244 karma · joined July 9, 2007
That being said, we're probably going to add a "safe for work" mode, which you can toggle to hide questionable content.
From a user's perspective, games and productivity software are fundamentally different. The point of games is to have fun. The point of productivity apps is to get things done. I saw the lead designer of Halo give a talk at school several years ago, and he used this example -- 'if we designed games to be like productivity apps, then the ideal game would consist of a big red button which said "Press me to complete game!" ' Social networking applications lie somewhere in the middle of the spectrum. You're not necessarily there to 'get things done'. You're there to linger as in a game - yet you do have more concrete goals and knowledge of your path/environment than you would if you were in a game.
I can't comment on (c) but:
a: Just be open about your reasons. It isn't a personal attack to say someone is a slow/inefficient worker.
b: Work away from the partner. I hope you aren't roommates
c: Ideas aren't worth much, and it sounds like your friend isn't the competition to worry about.
I would follow the advice you hear when you read about how to quit: be direct, polite, in a private/scheduled meeting, and open.
This example from Founders at Work struck me: Caterina Fake, co-founder of Flickr, related an anecdote where she and her partner, who was also her husband, met with a VC firm. Caterina didn't fit the VC's mental model of a founder. After the meeting the VC told her husband 'not to bring his wife to VC meetings.'
Another interesting issue around help -- people often think that if something is really well designed, users won't ever need to get help. That's true for the most part, however there are important exceptions. When your product enables users to do something which they've never been able to do before, you can't expect that they won't need some help understanding what it is. Groundbreaking stuff will probably require some explanation. The original mac is a good example.
If your design team is not trying to make a usable and delightful user experience, then get a new set of designers.
Interaction design is NOT about making things pretty. It's about giving the user a delightful experience. This includes making it match the user's mental model of how the system should work, AND designing it so that users enjoy spending their time (yes, using your product will take some non-zero amount of time) using it.
Furthermore, to quote myself: "...one of my favorite anecdotes from Blink is the tale of the identical ice cream: the same ice cream was wrapped in two different packages, one plain, the other fancy, and taken around to the public for taste tests. People actually reported that the ice cream in the 'fancier' package _tasted_ better. What's great about this story is that it's an excellent way to explain to someone the value of beauty to usability. Given two functionally identical products, users will believe that one is _easier to use_ simply by virtue of it being aesthetically pleasing. I once saw a presentation at a UPA (Usability Professionals Assoc) Conference where a study showed just that - a product with identical information architecture was run through two usability tests: one where the product had a rudimentary look and feel, and one where the look and feel had been touched up by a graphic designer. User data showed that people felt the prettier version was easier for them to use, even though it took them the same time to complete tasks in both versions. Now, as an interaction designer myself, I would hope this argument is never used to dismiss the importance of interaction design and information architecture. We can't use aesthetics to 'put lipstick on the pig,' as one of my coworkers is fond of saying. But if you've taken the time to make a really usable product which meets a user need, imagine how much people will love it if you ALSO make it beautiful. That, for me, is the definition of a "delightful experience." " (http://news.ycombinator.com/item?id=38839)
One thing to watch out for though is that you can't always rely on what people tell you they like or want to use. There is a huge difference between what people say and what they do. Again, this difference is further magnified if the thing you're creating is something new. It is very hard for people to imagine their life with it.
Other strategies for involving your user in the design process which work very well are: contextual inquiries (to understand what things your audience needs) http://www.usabilitynet.org/tools/contextualinquiry.htm, think aloud studies (to understand how well your product is meeting those needs) http://en.wikipedia.org/wiki/Think_aloud_protocol, and card sorting (to understand how the user expects the product to be organized) http://www.boxesandarrows.com/view/card_sorting_a_definitive....
You could consider enlarging your links and/or buttons so the hit space is larger. You could add a buffer zone around the hit space so if the user gets 'close enough' then that is equivalent to hitting the target. Space your hit spaces far enough apart so that users don't hit incorrectly. Run usability tests and time your users on common tasks, then iterate your design.
An important aspect of Fitts' law is minimizing the amount of movement the user has to do to get to the place they need to go to complete the next action in their task flow. Therefore you can cluster similar actions together so that the user doesn't have to move around the screen a lot to accomplish a given task.
An interesting part of Bruce's post was his mention of circular menus. Fitts' law tells us they'd be easier to use than linear menus. But usability, like so much else in life, is not so cut and dry. I would predict that the increased cognitive load that the user experienced when they saw a circular list of options rather than a linear one would slow them down so much as to outweigh the benefits of not having to move as much to get to their desired action. All things equal, circular menus may be more efficient than linear ones. However unless the whole world changes to circular menus - or at least, one whole computer environment, applications and OS included - introducing this in your application would slow your users down.
Happiness is creating new things, and to the extent that money enables this, it makes us happy.
I would think that having a lot of money would give you the freedom to choose your work, and the ability to wake up every day and work on something you feel passionate about would make you happier. I guess you could say that you don't need a lot of money to do that. But it would make it easier.
Still, one of my favorite anecdotes from Blink is the tale of the identical ice cream: the same ice cream was wrapped in two different packages, one plain, the other fancy, and taken around to the public for taste tests. People actually reported that the ice cream in the 'fancier' package _tasted_ better. What's great about this story is that it's an excellent way to explain to someone the value of beauty to usability. Given two functionally identical products, users will believe that one is _easier to use_ simply by virtue of it being aesthetically pleasing. I once saw a presentation at a UPA (Usability Professionals Assoc) Conference where a study showed just that - a product with identical information architecture was run through two usability tests: one where the product had a rudimentary look and feel, and one where the look and feel had been touched up by a graphic designer. User data showed that people felt the prettier version was easier for them to use, even though it took them the same time to complete tasks in both versions. Now, as an interaction designer myself, I would hope this argument is never used to dismiss the importance of interaction design and information architecture. We can't use aesthetics to 'put lipstick on the pig,' as one of my coworkers is fond of saying. But if you've taken the time to make a really usable product which meets a user need, imagine how much people will love it if you ALSO make it beautiful. That, for me, is the definition of a "delightful experience."