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<rss version="2.0"><channel><atom:link rel="hub" href="http://tumblr.superfeedr.com/" xmlns:atom="http://www.w3.org/2005/Atom"/><description></description><title>daily meta</title><generator>Tumblr (3.0; @dailymeta)</generator><link>http://dailymeta.com/</link><item><title>"Once you start talking to users, I guarantee you’ll be surprised by what they tell you.

When..."</title><description>“&lt;p&gt;Once you start talking to users, I guarantee you’ll be surprised by what they tell you.
&lt;/p&gt;
&lt;blockquote&gt;When you let customers tell you what they’re after, they will often reveal amazing details about what they find valuable as well what they’re willing to pay for. &lt;/blockquote&gt;”&lt;br/&gt;&lt;br/&gt; - &lt;em&gt;Paul Graham, “&lt;a href="http://www.paulgraham.com/really.html"&gt;What Startups are Really Like&lt;/a&gt;”&lt;/em&gt;</description><link>http://dailymeta.com/post/223300713</link><guid>http://dailymeta.com/post/223300713</guid><pubDate>Sun, 25 Oct 2009 21:08:12 -0400</pubDate></item><item><title>"The problem with low-hanging fruit is that it grows back. Fixing major issues first is good, but..."</title><description>“The problem with low-hanging fruit is that it grows back. Fixing major issues first is good, but having a longterm strategy is key.”&lt;br/&gt;&lt;br/&gt; - &lt;em&gt;&lt;a href="http://twitter.com/AdaptivePath/status/4995553939"&gt;http://twitter.com/AdaptivePath/status/4995553939&lt;/a&gt;&lt;/em&gt;</description><link>http://dailymeta.com/post/220454338</link><guid>http://dailymeta.com/post/220454338</guid><pubDate>Thu, 22 Oct 2009 20:52:06 -0400</pubDate></item><item><title>The ultimate ways to test your site</title><description>&lt;a href="http://www.netmag.co.uk/zine/discover-culture/the-ultimate-ways-to-test-your-site"&gt;The ultimate ways to test your site&lt;/a&gt;</description><link>http://dailymeta.com/post/219566406</link><guid>http://dailymeta.com/post/219566406</guid><pubDate>Wed, 21 Oct 2009 21:48:07 -0400</pubDate></item><item><title>"[M]any of the most compelling usability test insights come not from the elements that are evaluated,..."</title><description>“[M]any of the most compelling usability test insights come not from the elements that are evaluated, but rather those not evaluated. They come from the almost unnoticeable moments when a user frowns at a button label, or obviously rates a task flow as easier than it appeared during completion, or claims to understand a concept while simultaneously misdefining it. The unintended conclusions—the peripheral insights—are often what feed a designer’s instincts most. Over time, testing sessions can strengthen a designer’s intuition so that she can spot troublesome design details with just a glance. Simply put, usability tests can provide huge insight into the patterns and nuances of human behavior.”&lt;br/&gt;&lt;br/&gt; - &lt;em&gt;From &lt;a href="http://www.alistapart.com/articles/the-myth-of-usability-testing/"&gt;The Myth of Usability Testing&lt;/a&gt; by Robert Hoekman Jr.&lt;/em&gt;</description><link>http://dailymeta.com/post/219421421</link><guid>http://dailymeta.com/post/219421421</guid><pubDate>Wed, 21 Oct 2009 18:36:09 -0400</pubDate></item><item><title>"Track not only where in the user interface people get stuck, but also how much help they need to get..."</title><description>“Track not only where in the user interface people get stuck, but also how much help they need to get unstuck.  … [M]ost of us are paying attention to the happy path as the optimum success in a task, but then have to take lots of notes about any deviation from that path. If you look at what the success and error conditions are as you design a study, you can create a list to check off to make data gathering quicker and less taxing as you’re doing both that and moderating.”&lt;br/&gt;&lt;br/&gt; - &lt;em&gt;&lt;a href="http://usabilitytestinghowto.blogspot.com/2009/10/easier-data-gathering-techniques-of.html"&gt;Easier data gathering: Techniques of the pros&lt;/a&gt; by Dana Chisnell&lt;/em&gt;</description><link>http://dailymeta.com/post/219250380</link><guid>http://dailymeta.com/post/219250380</guid><pubDate>Wed, 21 Oct 2009 14:31:00 -0400</pubDate></item><item><title>Joshua Porter on designing for social traction</title><description>&lt;object style="margin:0px" width="400" height="334"&gt;&lt;param name="movie" value="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=delve-designing-for-social-traction-090810123825-phpapp01&amp;rel=0&amp;stripped_title=designing-for-social-traction" /&gt;&lt;param name="allowFullScreen" value="true" /&gt;&lt;param name="allowScriptAccess" value="always" /&gt;&lt;embed src="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=delve-designing-for-social-traction-090810123825-phpapp01&amp;rel=0&amp;stripped_title=designing-for-social-traction" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="400" height="334"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;Joshua Porter on designing for social traction&lt;/p&gt;</description><link>http://dailymeta.com/post/219238532</link><guid>http://dailymeta.com/post/219238532</guid><pubDate>Wed, 21 Oct 2009 14:12:34 -0400</pubDate></item><item><title>Jesse James Garrett on the state of UX</title><description>&lt;object type="application/x-shockwave-flash" width="400" height="300" data="http://vimeo.com/moogaloop.swf?clip_id=6952223&amp;server=vimeo.com&amp;fullscreen=1&amp;show_title=1&amp;show_byline=0&amp;show_portrait=0&amp;color=00ADEF"&gt;&lt;param name="quality" value="best" /&gt;&lt;param name="allowscriptaccess" value="always" /&gt;&lt;param name="allowfullscreen" value="true" /&gt;&lt;param name="scale" value="showAll" /&gt;&lt;param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=6952223&amp;server=vimeo.com&amp;fullscreen=1&amp;show_title=1&amp;show_byline=0&amp;show_portrait=0&amp;color=00ADEF" /&gt;&lt;embed src="http://www.vimeo.com/moogaloop.swf?clip_id=6952223&amp;server=www.vimeo.com&amp;show_title=1&amp;show_byline=0&amp;show_portrait=0&amp;color=00ADEF&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="400" height="300"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;Jesse James Garrett on the state of UX&lt;/p&gt;</description><link>http://dailymeta.com/post/219236614</link><guid>http://dailymeta.com/post/219236614</guid><pubDate>Wed, 21 Oct 2009 14:09:30 -0400</pubDate></item><item><title>How to make a research plan</title><description>&lt;p&gt;Summary of Chapter 5, “The Research Plan,” from &lt;a href="http://www.amazon.com/Observing-User-Experience-Practitioners-Research/"&gt;Observing the User Experience&lt;/a&gt; by Mike Kuniavsky&lt;/p&gt;

&lt;p&gt;&lt;br/&gt;
The research plan should specify: why you’re doing the research, when you’re going to do it, and how much it will cost.&lt;/p&gt;

&lt;p&gt;To clarify your goals, you much know why you’re doing the research and how your results will be implemented. &lt;/p&gt;

&lt;p&gt;Why you’re doing the research:&lt;br/&gt;
- Know your corporate priorities&lt;br/&gt;
- Understand your development processes&lt;/p&gt;

&lt;p&gt;Make a list of how the product’s experiences affect company goals. Your research should not only be about the customer experience. &lt;/p&gt;

&lt;p&gt;1. Collect issues and prioritize them as goals&lt;br/&gt;
2. Prioritize the goals&lt;br/&gt;
3. Rewrite the goals as questions to be answered&lt;/p&gt;

&lt;p&gt;To collect issues, talk to every product stakeholder and ask them what their goals are. Remember that users are also stakeholder so take their goals into consideration, as well.&lt;/p&gt;

&lt;p&gt;Prioritize the goals by which impact revenue most significantly. &lt;/p&gt;

&lt;p&gt;Research methodologies should progress from the more general questions to the more specific ones. &lt;/p&gt;

&lt;p&gt;Cluster the questions by what research methodology is most appropriate for answering them.&lt;/p&gt;

&lt;p&gt;Break each methdology out, along with its proposed schedule and relevant question.&lt;/p&gt;

&lt;p&gt;Each project should address short-term questions as well as longer-term questions that are fundamental to the product as a whole. &lt;/p&gt;

&lt;p&gt;Create a grid of the different questions that are being addressed and the project that addresses them. &lt;/p&gt;

&lt;p&gt;Also create a scheduling grid to display which projects are being planned and implemented each week.&lt;/p&gt;</description><link>http://dailymeta.com/post/214249865</link><guid>http://dailymeta.com/post/214249865</guid><pubDate>Thu, 15 Oct 2009 21:19:58 -0400</pubDate></item><item><title>Three roles of usability test moderators</title><description>&lt;p&gt;Short summary of &lt;a href="http://www.uie.com/articles/moderating_multiple_personalities"&gt;Moderating with Multiple Personalities: 3 Roles for Facilitating Usability Tests&lt;/a&gt; by Jared M. Spool. Originally published on Oct 14, 2009&lt;/p&gt;

&lt;p&gt;Successful usability test moderators must take on three different personalities during the session. &lt;/p&gt;

&lt;p&gt;&lt;b&gt;Priority #1: The Flight Attendant Personality &lt;/b&gt;&lt;br/&gt;
The flight attendant personality watches out for the participant’s comfort and safety.&lt;/p&gt;

&lt;p&gt;&lt;b&gt;Priority #2: The Sportscaster Personality&lt;/b&gt;&lt;br/&gt;
The sportscaster narrates the session so that other people in the room understand what is happening. &lt;/p&gt;

&lt;p&gt;&lt;b&gt;Priority #3: The Scientist Personality&lt;/b&gt;&lt;br/&gt;
The scientist collects the data and helps the team analyze it.&lt;/p&gt;</description><link>http://dailymeta.com/post/213072311</link><guid>http://dailymeta.com/post/213072311</guid><pubDate>Wed, 14 Oct 2009 15:34:46 -0400</pubDate></item><item><title>The importance of UX research at Google</title><description>&lt;p&gt;Excerpt from &lt;a href="http://www.techradar.com/news/internet/google-explains-its-minimalist-design-philosophy-641441?artc_pg=1"&gt;The secrets of Google’s design team&lt;/a&gt; by Oliver Lindberg

&lt;/p&gt;
&lt;blockquote&gt;
Google has always had the mantra of ‘focus on the user and all else will follow’, so the company puts a significant amount of effort into researching its users. In fact, Au estimates that 30 to 40 per cent of her 200-strong worldwide user experience team is compromised of user researchers.

&lt;br/&gt;… &lt;br/&gt;

“We also use a variety of methods, whether it’s quantitative analysis, data mining or surveys, and do quite a bit of ethnographic work, too. While it’s easy to design for people like yourself, it’s hard to design for people in a totally different environment, so we’ve done field studies and rapid prototyping to better understand what their needs are and how they’re using the internet.” 

&lt;/blockquote&gt;</description><link>http://dailymeta.com/post/211244819</link><guid>http://dailymeta.com/post/211244819</guid><pubDate>Mon, 12 Oct 2009 14:52:12 -0400</pubDate></item><item><title>Dreyfus Model of Skill Acquisition</title><description>&lt;p&gt;2009-10-08&lt;br/&gt;
From &lt;a href="http://en.wikipedia.org/wiki/Dreyfus_model_of_skill_acquisition"&gt;Wikipedia&lt;/a&gt; &lt;/p&gt;

&lt;p&gt;The Dreyfus Model of Skill Acquisition postulates that when individuals acquire a skill through external instruction, they normally pass through five stages. This model, first proposed by Stuart Dreyfus and Hubert Dreyfus in 1980[1] proposes that the five stages of skill acquisition are: Novice, Advanced beginner, Competent, Proficient and Expert&lt;/p&gt;

&lt;p&gt;In the novice stage a person follows rules that are context free and feel no responsibility for anything other than following the rules. Competence develops when the number of rules becomes excessive so organizing principles need to be developed and information sorted by relevance. Competence is characterized by active decision making. Proficiency is shown in individuals who use intuition in decision making and develop their own rules to formulate plans.&lt;/p&gt;

&lt;p&gt;A helpful summary of the model is provided by Eraut (1994)[2]:&lt;/p&gt;

&lt;p&gt;1 Novice&lt;/p&gt;

&lt;p&gt;        * rigid adherence to rules&lt;br/&gt;
        * no discretional judgment&lt;/p&gt;

&lt;p&gt;2 Advanced beginner&lt;/p&gt;

&lt;p&gt;        * situational perception still limited&lt;br/&gt;
        * all aspects of work are treated separately and given equal importance&lt;/p&gt;

&lt;p&gt;3 Competent&lt;/p&gt;

&lt;p&gt;        * coping with crowdedness (multiple activity, information)&lt;br/&gt;
        * now partially sees action as part of longer term goals&lt;br/&gt;
        * conscious , deliberate planning&lt;/p&gt;

&lt;p&gt;4 Proficient&lt;/p&gt;

&lt;p&gt;        * holistic view of situation, rather than in terms of aspects&lt;br/&gt;
        * sees what is most important in a situation&lt;br/&gt;
        * uses maxims for guidance, meaning of maxims may vary according to situation&lt;/p&gt;

&lt;p&gt;5 Expert&lt;/p&gt;

&lt;p&gt;        * no longer reliant on rules, guidelines, maxims&lt;br/&gt;
        * intuitive grasp of situation, based on tacit knowledge&lt;br/&gt;
        * vision of what is possible&lt;/p&gt;</description><link>http://dailymeta.com/post/207771155</link><guid>http://dailymeta.com/post/207771155</guid><pubDate>Thu, 08 Oct 2009 15:58:43 -0400</pubDate></item><item><title>"User Testing Demystified" by Dana Chisnell</title><description>&lt;p&gt;&lt;a href="http://www.alistapart.com/articles/usability-testing-demystified/"&gt;Published in A List Apart&lt;/a&gt;, 2009-10-06

Highlights:

&lt;/p&gt;
&lt;blockquote&gt;
Every time a person has a great experience with a website, a web app, a gadget, or a service, it’s because a design team made excellent decisions about both design and implementation—decisions based on data about how people use designs. And how can you get that data? Usability testing.

&lt;br/&gt;…&lt;br/&gt;

Focusing on the behavior you’re interested in observing is easier than trying to select for market segmentation or demographics… don’t make recruiting harder than it has to be.

&lt;br/&gt;…&lt;br/&gt;

At the end of each session, be sure to take a step back with the participant and ask, “How’d that go?” 

&lt;br/&gt;…&lt;br/&gt;

[T]he most effective input for informed design decisions is data about the behavior and performance of people using a design to reach their own goals.

&lt;/blockquote&gt;

Resources from The Handbook of Usability Testing
&lt;a href="http://www.wiley.com/WileyCDA/WileyTitle/productCd-0470185481,descCd-DOWNLOAD.html"&gt;http://www.wiley.com/WileyCDA/WileyTitle/productCd-0470185481,descCd-DOWNLOAD.html&lt;/a&gt;</description><link>http://dailymeta.com/post/207136958</link><guid>http://dailymeta.com/post/207136958</guid><pubDate>Wed, 07 Oct 2009 21:15:17 -0400</pubDate></item><item><title>So this is Daily Meta</title><description>&lt;p&gt;This is a place for me to share things that I learn. The goal is to post daily.&lt;/p&gt;

&lt;p&gt;So, basically a place for me to take notes. That I let you see.&lt;/p&gt;</description><link>http://dailymeta.com/post/207130451</link><guid>http://dailymeta.com/post/207130451</guid><pubDate>Wed, 07 Oct 2009 21:07:00 -0400</pubDate></item></channel></rss>
