Identifying Hedonic Factors in Long-Term User Experience

Total Page:16

File Type:pdf, Size:1020Kb

Identifying Hedonic Factors in Long-Term User Experience Identifying Hedonic Factors in Long-Term User Experience Sari Kujala1, Virpi Roto1,2, Kaisa Väänänen-Vainio-Mattila1, Arto Sinnelä1 1Tampere University of Technology, P.O.Box 589, FI-33101 Tampere, Finland 2Nokia Research Center, P.O.Box 407, 00045 Nokia Group, Finland [email protected], [email protected], [email protected], [email protected] ABSTRACT According to Karapanos et al. [13], when users make product goodness judgments the pragmatic aspects of the user experience User experience (UX) arises from the user’s interaction with a (i.e. utility and usability) seem to be dominant only for the initial product and its pragmatic and hedonic (pleasure) qualities. Until experiences with a product; thus the relevance of the hedonic recently, UX evaluation has focused mainly on examining short- aspects (particularly what a product expresses about its owner) term experiences. However, as the user-product relationship increases over time. evolves over time, the hedonic aspects of UX eventually seem to Therefore, it is interesting to study long-term user experience – gain more weight over the pragmatic aspects. To this end, we have how the user's experience and relationship evolve over time from developed a UX Curve method for evaluating long-term user the early learning and enthusiasm about a product through to it experience, particularly the hedonic quality. In this paper, we simply becoming a part of daily life. While momentary present a study in which the UX Curve was used to retrospectively experiences can be seen to influence the overall product evaluate the UX of Facebook and mobile phones. The results show experience [2], the user's overall evaluation of UX is not merely a that compared to a questionnaire, the UX Curve method is more simple sum of the individual experiences [9]. effective for identifying the hedonic aspects of UX. This method can be used by practitioners and researchers who want to Retrospective evaluations of long-term user experiences are based understand evolving UX and to design better products. This on memories of the user and they can be vulnerable to biases [18]. straightforward method is especially suited for industrial contexts However, both Norman [18] and Karapanos et al. [16] argue that where resources are limited. these memories will be reported to others and guide the future behavior of the individual. The word of mouth that users pass on Categories and Subject Descriptors about the product to others is related to company success [20], H.5.2: User interfaces, User-centered design. while future consumer behaviors such as repurchase intentions are directly linked to customer loyalty [1]. Therefore, the users’ General Terms reconstructed memories of use are very relevant to the Human Factors manufacturer. Based on Vermeeren et al.’s [24] data, most of the current UX Keywords methods focus on single behavioral episodes and short-term User experience, long-term user experience, delight, mobile evaluations. There are only a few published user studies with long- phone, Facebook. term UX as the primary focus [15, 25]. Longitudinal user studies 1. INTRODUCTION are rare because they are expensive and impractical especially in User experience (UX) refers to the user’s perceptions and product development contexts. Long-term UX evaluation methods responses in regard to their interaction with a system or product that are easier to apply are therefore needed. [11]. As Hassenzahl and Tractinsky [8] describe, user experience In addition to the lack of methods for measuring long-term UX, goes beyond the task-oriented approach of traditional HCI and there are few methods for evaluating hedonic aspects of user focuses on hedonic aspects such as fun and pleasure. These experience. Yet, the hedonic aspects seem to be the most relevant hedonic aspects of user experience satisfy universal human needs in the long run. Semantic differential questionnaires [5] are but do not necessarily have utility value. The hedonic aspects sometimes used to evaluate hedonic aspects but they produce only create delight, which has been found to increase customer loyalty numeric results of how interesting, costly, exciting, exclusive etc. more than satisfaction alone does [1]. the product feels. These quantitative results do not explain the reasons behind the ratings, which would provide developers direct input on how to improve their designs. Permission to make digital or hard copies of all or part of this work for Our aim was to understand how qualitative data on hedonic personal or classroom use is granted without fee provided that copies are aspects of user experience changing over time can be identified in not made or distributed for profit or commercial advantage and that industrial contexts. There have been a few attempts to develop a copies bear this notice and the full citation on the first page. To copy method for evaluating long-term user experience without the otherwise, or republish, to post on servers or to redistribute to lists, investment and delay of a multi-month field study. In a similar requires prior specific permission and/or a fee. vein, we have developed a retrospective user experience Designing Pleasurable Products and Interfaces, June 22–25, 2011, evaluation method – called the UX Curve – that can be used to Milan, Italy. Copyright 2011 ACM 1-58113-000-0/00/0010…$10.00. qualitatively investigate user experience and to provide feedback on product features and qualities for design purposes. First, users Retrospective recall of personally meaningful experiences is more are allowed to express their experiences freely before they are lightweight than a longitudinal field study for both the respondent asked to consider their experiences from different points of view and the researcher. The problem of retrospective studies is that the representative of various dimensions of UX: attractiveness, ease of human memory produces biases in any recollections. However, as use, utility, and degree of usage. The users are asked to recall and Shiffman et al. [23] point out, retrospective impressions are very express significant reasons for changes in their experience while relevant to a person and can have a greater effect on later drawing a curve on a timeline. These reasons reveal meaningful behavior, since they represent the information they use to make issues that can be addressed in the further design iterations of the subsequent decisions. products under study. One example of a retrospective UX evaluation method is We tested the UX Curve method with 40 users to evaluate the user CORPUS developed by Von Wilamowitz-Moellendorff et al. [25]. experience of two different types of communication tool: CORPUS is an interview technique used for reconstructing Facebook and mobile phones. We describe the reasons found for changes in UX over a period of more than one year. However, it changing UX over time and compare the results of the UX Curve provides only rough descriptions of the trends of user experience to the results of a questionnaire. and few reasons explaining the causes of any changes. 2. RELATED RESEARCH Karapanos et al. [14, 16] developed iScale, a (not publicly available) online survey tool to minimize retrospective bias by This section presents related work from two main areas: namely assisting users to recall their experiences with a product by hedonic product quality and evaluating long-term usage. “sketching” a curve over time. The goal of the study [16] was to 2.1 Hedonic Product Quality compare the effectiveness of two versions of iScale and free recall Hassenzahl [5] describes hedonic quality as being related to the without any form of sketching. The study shows that sketching users' self, in contrast to pragmatic quality which is related to the increases the amount and the richness of the recalled information. users' need to achieve goals. Hedonic quality comprises quality However, the study did not include qualitative or interpersonal dimensions that have no obvious relation to the task the user wants analysis of the results. Thus, how the remembered experiences to accomplish with the system but instead are related to non- relate to the assessment of the product is still an open question. instrumental qualities such as, esthetics, innovativeness and Although memories are rarely accurate they nevertheless seem to originality [3]. Further, Hassenzahl [4, 5] subdivides hedonic be very meaningful to humans and they do affect product success. attributes into stimulation, identification and evocation. A product As shown in the psychological studies [e.g. 19], individual provides stimulation by its challenging and novel character, experiences have less relevance to humans than the retrospective identification by expressing one's self and personal values to memories. In this study, we use the UX Curve method to evaluate relevant others, and evocation by one's formation of memories [4, long-term user experiences of Facebook and mobile phones and 5]. analyze the amount and quality of UX information gained from Experimental research shows that both pragmatic and hedonic their hedonic qualities. The results are also compared to findings qualities contribute to the appeal of a product [4, 6]. Schrepp et al. elicited by a questionnaire. [22] show that both qualities also have an impact on the attractiveness of business management software that is used for 3. METHOD work purposes. The relative weights of the pragmatic and the To test whether the UX Curve method is useful in revealing long- hedonic quality in forming an overall evaluation of a product are term hedonic experiences 40 users were asked to describe their dependent on the users' motivational orientations and the context experiences by means of the UX Curve method and a of evaluation [7]. questionnaire. The effectiveness of the questionnaire and of the UX Curve method in revealing hedonic experiences was then However, the results of Chitturi et al. [1] show that the importance compared.
Recommended publications
  • User Psychology of Emotional User Experience JYVÄSKYLÄ STUDIES in COMPUTING 213
    JYVÄSKYLÄ STUDIES IN COMPUTING 213 Jussi P. P. Jokinen User Psychology of Emotional User Experience JYVÄSKYLÄ STUDIES IN COMPUTING 213 Jussi P. P. Jokinen User Psychology of Emotional User Experience Esitetään Jyväskylän yliopiston informaatioteknologian tiedekunnan suostumuksella julkisesti tarkastettavaksi yliopiston Agora-rakennuksen auditoriossa 2 kesäkuun 6. päivänä 2015 kello 12. Academic dissertation to be publicly discussed, by permission of the Faculty of Information Technology of the University of Jyväskylä, in building Agora, auditorium 2, on June 6, 2015 at 12 o’clock noon. UNIVERSITY OF JYVÄSKYLÄ JYVÄSKYLÄ 2015 User Psychology of Emotional User Experience JYVÄSKYLÄ STUDIES IN COMPUTING 213 Jussi P. P. Jokinen User Psychology of Emotional User Experience UNIVERSITY OF JYVÄSKYLÄ JYVÄSKYLÄ 2015 Editors Marja-Leena Rantalainen Department of Mathematical Information Technology, University of Jyväskylä Pekka Olsbo, Ville Korkiakangas Publishing Unit, University Library of Jyväskylä Cover picture: CC-BY-SA by Jussi Jokinen from following images: Coghead: CC-0 Cellphone icon: CC-BY-SA WZ Computer icon: CC-BY-SA Carlosdevivo URN:ISBN:978-951-39-6225-8 ISBN 978-951-39-6225-8 (PDF) ISBN 978-951-39-6224-1 (nid.) ISSN 1456-5390 Copyright © 2015, by University of Jyväskylä Jyväskylä University Printing House, Jyväskylä 2015 “For all men begin, as we said, by wondering that things are as they are, as they do about self-moving marionettes, or about the solstices or the incommensura- bility of the diagonal of a square with the side; for it seems wonderful to all who have not yet seen the reason, that there is a thing which cannot be meas- ured even by the smallest unit.” (Aristotle, Metaphysics, 983a15) ABSTRACT Jokinen, Jussi P.
    [Show full text]
  • Usability and User Experience: Measurement Model
    Master Thesis Software Engineering Thesis no: MSE-2011:78 Month Year Usability and user experience: measurement model Eriks Klotins School of Computing Blekinge Institute of Technology SE-371 79 Karlskrona 1 Sweden This thesis is submitted to the School of Engineering at Blekinge Institute of Technology in partial fulfillment of the requirements for the degree of Master of Science in Software Engineering. The thesis is equivalent to XXX weeks of full time studies. Contact Information: Eriks Klotins Address: 123-46 Lubanas St. LV-1021, Riga, Latvia E-mail: [email protected] University advisor: Dr. Tony Gorschek Department of Systems and Software Engineering School of Computing Internet : Blekinge Institute of www.bth.se/com Technology Phone : +46 455 38 50 00 2 SE -371 79 Karlskrona Fax : +46 455 38 50 57 Sweden Abstract Software quality is one of success factors in software development. Usability and user experience (U&UX) as a part of software quality is becoming more and more important. Although, there has been successful attempts to formalize specific parts of U&UX there is still a need for a systematic framework of U&UX evaluation. This thesis is aimed to study the state of the art in U&UX evaluation in order to develop a single framework that comprises existing knowledge on the topic. Furthermore, the U&UX evaluation framework is aimed to support product development in industry and provide a versatile guide for U&UX practitioners. The study is based on reference based systematic review. The literature review covers both scientific publications and industrial grade papers.
    [Show full text]
  • 19 Broadening the Boundaries of Communication Design
    SIGDOC ’19 Broadening the Boundaries of Communication Design The 37th ACM International Conference on the Design of Communication Portland, OR, USA October 4-6, 2019 Photo Credit: Umit Aslan Unsplash.com Contents Welcome from the Conference Chairs 3 Welcome from the Program Chairs 4 WiFi & Social Media Info 5 Registration Area Info 6 Acknowledgments 7 Policy Against Harassment at ACM Activities 9 SIGDOC Board Members 12 Best Paper Award 13 Keynote: Megan Bigelow 14 Keynote: Dr. Samantha Blackmon 15 Thursday Night Super Meetup 16 Friday Night Social Events 17 Conference Schedule 18 Workshops 22 Student Research Competition 23 Concurrent Session A 24 SIGDOC Poster Presentations 25 Concurrent Session B 26 Concurrent Session C 27 Session D 28 Session E 30 Concurrent Session F 31 Sponsors 32 CDQ Call for Papers 36 SIGDOC Career Advancement Grant 37 SIGDOC 2020 39 2 Welcome from the Conference Chairs Sarah Read, Lars Soderlund, & Julie Staggers Welcome to Portland! We hope you have an enriching and entertaining stay in the Rose City for SIGDOC 2019. We’ve chosen conference, hotel, and meeting spaces that we think reflect Portland’s unique character, and we look forward to meeting you and hearing the insights that come up during this conference. Here’s to a stimulating conference and lots of great conversations. From the Conference Chairs, Sarah Read (top right), Lars Soderlund (middle right) Julie Staggers (bottom right) 3 Welcome from the Program Chairs Dan Richards, Tim Amidon, & Ehren Helmut Pflugfelder We are pleased to share with the SIGDOC community this year’s conference program and proceedings. This year’s event is particularly notable for its international representation, with presenters either teaching or enrolled at universities in the United States, Canada, Brazil, China, and the Netherlands.
    [Show full text]
  • Mapping the Range of User Roles in Open Development Games Projects
    Not just users: Mapping the range of user roles in open development games projects Luke Thominet Florida International University Miami, FL, USA [email protected] ABSTRACT love what you’re doing, and they’re not playing a lot, Open video game development systems provide a useful model but they might be writing fanfction, they might be for designing an engaging user experience (UX) research project. drawing, they might be doing other things, and they’re While UX research has typically framed people simultaneously as not actually just a hardcore player. [19] research subjects and users of a technology, some work has also At the 2015 Game Developers Conference, a panel of experienced problematized each of these categorizations. For instance, UX prac- developers discussed their experiences with open development titioners have questioned the framing of people as generic users, projects. In the quote above, Jamie Cheng described how partici- and participatory design has repositioned participants as co-owners pants in these projects were doing a lot more than just playing the of the results of research. This article ofers a complimentary per- game. This paper expands on this observation to review the broad spective by applying the concept of user roles to the activity of range of roles that user-participants adopt in open development participation in open development. Open development, which is the systems. prolonged process where incomplete games are publicly released Broadly speaking, open development is publicly distributing an and iterated on based on player feedback, is fundamentally a UX incomplete game, sharing information about the game develop- research process.
    [Show full text]
  • Foundations of User Experience (UX)
    Foundations of User Experience PEIMS Code: N1302809 Abbreviation: FOUNDUX Grade Level(s): 10-12 Award of Credit: 1.0 Approved Innovative Course • Districts must have local board approval to implement innovative courses. • In accordance with Texas Administrative Code (TAC) §74.27, school districts must provide instruction in all essential knowledge and skills identified in this innovative course. • Innovative courses may only satisfy elective credit toward graduation requirements. • Please refer to TAC §74.13 for guidance on endorsements. Course Description: In Foundations of User Experience (UX), students will analyze and assess current trends in a fast-growing career field that creates meaningful, approachable, and compelling experiences for users of an array of products, services, and or initiatives of companies, governments, and organizations. Students will gain knowledge of introductory observation and research skills; basic design thinking and applied empathy methodologies; collaborative problem-solving and ideation; and interaction design and solution development (includes digital tools). The knowledge and skills acquired enable students to identify real-world problems through research and data-driven investigation to design solutions while participating in collaborative problem- solving. Students will be introduced to agile practices and methodologies to develop skills to take the solutions from conceptual sketch to digital designs using professional software tools. Students will explore how to improve the quality of user interactions and perceptions of products, experiences, and any related services. Essential Knowledge and Skills: (a) General Requirements. This course is recommended for students in grade 10-12. Recommended prerequisites: Digital Media or Principles of Information Technology. Students shall be awarded one credit for successful completion of this course.
    [Show full text]
  • The Basics of User Experience Design
    The Basics of User Experience Design BY INTERACTION DESIGN FOUNDATION The Basics of User Experience (UX) Design by the Interaction Design Foundation Preface Preface If you're looking to gain an introduction into the world of user experience (UX) design—or maybe even freshen up your knowledge of the field—then this UX design book is the ideal place to start. The sheer number of topics covered in UX design is mind-boggling: there’s interaction design (the psychology of motion and feedback), design thinking (an iterative, empathy-based problem-solving process), and usability (how easily a product can be used), just to name a few. That’s what makes the field so fascinating to so many people. Whether you are a business manager working on a new product, or an aspiring designer wanting to learn about user-centered design, the field of UX design has something to teach you. On top of that, UX design is a booming industry worldwide. Job opportunities are increasing for UX designers like never before—an estimated 13% increase from 2010 to 2020. UX designer pays are also moving up, upwards of $110k in cities such as San Francisco and New York. That’s why we, at the Interaction Design Foundation, put together this ebook. In nine highly readable chapters, we’ll cover a wide range of topics that everyone starting out in UX design should know. Each chapter acts as a mini crash course, introducing key concepts, best practices, and guidelines. At the end of each chapter, we’ll summarize the key learning points in a section called “The Take Away”.
    [Show full text]
  • User Experience Design Not Just a Pretty Interface
    User Experience Design Not just a pretty interface User Experience Design (UX) is more than a pretty interface on an application. UX is intended to design and develop clear, efficient, user-friendly interactions between customers and companies through a variety of applications. It is more than just recording prompts for your IVR with a voice that ‘sounds good’ or designing a call flow that gets the customer where they need to go. An effective interaction interface is intuitive. It is efficient, saving customers time and frustration. It communicates clearly and is easy to use and understand, making the experience a customer has a positive one. User Experience Design Businesses have benefited from user design services in significant ways. The impact to your A well designed voice interface business can vary from an increase in customer satisfaction ratings to a reduction in customers increases productivity. It sells your opting out of the IVR and going to a more expensive agent solution. brand and creates an experience for your customer that is memorable. A Depending on what your business goals are and how your IVR is performing today, we can help professional UX design creates real determine where the biggest impacts and benefits of leveraging a user design process can be. value to the business with bottom line results. Do you want to increase call containment to the self-service channel or simply create a better brand experience for your customers? Our goal for each UX project is to improve the quality of every interaction In order to help you determine the best path to take we offer a three phased process that is focused between the user and all areas of the on creating customer excellence.
    [Show full text]
  • User-Centered Design for Agile by USPTO
    User-Centered Design for Agile Ketki Dhanesha Computer Scientist – Usability Expert US Patent and Trademark Office June, 2018 Agenda Topic Duration Introduction to User-Centered Design Process at USPTO 5 User-Centered Design Activities 15 User-Centered Design and Requirements in Agile Process 10 3 Introduction to User-Centered Design (UCD) at USPTO The User Experience Branch The User Experience Branch, or UXB, is a human-centered design group focused on understanding the interactions between people, applications and environments. We see ourselves as end-user advocates at the USPTO, ensuring that websites and applications are usable, useful, desirable, and accessible. We strive to work towards a balance between conflicting user requirements, IT constraints, and project constraints. What We Do Our primary roles… Our other responsibilities… • Usability standards creation and compliance • Oversight of vendor deliverables …and iterate System Architecture and Roles Presentation Layer * Service Layer UX lead Business Project analyst Application Layer Manager Technical lead Service Layer Data and Backend Layer Infrastructure Layer * Primary focus for UX Scaling the UCD Process LOW HIGH Level of Effort Level of Effort Reuse patterns and usability Hybrid: Full user-centered design for test the resulting UI with UCD for new features, thoughtful, holistic design of end users reuse and tweaking for new features existing features Follow on small projects UX architecture, Flagship project within the program Follow on mid sized projects User-Centered
    [Show full text]
  • Beyond User-Centered Design and User Experience: Designing for User Performance
    Constantine & Lockwood, Ltd. PREPRINT Beyond User-Centered Design and User Experience: Designing for User Performance Larry L. Constantine, IDSA Chief Scientist, Constantine & Lockwood, Ltd. Director, Laboratory for Usage-centered Software Engineering University of Madeira, Funchal, Portugal User-centered design is everywhere in the IT world. Just as it was once fashionable to tout “user friendly” interfaces, these days nearly everyone has jumped on the user- centered bandwagon—or is running to catch up. The bandwagon is a roomy one, and user-centered design can be almost anything in practice so long as it adheres to the core philosophy of keeping users at the center of the software development process. This focus on users as the central subject certainly seems to be a step forward from the technology-centered focus of bygone days, when users were all too often regarded as an annoyance to be ignored as much as possible. However, the frustrations of everyday experience with even the best of modern software products and Web sites tells us that something is still badly wrong with the picture. You need only reflect on how many times a day you click on the wrong object or miss a step in a sequence or forget where a function is buried or curse the way some feature works to recognize how much modern user interfaces fall short of their potential. Putting users in the center of the picture and using techniques that focus on them and their experience may look to be reasonable, decent, and proper things to do, but despite the good intentions and noble efforts of designers, progress in usability remains unremarkable.
    [Show full text]
  • Standardized Questionnaires for User Experience Evaluation: a Systematic Literature Review †
    Proceedings Standardized Questionnaires for User Experience Evaluation: A Systematic Literature Review † Ignacio Díaz-Oreiro 1,*, Gustavo López 1,2, Luis Quesada 2 and Luis A. Guerrero 2 1 Research Center for Informatics and Communication Technologies, University of Costa Rica, 11501-2060 San José, Costa Rica; [email protected] 2 School of Computer Science and Informatics, University of Costa Rica, 11501-2060 San José, Costa Rica; [email protected] (L.Q.); [email protected] (L.A.G.) * Correspondence: [email protected]; Tel.: +506-2511-8030 † Presented at the 13th International Conference on Ubiquitous Computing and Ambient Intelligence UCAmI 2019, Toledo, Spain, 2–5 December 2019. Published: 20 November 2019 Abstract: Standardized questionnaires are one of the methods used to evaluate User Experience (UX). Standardized questionnaires are composed of an invariable group of questions that users answer themselves after using a product or system. They are considered reliable and economical to apply. The standardized questionnaires most recognized for UX evaluation are AttrakDiff, UEQ, and meCUE. Although the structure, format, and content of each of the questionnaires are known in detail, there is no systematic literature review (SLR) that categorizes the uses of these questionnaires in primary studies. This SLR presents the eligibility protocol and the results obtained by reviewing 946 papers from four digital databases, of which 553 primary studies were analyzed in detail. Different characteristics of use were obtained, such as which questionnaire is used more extensively, in which geographical context, and the size of the sample used in each study, among others.
    [Show full text]
  • User Experience: Challenges and Opportunities
    JOURNAL OF RESEARCH AND INNOVATION IN INFORMATION SYSTEMS http://seminar.utmspace.edu.my/myaisprint/ User Experience: Challenges and Opportunities A. H. Allam 1 Ab Razak Che Hussin 2 Halina Mohamed Dahlan 3 e-mail: [email protected] e-mail: [email protected] e-mail: [email protected] Author(s) Contact Details: 1, 2, 3 Faculty of Computing, Department of Information Systems, Universiti Teknologi Malaysia, Johor, Malaysia Abstract — User expectations, motivations and feelings when using a product or encountering a system have urged the need to investigate beyond the traditional functionality and usability concerns by assessing and designing for the user experience. Having this realized, we can ensure positive user experience as well as desirable products. This paper aims at providing an overview of the main concepts and principles related to user experience. The topics discussed in this paper cover both theories from the academia as well as empirical studies from the industry. Due to misconception of user experience, it was found that industry depends on and uses the traditional usability methods in the product development as user experience practices. As a result, this paper discusses and elaborates the relationship between conventional usability and user experience in addition to the variety of methods which can be used for user experience evaluation during different time spans. Furthermore, user experience extends over different areas such as human computer interaction, and product design and development. Knowledge and concepts related to user experience are scattered due to the dynamic concepts of user experience. In other words, authors tend to discuss the user experience from their own perspective and interest.
    [Show full text]
  • Designing the User Interface
    Systems Analysis and Design in a Changing World, seventh edition 8-1 Chapter 8 – Designing the User Interface Table of Contents Chapter Overview Learning Objectives Notes on Opening Case and EOC Cases Instructor's Notes (for each section) ◦ Key Terms ◦ Lecture notes ◦ Quick quizzes Classroom Activities Troubleshooting Tips Discussion Questions Chapter Overview Recent advances in user interface design now consider the entire user experience as part of the design activity. It is not enough to simply consider the user interface, but the entire user experience is the important design issue. There are various metaphors of how a user accesses and interacts with an automated system. Considering these metaphors assists analysts to define and describe the user interface more effectively. Such metaphors as direct manipulation metaphor, desktop metaphor, document metaphor, and dialog metaphor all describe the user interface in slightly different terms and help in understanding and specifying an effective user interface. It is important in the detailed design of the user interface to consider good design principles. Such design principles as visibility, affordance, user shortcuts, feedback, closure, error messages, and reversal of actions are all important no matter what type of user interface is being designed. The judicial use of menus and navigation techniques also make the user interface more usable. Often the best way to organize menu items is to group menu items together by actor or user role. A powerful technique in the design of the user interface is to use storyboards. Storyboards are nothing more than a set of layouts that mimic the sequence of steps for a particular use case or user process.
    [Show full text]