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	<title>Five Sketches™</title>
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	<link>http://fivesketches.com</link>
	<description>Ideation, design, and usability for development teams</description>
	<lastBuildDate>Wed, 27 Jan 2010 04:13:24 +0000</lastBuildDate>
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		<title>Simpler software leads to greater changes</title>
		<link>http://fivesketches.com/2010/01/simpler-software-leads-to-greater-changes/</link>
		<comments>http://fivesketches.com/2010/01/simpler-software-leads-to-greater-changes/#comments</comments>
		<pubDate>Wed, 27 Jan 2010 04:13:24 +0000</pubDate>
		<dc:creator>JeromeR</dc:creator>
				<category><![CDATA[Design, process, business]]></category>

		<guid isPermaLink="false">http://fivesketches.com/?p=3000</guid>
		<description><![CDATA[If a group of users is accustomed to a complex software system, and you&#8217;re designing its replacement, how simple can you design that replacement to be? 
Simpler software—software that is discoverable, easy to learn, and easy explain to others—frees its users to focus on tasks that add value. It may also frustrate former expert users [...]]]></description>
			<content:encoded><![CDATA[<p>If a group of users is accustomed to a complex software system, and you&#8217;re designing its replacement, how simple can you design that replacement to be? <img style="float:left;" title="Simplifying software" src="http://fivesketches.com/wp-content/uploads/2010/01/meat-grinder.png" alt="Simplifying software" width=203 height=173 border=0 /></p>
<p>Simpler software—<em>software that is discoverable, easy to learn, and easy explain to others</em>—frees its users to focus on tasks that add value. It may also frustrate former expert users as they suddenly find themselves less-than-expert users of the new tool.</p>
<p>If the software you&#8217;re replacing is so complex that it requires a dedicated group to mop up the errors of other users, then the impact of a very simple replacement is potentially disruptive. The users&#8217; jobs are going to change.</p>
<p>The discipline of <a href="http://en.wikipedia.org/wiki/Change_management_(people)" target="_blank">change management</a> would advocate using a structured approach to transition individuals and teams to the new software, in a controlled manner, by following a pre-defined framework with, ideally, <em>only reasonable modifications</em>. But for an in-house UX-design team tasked with replacing a complex legacy system in one fell swoop, questions arise:</p>
<ul>
<li>How much workflow change is reasonable? How much process change is reasonable? How much is too much?</li>
<li>How much organisational restructuring will a simpler system trigger? Who prepares the company&#8217;s other teams for significant change and possibly for job reassignment?</li>
<li>Should any inefficiency be deliberately ported from the legacy system into the new system, merely to reduce the scope of change, for the comfort of existing users or to reduce the soft costs of workplace disruption?</li>
</ul>
<p>In a business environment, where data—numbers—often have more sway than wireframes and design walk-throughs, one way to prepare stakeholders (that is, managers) for significant change is to test the designs and prototypes early and to measure their impact on user performance. User-experience designers and usability researchers then need to communicate their projections far enough in advance to permit the user groups to plan for change.</p>
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		<item>
		<title>If the user can&#8217;t use it, it&#8217;s broken</title>
		<link>http://fivesketches.com/2009/12/if-the-user-cant-use-it-its-broken/</link>
		<comments>http://fivesketches.com/2009/12/if-the-user-cant-use-it-its-broken/#comments</comments>
		<pubDate>Sat, 26 Dec 2009 05:44:01 +0000</pubDate>
		<dc:creator>JeromeR</dc:creator>
				<category><![CDATA[Design, process, business]]></category>
		<category><![CDATA[bicycles]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[pump]]></category>
		<category><![CDATA[tires]]></category>
		<category><![CDATA[Usability]]></category>

		<guid isPermaLink="false">http://fivesketches.com/?p=2979</guid>
		<description><![CDATA[A few days ago, I tried to pump up my bicycle tires. I had to borrow a pump.
The connectors and attachments suggested this pump would fill North-American and European tire tubes as well as air mattresses, soccer balls, and basketballs.
But the thing is, neither the pump&#8217;s owner nor I were able to make it work. [...]]]></description>
			<content:encoded><![CDATA[<p>A few days ago, I tried to pump up my bicycle tires. I had to borrow a pump.</p>
<p><img class="alignnone size-full wp-image-2984" style="float:right;" title="Bike-tire pump" src="http://fivesketches.com/wp-content/uploads/2009/12/bikepump.png" alt="Bike-tire pump" width="80" height="200" />The connectors and attachments suggested this pump would fill North-American and European tire tubes as well as air mattresses, soccer balls, and basketballs.</p>
<p>But the thing is, neither the pump&#8217;s owner nor I were able to make it work. We couldn&#8217;t pump up my bike tires.</p>
<p>Was it me? Was it the pump&#8217;s owner? Or was it the pump&#8217;s design?</p>
<p>If the user can&#8217;t use it, it&#8217;s broken (…or it may as well be).</p>
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		<title>Attending CanUX in Banff</title>
		<link>http://fivesketches.com/2009/11/attending-canux-in-banff/</link>
		<comments>http://fivesketches.com/2009/11/attending-canux-in-banff/#comments</comments>
		<pubDate>Mon, 09 Nov 2009 11:55:26 +0000</pubDate>
		<dc:creator>JeromeR</dc:creator>
				<category><![CDATA[What I am doing]]></category>
		<category><![CDATA[Canadian User Experience conference]]></category>
		<category><![CDATA[CanUX]]></category>
		<category><![CDATA[Chad Fournier]]></category>
		<category><![CDATA[Kristina Halvorson]]></category>
		<category><![CDATA[Lane Becker]]></category>
		<category><![CDATA[Nathan Curtis]]></category>
		<category><![CDATA[Peter Merholz]]></category>
		<category><![CDATA[Rahel Bailie]]></category>

		<guid isPermaLink="false">http://fivesketches.com/?p=2914</guid>
		<description><![CDATA[This week I&#8217;m attending the annual CanUX (Canadian User Experience) conference in Banff Alberta.

This year&#8217;s focus is on practical how-to methods for designing better user experiences on a budget. Speakers include Rahel Bailie of Intentional Design, one of two speakers who will discuss content-management strategy. Also on the speaker list: Kristina Halvorson of Brain Traffic, [...]]]></description>
			<content:encoded><![CDATA[<p>This week I&#8217;m attending the annual <a title="Opens in a new window" href="http://canux.nform.ca/" target="_blank">CanUX (Canadian User Experience) conference</a> in Banff Alberta.</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-2915" title="Banff peaks" src="http://fivesketches.com/wp-content/uploads/2009/11/banff-peaks.png" alt="Banff peaks" width="500" height="79" /></p>
<p>This year&#8217;s focus is on practical how-to methods for designing better user experiences on a budget. Speakers include <a title="Opens in a new window" href="http://intentionaldesign.ca/profile/" target="_blank">Rahel Bailie of Intentional Design</a>, one of two speakers who will discuss content-management strategy. Also on the speaker list: <a title="Opens in a new window" href="http://contentstrategy.com/" target="_blank">Kristina Halvorson</a> of Brain Traffic, <a title="Opens in a new window" href="http://getsatisfaction.com/people/lane" target="_blank">Lane Becker </a>of Get Satisfaction, <a title="Opens in a new window" href="http://www.nathancurtis.com/" target="_blank">Nathan Curtis</a> of EightShapes, <a title="Opens in a new window" href="http://www.adaptivepath.com/aboutus/peterme.php" target="_blank">Peter Merholz </a>of Adaptive Path, <a href="http://twitter.com/chadfournier">Chad Fournier</a> of Shaw Communications, and more.</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-2916" title="The Banff Centre" src="http://fivesketches.com/wp-content/uploads/2009/11/banff-centre.png" alt="The Banff Centre" width="500" height="79" /></p>
<p><a href="http://fivesketches.com/2008/11/five-sketches%e2%84%a2-at-canux-banff/" target="_self">Last year I was a CanUX speaker</a>, presenting lessons learned while developing a method for designing with developers. This year I get to take in CanUX as a participant. Will I see you there?</p>
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		<title>Agile design and usability: Will a prototype do?</title>
		<link>http://fivesketches.com/2009/11/will-a-prototype-do/</link>
		<comments>http://fivesketches.com/2009/11/will-a-prototype-do/#comments</comments>
		<pubDate>Sun, 08 Nov 2009 07:06:36 +0000</pubDate>
		<dc:creator>JeromeR</dc:creator>
				<category><![CDATA[Design, process, business]]></category>
		<category><![CDATA[agile]]></category>
		<category><![CDATA[Agile principles]]></category>
		<category><![CDATA[Agile software development methodology]]></category>
		<category><![CDATA[iterations]]></category>
		<category><![CDATA[prototyping]]></category>
		<category><![CDATA[software design]]></category>
		<category><![CDATA[software development]]></category>
		<category><![CDATA[sprints]]></category>
		<category><![CDATA[Usability]]></category>
		<category><![CDATA[user experience]]></category>

		<guid isPermaLink="false">http://fivesketches.com/?p=2882</guid>
		<description><![CDATA[The Agile Manifesto includes twelve principles. These two are related:
Deliver working software frequently [in short sprints that last] from a couple of weeks to a couple of months, with a preference to the shorter timescale.
Working software is the primary measure of progress.
From discussions with other practitioners, I know that software teams can get dogmatic about the above [...]]]></description>
			<content:encoded><![CDATA[<p>The <a title="Opens in a new window" href="http://www.agilemanifesto.org/" target="_blank">Agile Manifesto</a> includes <a title="Opens in a new window" href="http://www.agilemanifesto.org/principles.html" target="_blank">twelve principles</a>. These two are related:</p>
<blockquote><p>Deliver working software frequently [in short <em>sprints</em> that last] from a couple of weeks to a couple of months, with a preference to the shorter timescale.</p>
<p>Working software is the primary measure of progress.</p></blockquote>
<p>From discussions with other practitioners, I know that software teams can get dogmatic about the above principles, and often work in sprints of one, two, or three weeks in duration to ensure they deliver frequently. Since the classic software-development problem has been <em>delivering the wrong features too late</em>, I understand the desire to deliver working software frequently, with more frequent opportunity for customer feedback.</p>
<p>When the &#8220;deliver frequently&#8221; principle becomes a fixation, though, other things can get bruised in the rush to produce working software. Consider design and usability research. Sometimes a system&#8217;s features are complex and interrelated. Sometimes an elegant and simple solution is elusive. (Technical limitations can contribute to this.) Sometimes a weak design needs testing to make sure it is usable. To ensure design and usability work gets the time it needs, this work is often moved to preceding and successive sprints. This sets the designer and usability analyst apart from the rest of the team.</p>
<p>Here are my ideas to help design and usability work integrate better into short sprints:</p>
<ul>
<li>Ensure a designer understands the entire set of features before the first sprint. Ask for a broad-strokes design for the whole, and share it, so the team has a <strong><span style="color: #565678;">vision</span></strong> for the user experience. Before a sprint completes, compare the working software to the user-experience vision.</li>
<li>Agile tries to keep the deliverable as simple as possible, but simple features from different sprints may not combine into a good user experience. This is a defect, to be fixed like any other bug, before the sprint completes.</li>
<li>Ensure that usability and design bugs are resolved, by testing with users to validate the changes.</li>
<li>When you need work done that <em>substantially shapes the user experience</em> but that is not related to a specific feature, regard this user-experience work just as you regard database, architectural, or other foundational work. Foundation work is easier for the team to prioritise when planning a sprint.</li>
</ul>
<p>The above suggestions work within the &#8220;deliver working software frequently&#8221; principle. I have another suggestion that pushes at Agile&#8217;s envelope.</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-2907" title="It works!" src="http://fivesketches.com/wp-content/uploads/2009/11/it-works.png" alt="It works!" width="228" height="138" /></p>
<p>I think the words &#8220;working software&#8221; are too restrictive. In my opinion, there are other deliverables that are equal to working software, especially for teams that use very short sprints. A deliverable such as a paper prototype or a low-fidelity interactive prototype is equal to a piece of code, and allows team members—all team members on an Agile team—to focus on design, prototyping, and validation together instead of making a designer or usability work one sprint ahead or one sprint behind the rest of the team.</p>
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		<title>Natural mapping of light switches</title>
		<link>http://fivesketches.com/2009/11/natural-mapping-of-switches/</link>
		<comments>http://fivesketches.com/2009/11/natural-mapping-of-switches/#comments</comments>
		<pubDate>Sun, 01 Nov 2009 11:55:32 +0000</pubDate>
		<dc:creator>JeromeR</dc:creator>
				<category><![CDATA[Design, process, business]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[interaction design]]></category>
		<category><![CDATA[light switches]]></category>
		<category><![CDATA[natural mapping]]></category>
		<category><![CDATA[planning]]></category>
		<category><![CDATA[Usability]]></category>

		<guid isPermaLink="false">http://fivesketches.com/?p=2864</guid>
		<description><![CDATA[I recently moved into a home where the light switches are all wrong. I was able to fix one problem, and the rest is a daily reminder that usability doesn&#8217;t just happen by itself.
In one pair of light switches, the left switch controlled a lamp to the right, and the right switch controlled a lamp to [...]]]></description>
			<content:encoded><![CDATA[<p>I recently moved into a home where the light switches are all wrong. I was able to fix one problem, and the rest is a daily reminder that usability doesn&#8217;t just happen by itself.</p>
<p>In one pair of light switches, the left switch controlled a lamp to the right, and the right switch controlled a lamp to the left. The previous resident&#8217;s solution to this poor mapping was to put a red dot on one of the switches, presumably as a reminder. I put up with that for about 3 days, and then it was time to fix the mapping.</p>
<p style="text-align: center;"><img class="size-full wp-image-2867 aligncenter" title="Swapping light switches" src="http://fivesketches.com/wp-content/uploads/2009/11/naturally-mapped-light-switches.png" alt="Swapping light switches" width="410" height="360" /></p>
<p>Now, the left switch is for the lamp on the left, and the right switch is for the lamp on the right. That&#8217;s natural mapping.</p>
<p>If you want to read more about natural mapping, check out <a title="Opens in a new window" href="http://www.interactiondesignblog.com/2008/07/mapping-of-controls/" target="_blank">this blog about interaction design and usability</a>. It presents a classic natural-mapping problem: on a kitchen stove, which dial controls which burner?</p>
<p>Meanwhile, at my home there are other problems with light switches, but they aren&#8217;t about mapping. In one case, the light switch is far from the door, so at night I must cross a dark room to reach the switch. In another case, the light over the stairs is controlled by two switches that are improperly wired, so both switches must be in the &#8220;on&#8221; position. If you guessed that one switch is upstairs and the other downstairs, you&#8217;re correct. To light the stairs, often I must run up or down the dark staircase to flip the switch.</p>
<p>All this is both amusing and irritating and, as I already said, a daily reminder that usability doesn&#8217;t just happen. To get it right, usability takes planning and attention during implementation.</p>
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		<title>A banister has multiple user groups</title>
		<link>http://fivesketches.com/2009/10/banister-user-groups/</link>
		<comments>http://fivesketches.com/2009/10/banister-user-groups/#comments</comments>
		<pubDate>Sun, 25 Oct 2009 11:55:36 +0000</pubDate>
		<dc:creator>JeromeR</dc:creator>
				<category><![CDATA[Design, process, business]]></category>
		<category><![CDATA[accessibility]]></category>
		<category><![CDATA[banisters]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[detectable warnings]]></category>
		<category><![CDATA[disabilities]]></category>
		<category><![CDATA[intended users]]></category>
		<category><![CDATA[Usability]]></category>
		<category><![CDATA[user groups]]></category>
		<category><![CDATA[visual impairment]]></category>

		<guid isPermaLink="false">http://fivesketches.com/?p=2856</guid>
		<description><![CDATA[We don&#8217;t always know what a design is intended to convey. We don&#8217;t always recognise or relate to a design&#8217;s intended user groups. But we don&#8217;t have to know everything that an object&#8217;s design is intended to do, in order to make effective use of the object.
Get the latest Flash Player to see this player.

I [...]]]></description>
			<content:encoded><![CDATA[<p>We don&#8217;t always know what a design is intended to convey. We don&#8217;t always recognise or relate to a design&#8217;s intended user groups. But we don&#8217;t have to know everything that an object&#8217;s design is intended to do, in order to make effective use of the object.</p>
<p id="player1" style="text-align: center; display: none;"><a onclick="javascript:pageTracker._trackPageview('/outbound/article/www.macromedia.com');" href="http://www.macromedia.com/go/getflashplayer">Get the latest Flash Player</a> to see this player.</p>
<p><noscript></noscript><script type="text/javascript"><!--
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<p>I imagine the metal inserts in the wooden banister (see the video, above) are detectable warnings for people who are visually impaired, but that&#8217;s only a guess. If you watch the video again, you&#8217;ll see that the metal inserts do not occur at every bend in the staircase.</p>
<p>Whatever the intent, the banister fully met my needs.</p>
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		<title>Gestalt principles hindered my sudoku performance</title>
		<link>http://fivesketches.com/2009/10/gestalt-principles-and-sudoku/</link>
		<comments>http://fivesketches.com/2009/10/gestalt-principles-and-sudoku/#comments</comments>
		<pubDate>Sat, 17 Oct 2009 11:55:44 +0000</pubDate>
		<dc:creator>JeromeR</dc:creator>
				<category><![CDATA[Design, process, business]]></category>
		<category><![CDATA[Usability]]></category>
		<category><![CDATA[cognitive psychology]]></category>
		<category><![CDATA[design principles]]></category>
		<category><![CDATA[gestalt principles]]></category>
		<category><![CDATA[puzzles]]></category>
		<category><![CDATA[sudoku]]></category>
		<category><![CDATA[time on task]]></category>
		<category><![CDATA[user performance]]></category>
		<category><![CDATA[visual design]]></category>

		<guid isPermaLink="false">http://fivesketches.com/?p=2828</guid>
		<description><![CDATA[Last week, while waiting for friends, I picked up a community newspaper in hopes of finding a puzzle to help me pass the time. I found a sudoku puzzle.
A sudoku puzzle consists of nine 3×3 squares, sprinkled with a few starter numbers. The player must fill in all the blanks by referring to the numbers that are already [...]]]></description>
			<content:encoded><![CDATA[<p>Last week, while waiting for friends, I picked up a community newspaper in hopes of finding a puzzle to help me pass the time. I found a <a title="Opens in a new window" href="http://en.wikipedia.org/wiki/Sudoku" target="_blank">sudoku puzzle</a>.</p>
<p>A sudoku puzzle consists of nine 3×3 squares, sprinkled with a few starter numbers. The player must fill in all the blanks by referring to the numbers that are already filled. A number can only occur once in each row of 9, each column of 9, and each 3×3 square.</p>
<p>I regularly complete difficult sudoku puzzles, but this easy one—more starter numbers makes the puzzle easier—was taking much longer than I expected.</p>
<p><em>I soon realised that my slow performance was due to a design decision by the graphic artist!</em></p>
<p>In the original puzzle, shown at left, the graphic designer used <span style="background-color: #e2eed1;"> shading </span> for all the starter numbers. In my reformatted version, on the right, I used shading to separate the 3×3 squares. Both puzzles also use thicker lines to separate the 3×3 squares.</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-2833" title="gestalt-sudoku-puzzle" src="http://fivesketches.com/wp-content/uploads/2009/10/gestalt-sudoku-puzzle.png" alt="gestalt-sudoku-puzzle" width="399" height="213" /></p>
<p>The shading for starter numbers, on the left, is unfortunate because it interferes with the player&#8217;s perception of the nine 3×3 squares. Instead, players perceive groups of numbers (in diagonals, in sets of two, and sets of five).</p>
<p>I assume the designer&#8217;s intention was to help identify the starter numbers. Regardless of the designer&#8217;s intention, the human brain processes the shading just as it processes all visual information: according to rules that cognitive psychologists call gestalt principles. A sudoku player&#8217;s brain—any human brain—will first perceive the shaded boxes as groups or sets.</p>
<p style="text-align: center;"><img class="size-full wp-image-2834 aligncenter" title="gestalt-sudoku-circled" src="http://fivesketches.com/wp-content/uploads/2009/10/gestalt-sudoku-circled.png" alt="gestalt-sudoku-circled" width="399" height="222" /></p>
<p>In sudoku, the grouping on the left is actually meaningless—and counterproductive. However, since the brain applies gestalt principles rather involuntarily and at a low level, the grouping cannot easily be ignored. The player must make a deliberate cognitive effort to ignore the disruptive visual signal of the original shading. This extra effort slows the player&#8217;s time-on-task performance.</p>
<p>You can check your own perception by comparing how readily you see diagonals and groups in both puzzles above. On the left, are you more likely to see two diagonals, two groups of five, and many groups of two? If you are a sudoku player, you&#8217;ll recognise that these groupings in the puzzle are irrelevant to the game.</p>
<p>If you like, you can print the puzzles at the top, and give them to different sudoku players. Which puzzle is faster to complete?</p>
<p>Interested in gestalt principles? I&#8217;ve blogged about the <a title="Opens in the same window" href="http://fivesketches.com/2009/07/users-brain-vs-ui-design/" target="_self">use of gestalt principles</a> before.</p>
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		<title>Auto-correct a touch-screen problem</title>
		<link>http://fivesketches.com/2009/10/autocorrect-touchscreen-problems/</link>
		<comments>http://fivesketches.com/2009/10/autocorrect-touchscreen-problems/#comments</comments>
		<pubDate>Sat, 10 Oct 2009 11:55:01 +0000</pubDate>
		<dc:creator>JeromeR</dc:creator>
				<category><![CDATA[Design, process, business]]></category>
		<category><![CDATA[Usability]]></category>
		<category><![CDATA[airlines]]></category>
		<category><![CDATA[business cases]]></category>
		<category><![CDATA[business drivers]]></category>
		<category><![CDATA[in-flight movies]]></category>
		<category><![CDATA[passenger satisfaction]]></category>
		<category><![CDATA[registration errors]]></category>
		<category><![CDATA[seatback entertainment]]></category>
		<category><![CDATA[self-correcting hardware]]></category>
		<category><![CDATA[self-correcting software]]></category>
		<category><![CDATA[tap]]></category>
		<category><![CDATA[touch]]></category>
		<category><![CDATA[touch screens]]></category>
		<category><![CDATA[touch-screen registration]]></category>
		<category><![CDATA[Usability Engineering]]></category>
		<category><![CDATA[user-experience design]]></category>
		<category><![CDATA[user-interface design]]></category>
		<category><![CDATA[UX design]]></category>

		<guid isPermaLink="false">http://fivesketches.com/?p=2771</guid>
		<description><![CDATA[For the past few months, I&#8217;ve been taking an average of 1.6 flights per week on commercial airplanes. Most of these offered seatback entertainment, so I could watch the TV show or movie of my choice, or listen to satellite radio while reading. Touch-screen controls are easy to use because they let me touch—or tap—the item or [...]]]></description>
			<content:encoded><![CDATA[<p>For the past few months, I&#8217;ve been taking an average of 1.6 flights per week on commercial airplanes. Most of these offered seatback entertainment, so I could watch the TV show or movie of my choice, or listen to satellite radio while reading. Touch-screen controls are easy to use because they let me touch—or tap—the item or the control that I want. By using the touch screen, I can select a program, adjust the volume, skip the next song, and so on.</p>
<p>One thing I&#8217;ve noticed is that about ¼ of seatback touch screens are poorly registered. By registration I mean that the system and the user agree on where the user is tapping or touching the screen:</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-2781" title="An illustration of registration" src="http://fivesketches.com/wp-content/uploads/2009/10/registration-illustr.png" alt="An illustration of registration" width="240" height="80" /></p>
<p>I recorded a video of two common tasks for a seatback entertainment system: selecting the language and adjusting the volume. As you can see, the registration is off, so I initially get the French interface instead of the English, and I must press an unrelated button to adjust the sound:</p>
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<p>The registration error is significant. My fingertip tapped about 2 cm left of the centre of the <strong>EN</strong> button. The larger the registration error, the harder to tap a small target—as was the case with the volume controls in the video, above, where I appear to be tapping the Fast-Forward button. On more than one flight I have unintentionally increased the sound to painful levels while attempting to lower the volume!</p>
<p>A system such as this could be made to detect and auto-correct poor registration. If we assume that repeat taps on a blank location indicates poor registration, the software could:</p>
<ol>
<li>After several repeat taps, select the nearest target—a reasonable guess—even if it is a centimetre or two away from the user&#8217;s tap.</li>
<li>Ask the user to confirm the guess. &#8220;Did you mean [this one]?&#8221;</li>
<li>If the user confirms, calculate the amount by which to correct the registration, and then fix the registration error.</li>
</ol>
<p>This solution requires a screen—perhaps the start screen—whose choices are spaced far apart, so the system can detect when the user appears to be tapping a blank space:</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-2784" title="Tapping a blank space (at right)" src="http://fivesketches.com/wp-content/uploads/2009/10/finger-on-button-registration.png" alt="Tapping a blank space (at right)" width="394" height="108" /></p>
<p>If user testing were to show that auto-correction needs human involvement, after calculating the registration error, the system could ask the user to check the corrected registration. For example:</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-2786" title="Confirming that the registration is correct" src="http://fivesketches.com/wp-content/uploads/2009/10/confirm-regn-which-is-different.png" alt="Confirming that the registration is correct" width="225" height="51" /><br />
<em>Are you there? Please tap the green circle.</em></p>
<p>I haven&#8217;t done any testing of this idea, nor have I given this much thought, so I&#8217;m certain there are many more and better ways to auto-correct a registration problem on a touch screen. I merely wanted to identify one possible solution in order to get to the next point: the need to consider the business drivers when deciding to address (or deciding not to address) a usability problem.</p>
<h5>Everything costs money</h5>
<p>Fixing this problem—it&#8217;s a real problem, you&#8217;ve seen the video—would cost money. If the following can be quantified and evaluated within a framework of passenger-experience goals, there may be a convincing business case:</p>
<ul>
<li>Not every passenger can work around a registration problem. Those who cannot would be unable to use the entertainment system. <strong><span style="color: #565678;">When everyone else gets a movie, how does the passenger with a failing system feel?</span></strong></li>
<li>If a failed entertainment system is perceived as a negative experience, will passengers blame the touch-screen/software manufacturer or blame the airline? I&#8217;m sure you can imagine the complaint: &#8220;I sat there for hours without a movie! It&#8217;s the airline&#8217;s fault.&#8221; <strong><span style="color: #565678;">What&#8217;s the likelihood that this will cause churn (passenger switches to another brand next time)?</span></strong></li>
<li>Based on the screens I&#8217;ve seen, some frustrated passengers must use hard objects that scratch and even gouge the touch screen. Are they trying to force the screen to understand what they want? Are they vandalising the screen? <span style="color: #565678;"><strong>What&#8217;s the cost of replacing a damaged or vandalised screen?</strong></span></li>
<li>A scratched screen is like graffiti. It affects every subsequent passenger in that seat. <span style="color: #565678;"><strong>Do vandalised screens affect the airline&#8217;s goal of attaining a particular passenger rating for perceived quality or aesthetic experience?</strong></span></li>
<li>The in-flight entertainment system was implicated in a catastrophic <a title="Opens in a new window" href="http://vacation-nova-scotia-tourism.com/nova-scotia-peggys-cove-swiss-air-flight-111-memorial-site.shtml" target="_blank">Swiss Air crash near Peggy&#8217;s Cove</a> about a decade ago. <span style="color: #565678;"><strong>Would a fix to the touch-screen registration problem incur prohibitive safety-testing costs?</strong></span></li>
</ul>
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		<title>Leaner, more agile</title>
		<link>http://fivesketches.com/2009/10/leaner-more-agile/</link>
		<comments>http://fivesketches.com/2009/10/leaner-more-agile/#comments</comments>
		<pubDate>Fri, 02 Oct 2009 11:55:48 +0000</pubDate>
		<dc:creator>JeromeR</dc:creator>
				<category><![CDATA[Design, process, business]]></category>
		<category><![CDATA[Usability]]></category>
		<category><![CDATA[What I am doing]]></category>
		<category><![CDATA[agile]]></category>
		<category><![CDATA[Desiree Sy]]></category>
		<category><![CDATA[IT management]]></category>
		<category><![CDATA[leadership]]></category>
		<category><![CDATA[Lean]]></category>
		<category><![CDATA[scrum]]></category>
		<category><![CDATA[software development]]></category>
		<category><![CDATA[UPA]]></category>
		<category><![CDATA[UPA 2005 conference]]></category>
		<category><![CDATA[UPA 2009 conference]]></category>
		<category><![CDATA[Usability Professionals Association]]></category>
		<category><![CDATA[user-centered design]]></category>
		<category><![CDATA[user-centred design]]></category>

		<guid isPermaLink="false">http://fivesketches.com/?p=2762</guid>
		<description><![CDATA[This week, I&#8217;m attending a few days of training in agile software development, in an Innovel course titled Lean, Agile and Scrum for Project Managers and IT Leadership.
My first exposure to agile was in Desiree Sy&#8217;s 2005 presentation, Strategy and Tactics for Agile Design: A design case study, to the Usability Professionals Association (UPA) annual conference [...]]]></description>
			<content:encoded><![CDATA[<p>This week, I&#8217;m attending a few days of training in <a title="Opens in a new window" href="http://en.wikipedia.org/wiki/Agile_software_development" target="_blank">agile software development</a>, in an <a title="Opens in a new window" href="http://www.innovel.net" target="_blank">Innovel</a> course titled <em>Lean, Agile and Scrum for Project Managers and IT Leadership</em>.</p>
<p>My first exposure to agile was in <a title="Opens in a new window" href="http://www.linkedin.com/ppl/webprofile?action=vmi&amp;id=9763468&amp;pvs=pp&amp;authToken=JshJ&amp;authType=name&amp;trk=ppro_viewmore&amp;lnk=vw_pprofile" target="_blank">Desiree Sy</a>&#8217;s 2005 presentation, <em>Strategy and Tactics for Agile Design: A design case study</em>, to the Usability Professionals Association (UPA) annual conference in Montreal, Canada. It was a popular presentation then, and UPA-conference attendees continue to be interested in agile methods now. This year, at the UPA conference in Portland, USA, a roomful of usability analysts and user-experience practitioners discussed the challenges that agile methods present to their practice. One of the panellists told the room: &#8220;Agile is a response to the classic development problem: delivering the wrong product, too late.&#8221; There was lots of uncomfortable laugher at this. Then came the second, thought-provoking sentence: &#8220;Agile shines a light on the rest of us, since we are now on the critical path.&#8221; Wow! So it&#8217;s no longer developers, but designers, usability analysts, etc, who are holding up the schedule?</p>
<p><img class="alignnone size-full wp-image-2764" style="float:right;" title="An agile load" src="http://fivesketches.com/wp-content/uploads/2009/10/agile-loader.png" alt="An agile load" width="180" height="111" />During this week&#8217;s training, I&#8217;m learning lots while looking for one thing in particular: how to ensure agile methods accommodate non-developer activities, from market-facing product management activities, to generative product design, to early prototype testing, to usability testing, and so on.</p>
<p>I&#8217;m starting to suspect that when agile methods &#8220;don&#8217;t work&#8221; for non-developers, it&#8217;s because the process is wagging the dog (or that its &#8220;rules&#8221; are being applied dogmatically). I think I&#8217;m hearing that agile <em>isn&#8217;t</em> a set of fixed rules—so not a religion—but a sensible and flexible method that team members can adapt to their specific project and product.</p>
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		<title>Durable design: still possible?</title>
		<link>http://fivesketches.com/2009/09/durable-design-still-possible/</link>
		<comments>http://fivesketches.com/2009/09/durable-design-still-possible/#comments</comments>
		<pubDate>Sun, 27 Sep 2009 11:55:31 +0000</pubDate>
		<dc:creator>JeromeR</dc:creator>
				<category><![CDATA[Design, process, business]]></category>
		<category><![CDATA[aesthetics]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[durability]]></category>
		<category><![CDATA[environmentally responsible design]]></category>
		<category><![CDATA[functionality]]></category>
		<category><![CDATA[green design]]></category>
		<category><![CDATA[industrial design]]></category>
		<category><![CDATA[Internet]]></category>
		<category><![CDATA[telco]]></category>
		<category><![CDATA[telephones]]></category>

		<guid isPermaLink="false">http://fivesketches.com/?p=2733</guid>
		<description><![CDATA[A simple and good design can last and last. Consider the qualities of a BC Telephones operator&#8217;s chair from the 1930s:

Environmentally defensible. It is made primarily of a renewable resource—wood—and is so durable that, after decades, it still withstands daily use.
Functional. Originally, at BC Tel, this chair fit a small space, swivelled so the operator [...]]]></description>
			<content:encoded><![CDATA[<p>A simple and good design can last and last. Consider the qualities of a BC Telephones operator&#8217;s chair from the 1930s:</p>
<p><img style="float:left;" class="alignnone size-full wp-image-2738" title="Telephone operators (ca. 1932)" src="http://fivesketches.com/wp-content/uploads/2009/09/telephone-operators-ca-1932.png" alt="Telephone operators (ca. 1932)" width="90" height="162" /></p>
<p><span style="color: #565678;"><strong>Environmentally defensible</strong></span>. It is made primarily of a renewable resource—wood—and is so durable that, after decades, it still withstands daily use.</p>
<p><span style="color: #565678;"><strong>Functional</strong></span>. Originally, at BC Tel, this chair fit a small space, swivelled so the operator could get in and out of a small workspace, and provided a place for the operator&#8217;s personal items. After it was decommissioned, this compact and strong chair continued to be functional in other settings.</p>
<p><span style="color: #565678;"><strong>Aesthetically appealing</strong></span>. I&#8217;m thinking of the wood, the form, and the chair&#8217;s history. This chair has only marginally been repurposed, because it still seats people as they connect to a telco service—formerly a telephone, now Internet access.</p>
<p>Can we still design objects that last as long as this chair has?</p>
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