of the ‘pro’ methods

Contextual Inquiry

A mile in their shoes

Shadowing

Ethnography

User diaries

Pager studies

Interviews

Build real personas

Itch++

Framework to ask yourself questions* Familiar Context With Others One paragraph of an experience relating to the brief for each… Alone Unfamiliar Context * This is even more useful if you can get someone else to ask you the questions and record your responses

Itch++: 15 minutes 10 minutes writing 5 minutes presentation If you want to pair, and interview: that’s great… but self-organise! Familiar Context With Others Alone Unfamiliar Context

10 minutes writing

5 minutes presentation

If you want to pair, and interview: that’s great…

but self-organise!

 

Market Mapping & Persona Building

Mapping users’ characteristics practical ideas Business decision… An example from my past… working on a design for an online home improvement store

Words to describe each user profile A: Practical, functional, does chores, room has to look okay but not confident in design B: More interested in design, less confident in technical abilities C: Always has projects on the go, hobbyist D: Creates a look, less involved in project execution, most interested in creative, trends practical ideas A B D C

A: Practical, functional, does chores, room has to look okay but not confident in design

B: More interested in design, less confident in technical abilities

C: Always has projects on the go, hobbyist

D: Creates a look, less involved in project execution, most interested in creative, trends

Who are they? It helps! A: Mike, early 40s, depends on wife Louise’s opinion for design. Two kids, his wife is expecting a third B: Jane, early 30s, has partner, busy, relies on friends and other people for advice C: Jack, single, quite confident in abilities and taste. Shops around and reads lots of magazines, focusing on DIY titles: Better Homes, Changing Rooms D: Lucy, single, in her 50s, out-sources doing, shops around, reads lots of magazines, style and end result oriented. Reads lots of magazines, broad lifestyle, Habitat, IKEA, BHS practical ideas A B D C

A: Mike, early 40s, depends on wife Louise’s opinion for design. Two kids, his wife is expecting a third

B: Jane, early 30s, has partner, busy, relies on friends and other people for advice

C: Jack, single, quite confident in abilities and taste. Shops around and reads lots of magazines, focusing on DIY titles: Better Homes, Changing Rooms

D: Lucy, single, in her 50s, out-sources doing, shops around, reads lots of magazines, style and end result oriented. Reads lots of magazines, broad lifestyle, Habitat, IKEA, BHS

Take personas and contexts to arrive at concepts/features for BBC iCan project.

 

Understanding context Understand and specify the context of use Itch++ Market mapping and persona building Specify the user and organisational requirements The value sieve Produce design solutions Use your illusion Evaluate designs against requirements Flowcrash

Understand and specify the context of use

Itch++

Market mapping and persona building

Specify the user and organisational requirements

The value sieve

Produce design solutions

Use your illusion

Evaluate designs against requirements

Flowcrash

The value sieve

A value / complexity sieve “ The feature prioritisation is based on the user research and the business strategy, along with the initial technology estimates. I like doing this prioritisation exercise in person with all the stakeholders so all viewpoints can be factored in. It’s a seminal meeting and the results guide the rest of the project.” - Victor Lombardi http://www.noisebetweenstations.com

How to use the sieve High Complexity / High Value: “ It's important to include these features, and because they're hard let's address them first so we have enough time and find any unknown snags.” High Complexity / Low Value: “ They're hard and no one thinks they're important, so try to leave them out.” Low Complexity / High Value: “ Definitely include these, but give them lower priority.” Low Complexity / Low Value: “ These features can be put on a reach list, to do if resources permit. Or left until a future phase. Or you can re-examine them to see if your original values are accurate.”

High Complexity / High Value:

“ It's important to include these features, and because they're hard let's address them first so we have enough time and find any unknown snags.”

High Complexity / Low Value:

“ They're hard and no one thinks they're important, so try to leave them out.”

Low Complexity / High Value:

“ Definitely include these, but give them lower priority.”

Low Complexity / Low Value:

“ These features can be put on a reach list, to do if resources permit. Or left until a future phase. Or you can re-examine them to see if your original values are accurate.”

 

Understanding context Understand and specify the context of use Itch++ Market mapping and persona building Specify the user and organisational requirements The value sieve Produce design solutions Use your illusion Evaluate designs against requirements Flowcrash

Understand and specify the context of use

Itch++

Market mapping and persona building

Specify the user and organisational requirements

The value sieve

Produce design solutions

Use your illusion

Evaluate designs against requirements

Flowcrash

Use your illusion

‘ User Illusion’ – Alan Kay

Medium and message Harry Beck...

 

Jakob does it… “ Card Sorting to Discover the Users' Model of the Information Space” Jakob Nielsen, May 1995 http://www.useit.com/papers/sun/cardsort.html

Use your illusion: 30 minutes 5 minutes writing your imagined features to a fairly granular level, but nothing too detailed remember, you will be fined for using jargon! 5 minutes arranging the cards into the system as you think it will be organised AS A USER EXPERIENCE STOP! We’re going to take a snapshot… this should take 5 minutes or so Swap your cards with someone else 5 minutes – organise the cards you’ve received into a system that makes sense to you, given the brief STOP! We’re going to take another snapshot – another 5 minutes Then, we’ll spend 5 minutes looking at the results

5 minutes writing your imagined features to a fairly granular level, but nothing too detailed

remember, you will be fined for using jargon!

5 minutes arranging the cards into the system as you think it will be organised AS A USER EXPERIENCE

STOP! We’re going to take a snapshot… this should take 5 minutes or so

Swap your cards with someone else

5 minutes – organise the cards you’ve received into a system that makes sense to you, given the brief

STOP! We’re going to take another snapshot – another 5 minutes

Then, we’ll spend 5 minutes looking at the results

 

Understanding context Understand and specify the context of use Itch++ Market mapping and persona building Specify the user and organisational requirements The value sieve Produce design solutions Use your illusion Evaluate designs against requirements Flowcrash

Understand and specify the context of use

Itch++

Market mapping and persona building

Specify the user and organisational requirements

The value sieve

Produce design solutions

Use your illusion

Evaluate designs against requirements

Flowcrash

Paper prototyping Courtesy Marc Rettig: http://www.marcrettig.com/

Fast, cheap and out of control Courtesy Marc Rettig: http://www.marcrettig.com/

“ But I can code quicker than I can draw” Courtesy Marc Rettig: http://www.marcrettig.com/ You can’t. Try it. You don’t have to draw well – anyone can draw well enough to get results You will get nitpicking at a coded prototype, not answers But the biggest problem with coded prototypes…

You can’t. Try it.

You don’t have to draw well – anyone can draw well enough to get results

You will get nitpicking at a coded prototype, not answers

But the biggest problem with coded prototypes…

You will not want to destroy it…

Flowcrash

Using paper prototypes for rapid testing Design paper screens for your system Include buttons, drop-downs, widgets… Simulate them all with stickies for ease of repositioning and re-use Make sure there are two of you who know how the design works One of you will facilitate One of you will play the computer Go grab a colleague or family member who hasn’t seen your design Facilitator: ask them to complete tasks based on the goals of your design Computer: serve up the screens as per the ‘flow’ of the design you did. Be neutral! Emotionless! Record what you learn, and redesign there and then Retest!

Design paper screens for your system

Include buttons, drop-downs, widgets…

Simulate them all with stickies for ease of repositioning and re-use

Make sure there are two of you who know how the design works

One of you will facilitate

One of you will play the computer

Go grab a colleague or family member who hasn’t seen your design

Facilitator: ask them to complete tasks based on the goals of your design

Computer: serve up the screens as per the ‘flow’ of the design you did. Be neutral! Emotionless!

Record what you learn, and redesign there and then

Retest!

The end?

Two (maybe three) parts Overview of user-centred design methods Practical tips and tricks Working on a design exercise If there’s time: Specific challenges of Mobile MMORPG Gaming/Play Some future trends Discussion…?

Overview of user-centred design methods

Practical tips and tricks

Working on a design exercise

If there’s time:

Specific challenges of

Mobile

MMORPG Gaming/Play

Some future trends

Discussion…?

Mobile

Marc Rettig sums up the main challenge well

Contextual inquiry is key Understanding the real attention deficits that your application will suffer Understanding the in-between times in real life, where your service or product might be a boon Understanding the audio, visual and interaction constraints your design will operate under Walk a mile in mobile shoes…

Understanding the real attention deficits that your application will suffer

Understanding the in-between times in real life, where your service or product might be a boon

Understanding the audio, visual and interaction constraints your design will operate under

Walk a mile in mobile shoes…

A trick pioneered by Palm / Handspring too…

For mobile… The world is more important than the screen Invest in studying the world It’s not that easy to hack Products and services are Used in social situations Study the social patterns of use Social interactions more valuable that screen interactions Prada… a cautionary tale…

The world is more important than the screen

Invest in studying the world

It’s not that easy to hack

Products and services are

Used in social situations

Study the social patterns of use

Social interactions more valuable that screen interactions

Prada… a cautionary tale…

Further at Etech Christian Lindholm Nokia UI pioneer “ Art-of-Logic: Experience Making, the Nokia Way ” Track: Untethered Date: Wednesday, February 11 Time:  2:45pm - 3:30pm http://conferences.oreillynet.com/ cs/et2004/view/e_sess/4864

Christian Lindholm

Nokia UI pioneer

“ Art-of-Logic: Experience Making, the Nokia Way ”

Track: Untethered Date: Wednesday, February 11 Time:  2:45pm - 3:30pm

http://conferences.oreillynet.com/ cs/et2004/view/e_sess/4864

Gaming/Play MMoRPGs

From a conversation with Stewart Butterfield Looking at “Play” as a broad category In addition to the activity (chess, rugby, Quake) A way of trying on another mode of relationship or identity Children play the limits of the relationships. They have violence, sexuality, power dynamics in their games. Exploring the kinds of ways they can have relationships with their peers Even if we are friends - when we play we become competitors. Control over identity is the most important control In most apps like online banking or search the user’s character or personality is kind of irrelevant because task overrides But in worlds of “Play” ways in which people come together (place/channel) and identify each other/self are key

Looking at “Play” as a broad category

In addition to the activity (chess, rugby, Quake)

A way of trying on another mode of relationship or identity

Children play the limits of the relationships. They have violence, sexuality, power dynamics in their games. Exploring the kinds of ways they can have relationships with their peers

Even if we are friends - when we play we become competitors.

Control over identity is the most important control

In most apps like online banking or search the user’s character or personality is kind of irrelevant because task overrides

But in worlds of “Play” ways in which people come together (place/channel) and identify each other/self are key

UIs that get out of the way of the players and their relationships Drag and drop to establish chats and ad-hoc groups Visualising relationships in ‘heads-up’ displays From http://www.gne.net

Future trends

Next-gen mobile Bigger screens, more whizzy features Same old messy world.

More ‘embodied’ interaction

Converts… This holiday, my two sisters - who to my knowledge had never played a console game before - got addicted to EyeToy…

Discussion

That’s all... Thank You for your time and energy

Further study: Web Mark Rettig: http://www.marcrettig.com Interaction design history in a teeny little nut shell http://www.marcrettig.com/writings/ rettig.interactionDesignHistory.2.03.pdf Design for small screens: http://www.marcrettig.com/writings/rettig,SmallScreens.pdf Interface Design in Seven Weeks: Marc Rettig http://loop.aiga.org/content.cfm?ContentID=83 AdaptivePath: http://www.adaptivepath.com/ AskTog: Bruce Tognazzini http://www.asktog.com/ Carolyn Snyder on paper prototyping: http://www.snyderconsulting.net/paperprototyping.htm http://www-106.ibm.com/developerworks/library/us-paper/?dwzone=usability UsabilityNet.org: EU funded resource centre http://www.usabilitynet.org/home.htm User-Centred Design & “Agile” methodologies: Anthony Colfelt http://www.colfelt.com/blog/cat_agile_development.shtml

Mark Rettig: http://www.marcrettig.com

Interaction design history in a teeny little nut shell http://www.marcrettig.com/writings/ rettig.interactionDesignHistory.2.03.pdf

Design for small screens: http://www.marcrettig.com/writings/rettig,SmallScreens.pdf

Interface Design in Seven Weeks: Marc Rettig

http://loop.aiga.org/content.cfm?ContentID=83

AdaptivePath:

http://www.adaptivepath.com/

AskTog: Bruce Tognazzini

http://www.asktog.com/

Carolyn Snyder on paper prototyping:

http://www.snyderconsulting.net/paperprototyping.htm

http://www-106.ibm.com/developerworks/library/us-paper/?dwzone=usability

UsabilityNet.org: EU funded resource centre

http://www.usabilitynet.org/home.htm

User-Centred Design & “Agile” methodologies: Anthony Colfelt

http://www.colfelt.com/blog/cat_agile_development.shtml

Further study: Books General About Face, The Inmates Are Running the Asylum : Alan Cooper Don't Make Me Think: Steve Krug The Design of Everyday Things: Donald Norman The elements of user experience: Jesse James Garrett (http://www.jjg.net/elements/) Observing the User Experience: Mike Kuniavsky Information Architecture: Christina Wodtke Christina also has a great reading list at http://www.eleganthack.com/reading/ Mobile Information Appliances and Beyond: Bergman Mobile Usability: Lindholm, Keinnonen, Kiljander Handheld Usability: Scott Weiss

General

About Face, The Inmates Are Running the Asylum : Alan Cooper

Don't Make Me Think: Steve Krug

The Design of Everyday Things: Donald Norman

The elements of user experience: Jesse James Garrett (http://www.jjg.net/elements/)

Observing the User Experience: Mike Kuniavsky

Information Architecture: Christina Wodtke

Christina also has a great reading list at http://www.eleganthack.com/reading/

Mobile

Information Appliances and Beyond: Bergman

Mobile Usability: Lindholm, Keinnonen, Kiljander

Handheld Usability: Scott Weiss

Further study: Organisations/Events ACM SIGCHI, the ACM's Special Interest Group on Computer-Human Interaction http://sigchi.org/ CHI2004: April 24-29 th , Austria http://www.chi2004.org/ DIS2004: Designing Interactive Systems, August 1-4, Cambridge, Mass http://sigchi.org/dis2004/ AIGA-Experience Design http://www.aiga.org/content.cfm?Alias=experiencedesign ASIST Information Architecture summit: March 21-23, 2003 Portland, Oregon http://www.asis.org/Conferences/IA03/ AifIA: The Asilomar Institute for Information Architecture http://www.aifia.org/

ACM SIGCHI, the ACM's Special Interest Group on Computer-Human Interaction

http://sigchi.org/

CHI2004: April 24-29 th , Austria

http://www.chi2004.org/

DIS2004: Designing Interactive Systems, August 1-4, Cambridge, Mass

http://sigchi.org/dis2004/

AIGA-Experience Design

http://www.aiga.org/content.cfm?Alias=experiencedesign

ASIST

Information Architecture summit: March 21-23, 2003 Portland, Oregon

http://www.asis.org/Conferences/IA03/

AifIA: The Asilomar Institute for Information Architecture

http://www.aifia.org/

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