vicwity's blog

一月 2007 - 博客

  • 学易语录(三)

    午休时大家讨论到关于中国男女比例失衡的问题,为了更好的解决男多女少的问题,北京分公司来的WG同志提出了两点很具有建设性的意见:

    一、大力提倡反腐败,打击贪官。(因为贪官往往都会包n个二奶,占用了本来就很有限的资源)

    二、反对女性同性恋,适当的提倡男性同性恋。

    ……

  • 用户体验(易用性)测试方法

    三篇介绍易用性测试的文章。国外至少在2000年就开始研究用户易用性的问题了,可是中国……太落后了,看来以后还要多看看国外的资料啊,不能偷懒啊~!

    Jakob Nielsen's Alertbox, January 21, 2001:

    Usability Metrics

    Summary:
    Although measuring usability can cost four times as much as conducting qualitative studies (which often generate better insight), metrics are sometimes worth the expense. Among other things, metrics can help managers track design progress and support decisions about when to release a product.

    Usability can be measured, but it rarely is. The reason? Metrics are expensive and are a poor use of typically scarce usability resources.

    Most companies still under-invest in usability. With a small budget, you're far better off passing on quantitative measures and reaching for the low-hanging fruit of qualitative methods, which provide a much better return on investment. Generally, to improve a design, insight is better than numbers.

    However, the tide might be turning on usability funding. I've recently worked on several projects to establish formal usability metrics in different companies. As organizations increase their usability investments, collecting actual measurements is a natural next step and does provide benefits. In general, usability metrics let you:

    • Track progress between releases. You cannot fine-tune your methodology unless you know how well you're doing.
    • Assess your competitive position. Are you better or worse than other companies? Where are you better or worse?
    • Make a Stop/Go decision before launch. Is the design good enough to release to an unsuspecting world?
    • Create bonus plans for design managers and higher-level executives. For example, you can determine bonus amounts for development project leaders based on how many customer-support calls or emails their products generated during the year.

    How to Measure

    It is easy to specify usability metrics, but hard to collect them. Typically, usability is measured relative to users' performance on a given set of test tasks. The most basic measures are based on the definition of usability as a quality metric:

    • success rate (whether users can perform the task at all),
    • the time a task requires,
    • the error rate, and
    • users' subjective satisfaction.

    It is also possible to collect more specific metrics, such as the percentage of time that users follow an optimal navigation path or the number of times they need to backtrack.

    You can collect usability metrics for both novice users and experienced users. Few websites have truly expert users, since people rarely spend enough time on any given site to learn it in great detail. Given this, most websites benefit most from studying novice users. Exceptions are sites like Yahoo and Amazon, which have highly committed and loyal users and can benefit from studying expert users.

    Intranets, extranets, and weblications are similar to traditional software design and will hopefully have skilled users; studying experienced users is thus more important than working with the novice users who typically dominate public websites.

    With qualitative user testing, it is enough to test three to five users. After the fifth user tests, you have all the insight you are likely to get and your best bet is to go back to the drawing board and improve the design so that you can test it again. Testing more than five users wastes resources, reducing the number of design iterations and compromising the final design quality.

    Unfortunately, when you're collecting usability metrics, you must test with more than five users. In order to get a reasonably tight confidence interval on the results, I usually recommend testing 20 users for each design. Thus, conducting quantitative usability studies is approximately four times as expensive as conducting qualitative ones. Considering that you can learn more from the simpler studies, I usually recommend against metrics unless the project is very well funded.

    Comparing Two Designs

    To illustrate quantitative results, we can look at those recently posted by Macromedia from its usability study of a Flash site, aimed at showing that Flash is not necessarily bad. Basically, Macromedia took a design, redesigned it according to a set of usability guidelines, and tested both versions with a group of users. Here are the results:

    Original DesignRedesign
    Task 112 sec.6 sec.
    Task 275 sec.15 sec.
    Task 39 sec.8 sec.
    Task 4140 sec.40 sec.
    Satisfaction score*44.7574.50
    *Measured on a scale ranging from
    12 (unsatisfactory on all counts) to 84 (excellent on all counts).

    It is very rare for usability studies to employ tasks that are so simple that users can perform them in a few seconds. Usually, it is better to have the users perform more goal-directed tasks that will take several minutes. In a project I'm working on now, the tasks often take more than half an hour (admittedly, it's a site that needs much improvement).

    Given that the redesign scored better than the original design on all five measures, there is no doubt that the new design is better than the old one. The only sensible move is to go with the new design and launch it as quickly as possible. However, in many cases, results will not be so clear cut. In those cases, it's important to look in more detail at how much the design has improved.

    Measuring Success

    There are two ways of looking at the time-to-task measures in our example case:

    • Adding the time for all four tasks produces a single number that indicates "how long it takes users to do stuff" with each design. You can then easily compute the improvement. With the original design, the set of tasks took 236 seconds. With the new design, the set of tasks took 69 seconds. The improvement is thus 242%. This approach is reasonable if site visitors typically perform all four tasks in sequence. In other words, when the test tasks are really subtasks of a single, bigger task that is the unit of interest to users.
    • Even though it is simpler to add up the task times, doing so can be misleading if the tasks are not performed equally often. If, for example, users commonly perform Task 3 but rarely perform the other tasks, the new design would be only slightly better than the old one; task throughput would be nowhere near 242% higher. When tasks are unevenly performed, you should compute the improvement separately for each of the tasks:
      • Task 1: relative score 200% (improvement of 100%).
      • Task 2: relative score 500% (improvement of 400%).
      • Task 3: relative score 113% (improvement of 13%).
      • Task 4: relative score 350% (improvement of 250%).
      You can then take the geometric mean of these four scores, which leads to an overall improvement in task time of 150%.

    Why do I recommend using the geometric mean rather than the more common arithmetic mean? Two reasons: First, you don't want a single big number to skew the result. Second, the geometric mean accounts fairly for cases in which some of the metrics are negative (i.e., the second design scores less than 100% of the first design).

    Consider a simple example containing two metrics: one in which the new design doubles usability and one in which the new design has half the usability of the old. If you take the arithmetic average of the two scores (200% and 50%), you would conclude that the new design scored 125%. In other words, the new design would be 25% better than the old design. Obviously, this is not a reasonable conclusion.

    The geometric mean provides a better answer. In general, the geometric mean of N numbers is the N'th root of the product of the numbers. In our sample case, you would multiply 2.0 with 0.5, take the square root, and arrive at 1.0 (or 100%), indicating that the new design has the same usability as the baseline.

    Although it is possible to assign different weights to the different tasks when computing the geometric mean, absent any knowledge as to the relative frequency or importance of the tasks, I've assumed equal weights here.

    Summarizing Results

    Once you've gathered the metrics, you can use the numbers to formulate an overall conclusion about your design's usability. However, you should first examine the relative importance of performance versus satisfaction. In the Macromedia example, users' subjective satisfaction with the new design was 66% higher than the old design. For a business-oriented website or a website that is intended for frequent use (say, stock quotes), performance might be weighted higher than preference. For an entertainment site or a site that will only be used once, preference may get the higher weight. Before making a general conclusion, I would also prefer to have error rates and perhaps a few additional usability attributes, but, all else being equal, I typically give the same weight to all the usability metrics. Thus, in the Macromedia example, the geometric mean averages the set of scores as: sqrt(2.50*1.66)=2.04. In other words, the new design scores 204% compared with the baseline score of 100% for the control condition (the old design).

    The new design thus has 104% higher usability than the old one.

    This result does not surprise me: It is common for usability to double as a result of a redesign. In fact, whenever you redesign a website that was created without a systematic usability process, you can often improve measured usability even more. However, the first numbers you should focus on are those in your budget. Only when those figures are sufficiently large should you make metrics a part of your usability improvement strategy.

    ----------------------------------------------------------------------------------------------

    Jakob Nielsen's Alertbox, February 18, 2001:

    Success Rate: The Simplest Usability Metric

    Summary:
    In addition to being expensive, collecting usability metrics interferes with the goal of gathering qualitative insights to drive design decisions. As a compromise, you can measure users' ability to complete tasks. Success rates are easy to understand and represent usability's bottom line.

    Numbers are powerful. They offer a simple way to communicate usability findings to a general audience. Saying, for example, that "Amazon.com complies with 72% of the e-commerce usability guidelines" is a much more specific statement than "Amazon.com has great usability, but they don't do everything right."

    In a previous Alertbox, I discussed ways of measuring and comparing usability metrics like time on task. Such metrics are great for assessing long-term progress on a project: Does your site's usability improve by at least 20% per year? If not, you are falling behind relative to both the competition and the needs of the new, less technically inclined users who are coming online.

    Unfortunately, there is a conflict between the need for numbers and the need for insight. Although numbers can help you communicate usability status and the need for improvements, the true purpose of usability is to set the design direction, not to generate numbers for reports and presentations. In addition, the best methods for usability testing conflict with the demands of metrics collection.

    The best usability tests involve frequent small tests, rather than a few big ones. You gain maximum insight by working with 4-5 users and asking them to think out loud during the test. As soon as users identify a problem, you fix it immediately (rather than continue testing to see how bad it is). You then test again to see if the "fix" solved the problem.

    Although small tests give you ample insight into how to improve design, such tests do not generate the sufficiently tight confidence intervals that traditional metrics require. Thinking aloud protocols are the best way to understand users' thinking and thus how to design for them, but the extra time it takes for users to verbalize their thoughts contaminates task time measures.

    Thus, the best usability methodology is the one least suited for generating detailed numbers.

    Measuring Success

    To collect metrics, I recommend using a very simple usability measure: the user success rate. I define this rate as the percentage of tasks that users complete correctly. This is an admittedly coarse metric; it says nothing about why users fail or how well they perform the tasks they did complete.

    Nonetheless, I like success rates because they are easy to collect and a very telling statistic. After all, if users can't accomplish their target task, all else is irrelevant. User success is the bottom line of usability.

    Success rates are easy to measure, with one major exception: How do we account for cases of partial success? If users can accomplish part of a task, but fail other parts, how should we score them?

    Let's say, for example, that the users' task is to order twelve yellow roses to be delivered to their mothers on their birthday. True task success would mean just that: Mom receives a dozen roses on her birthday. If a test user leaves the site in a state where this will occur, we can certainly score the task as a success. If the user fails to place any order, we can just as easily determine the task a failure.

    But there are other possibilities as well. For example, a user might:

    • order twelve yellow tulips, twenty-four yellow roses, or some other deviant bouquet;
    • fail to specify a shipping address, and thus have the flowers delivered to their own billing address;
    • specify the correct address, but the wrong date; or
    • do everything perfectly except forget to specify a gift message to enclose with the shipment, so that Mom gets the flowers but has no idea who they are from.

    Each of these cases constitutes some degree of failure (though if in the first instance the user openly states a desire to send, say, tulips rather than roses, you could count this as a success).

    If a user does not perform a task as specified, you could be strict and score it as a failure. It's certainly a simple model: Users either do everything correctly or they fail. No middle ground. Success is success, without qualification.

    However, I often grant partial credit for a partially successful task. To me, it seems unreasonable to give the same score (zero) to both users who did nothing and those who successfully completed much of the task. How to score partial success depends on the magnitude of user error.

    In the flower example, we might give 80% credit for placing a correct order, but omitting the gift message; 50% credit for (unintentionally) ordering the wrong flowers or having them delivered on the wrong date; and only 25% credit for having the wrong delivery address. Of course, the precise numbers would depend on a domain analysis.

    There is no firm rule for assigning credit for partial success. Partial scores are only estimates, but they still provide a more realistic impression of design quality than an absolute approach to success and failure.

    Case Study

    The following table shows task success data from a study I recently completed. In it, we tested a fairly big content site, asking four users to perform six tasks.

    Task
    1
    Task
    2
    Task
    3
    Task
    4
    Task
    5
    Task
    6
    User 1  FFSFFS
    User 2FFPFPF
    User 3SFSSPS
    User 4SFSFPS
    Note: S = success, F = failure, P = partial success

    In total, we observed 24 attempts to perform the tasks. Of those attempts, 9 were successful and 4 were partially successful. For this particular site, we gave each partial success half a point. In general, 50% credit works well if you have no compelling reasons to give different types of errors especially high or low scores.

    In this example, the success rate was (9+(4*0.5))/24 = 46%.

    Simplified success rates are best used to provide a general picture of how your site supports users and how much improvement is needed to make the site really work. You should not get too hung up on the details of such numbers, especially if you're dealing with a small number of observations and a rough estimate of partial success scores. For example, if your site scored 46% but another site scored 47%, it's not necessarily a better site.

    That a 46% success rate is not at all uncommon might provide some cold comfort. In fact, most websites score less than 50%. Given this, the average Internet user's experience is one of failure. When users try to do something on the Web for the first time, they typically fail.

    Although using metrics alone will not solve this dilemma, it can give us a way to measure our progress toward better, more usable designs.

     --------------------------------------------------------------------------------------

    Jakob Nielsen's Alertbox, March 19, 2000:

    Why You Only Need to Test With 5 Users

    Some people think that usability is very costly and complex and that user tests should be reserved for the rare web design project with a huge budget and a lavish time schedule. Not true. Elaborate usability tests are a waste of resources. The best results come from testing no more than 5 users and running as many small tests as you can afford.

    In earlier research, Tom Landauer and I showed that the number of usability problems found in a usability test with n users is:

    N(1-(1-L)n)

    where N is the total number of usability problems in the design and L is the proportion of usability problems discovered while testing a single user. The typical value of L is 31%, averaged across a large number of projects we studied. Plotting the curve for L=31% gives the following result:

     

    The most striking truth of the curve is that zero users give zero insights.

    As soon as you collect data from a single test user, your insights shoot up and you have already learned almost a third of all there is to know about the usability of the design. The difference between zero and even a little bit of data is astounding.

    When you test the second user, you will discover that this person does some of the same things as the first user, so there is some overlap in what you learn. People are definitely different, so there will also be something new that the second user does that you did not observe with the first user. So the second user adds some amount of new insight, but not nearly as much as the first user did.

    The third user will do many things that you already observed with the first user or with the second user and even some things that you have already seen twice. Plus, of course, the third user will generate a small amount of new data, even if not as much as the first and the second user did.

    As you add more and more users, you learn less and less because you will keep seeing the same things again and again. There is no real need to keep observing the same thing multiple times, and you will be very motivated to go back to the drawing board and redesign the site to eliminate the usability problems.

    After the fifth user, you are wasting your time by observing the same findings repeatedly but not learning much new.

    Iterative Design

    The curve clearly shows that you need to test with at least 15 users to discover all the usability problems in the design. So why do I recommend testing with a much smaller number of users?

    The main reason is that it is better to distribute your budget for user testing across many small tests instead of blowing everything on a single, elaborate study. Let us say that you do have the funding to recruit 15 representative customers and have them test your design. Great. Spend this budget on three tests with 5 users each!

    You want to run multiple tests because the real goal of usability engineering is to improve the design and not just to document its weaknesses. After the first study with 5 users has found 85% of the usability problems, you will want to fix these problems in a redesign.

    After creating the new design, you need to test again. Even though I said that the redesign should "fix" the problems found in the first study, the truth is that you think that the new design overcomes the problems. But since nobody can design the perfect user interface, there is no guarantee that the new design does in fact fix the problems. A second test will discover whether the fixes worked or whether they didn't. Also, in introducing a new design, there is always the risk of introducing a new usability problem, even if the old one did get fixed.

    Also, the second test with 5 users will discover most of the remaining 15% of the original usability problems that were not found in the first test. (There will still be 2% of the original problems left - they will have to wait until the third test to be identified.)

    Finally, the second test will be able to probe deeper into the usability of the fundamental structure of the site, assessing issues like information architecture, task flow, and match with user needs. These important issues are often obscured in initial studies where the users are stumped by stupid surface-level usability problems that prevent them from really digging into the site.

    So the second test will both serve as quality assurance of the outcome of the first study and help provide deeper insights as well. The second test will always lead to a new (but smaller) list of usability problems to fix in a redesign. And the same insight applies to this redesign: not all the fixes will work; some deeper issues will be uncovered after cleaning up the interface. Thus, a third test is needed as well.

    The ultimate user experience is improved much more by three tests with 5 users than by a single test with 15 users.

    Why Not Test With a Single User?

    You might think that fifteen tests with a single user would be even better than three tests with 5 users. The curve does show that we learn much more from the first user than from any subsequent users, so why keep going? Two reasons:

    • There is always a risk of being misled by the spurious behavior of a single person who may perform certain actions by accident or in an unrepresentative manner. Even three users are enough to get an idea of the diversity in user behavior and insight into what's unique and what can be generalized.
    • The cost-benefit analysis of user testing provides the optimal ratio around three or five users, depending on the style of testing. There is always a fixed initial cost associated with planning and running a test: it is better to depreciate this start-up cost across the findings from multiple users.

    When To Test More Users

    You need to test additional users when a website has several highly distinct groups of users. The formula only holds for comparable users who will be using the site in fairly similar ways.

    If, for example, you have a site that will be used by both children and parents, then the two groups of users will have sufficiently different behavior that it becomes necessary to test with people from both groups. The same would be true for a system aimed at connecting purchasing agents with sales staff.

    Even when the groups of users are very different, there will still be great similarities between the observations from the two groups. All the users are human, after all. Also, many of the usability problems are related to the fundamental way people interact with the Web and the influence from other sites on user behavior.

    In testing multiple groups of disparate users, you don't need to include as many members of each group as you would in a single test of a single group of users. The overlap between observations will ensure a better outcome from testing a smaller number of people in each group. I recommend:

    • 3-4 users from each category if testing two groups of users
    • 3 users from each category if testing three or more groups of users (you always want at least 3 users to ensure that you have covered the diversity of behavior within the group)

    Reference

    Nielsen, Jakob, and Landauer, Thomas K.: "A mathematical model of the finding of usability problems," Proceedings of ACM INTERCHI'93 Conference (Amsterdam, The Netherlands, 24-29 April 1993), pp. 206-213.

    Read More

     

  • 改善信息结构设计的6种方法

    发现一篇介绍网站/网页信息结构设计的文章。文中简单介绍了网站/网页信息结构测试及数据分析的方法,给出了6条改善信息结构设计的建议。比较有参考价值,先收藏了。

    Jakob Nielsen's Alertbox, September 25, 2006:

    6 Ways to Fix a Confused Information Architecture

    Summary:
    When your website's users consistently navigate to the wrong sections, you have many options for getting users back on track, from better labels to clearer structure.

    We recently user tested a website devoted to one particular product. Single-product sites often have good usability because of their clear focus, but they can still have issues, as our study showed.

    One of the bigger problems the test revealed was that users were quite confused about two sections of the site's information architecture (IA): Foo Basics and Using Foo. ("Foo" isn't the product's real name; because this was a client project, I have to keep details confidential.)

    We tested 8 users on many tasks. In 7 of those tasks, users needed to go to either "Foo Basics" or "Using Foo."

    The following table shows the sections users visited first. The cells representing a task's correct choice are color-coded according to the users' initial click:

    • green indicates that at least two-thirds of participants immediately used the correct link;
    • yellow indicates that between one-third and two-thirds of users immediately used the correct link; and
    • red indicates that less than one-third of users clicked correctly the first time.

    Task"Foo Basics""Using Foo"Other Sections
    A44 (correct)0
    B6 (correct)20
    C2 (correct)60
    D3 (correct)14
    E08 (correct)0
    F0 (correct)26
    G22 (correct)4

    Out of 56 task attempts, users immediately went to the correct site section in only 25 cases -- a mere 45% of the time. (The ultimate success rate was higher because users sometimes realized their mistakes and then found the correct area.)

    In this case, we discovered the IA problem through user testing that revealed a high frequency of navigation errors. If you know in advance that you have an IA problem and want to focus on it exclusively in your testing, you can conduct a card sorting study. For most projects, however, I prefer to keep an open mind and do standard user testing, which addresses all design aspects. In this case, for example, we found problems beyond the IA, including those with the site's writing, visual design, forms, error messages, and a service that was difficult to understand.

    Diagnosing the Problem

    When users go to the wrong section most of the time, your site obviously has an IA problem. Although our example site had other IA issues as well, the big problem related to the two site sections shown in the table:

    • "Foo Basics," which contained background information about Foo, as well as what was good about the product and how its features worked; and
    • "Using Foo," which contained information to help people who already owned Foo better utilize it.

    The distinction between these two categories makes sense, but only if you have a strong conceptual model -- something customers rarely have. Most users simply start clicking rather than spend time building an understanding of how a site's designers view the world.

    Six Fixes

    Our example site's designers have several options for correcting user misconceptions about the IA:

    1. Merge the two sections into a single area so that users won抰 have two similar options and mistakenly select the wrong one. Users who previously went to "Foo Basics" or "Using Foo" won't necessarily go directly to a new, unified section to find information. However, we can assume that roughly the same number of people who visited the separate sections first would choose the unified section, giving us a 75% success rate. That percentage might even prove to be bigger, since the unified section might attract users who went to other sections in tasks D, F, and G. Of course, it might also be too attractive and get clicks from users who need to go elsewhere. Only additional testing will show.

    As for the (distinct) downside, merging two sections would create a larger, more complex section. This new section would have twice the features of the old individual sections. As a result, users would be more likely to get lost within the new section and would have to spend more time scanning the section overview page to find the subsection they need.

    2. Rename the two existing sections. Different labels could make the distinction between the two Foo areas more clear and thus users might be more likely to click the right one. In this case, the solution isn't likely to work because the two sections are inherently too similar for a single label to clearly denote the difference. For other sites, however, simply relabeling a site section using words with much stronger information scent can greatly increase users' success. This is particularly true if the original labels were made-up terms and they were replaced with familiar words that people understand.

    3. Explain the two choices. Instead of (or in addition to) new labels, you can help users by providing additional information next to the navigation labels. Pictures can sometimes help, particularly when you have categories for two distinctly different products. Other times, a line or two of text for each option can explain what they mean. Although such text can be pure exposition, it's often better to list a few specific examples of the information contained in each category.

    Of course, we know that users don't like to read a lot online, so brevity is essential. Also, the homepage is typically the only place with room for such explanations; navigation menus must stand on their own. For users who arrive through a deep link or who decide to keep using the site once they've completed their initial task, clear navigation labels are a must.

    4. Restructure the site. In our example case, the designers might be able to split the two problem sections' information up in a way that better resonates with users. Alternatively, they could restructure the entire site, which might also address cases like task F, where most users went to the wrong site section. Site restructuring, of course, is a lot more work and thus it's rarely the option of choice.

    5. Move information around. In a case like task C, where most users went straight to a wrong section, you could simply move the target information to the place where users looked for it. The potential downside here is that it undermines the integrity of the site's structuring principle, which might make the structure harder for users to master in the long run. But it's often equally appropriate to simply stick the information in the other spot. If that's the case, just do it.

    6. Add cross-reference links. Finally, you can recognize that you'll never have a perfect IA where users always click into the right section every time. Even though it's a kludge, you can add interface elements to overcome common mistakes before they snowball into true usability catastrophes. The Web is built on hypertext, so there's no reason to restrain yourself to offering users a single way to find important information. If you know many users are going to the wrong site area, add a cross-reference link. Obviously, every extra link is an additional feature that will delay users who don't want to visit the other area, so use cross-references judiciously.

    With 6 possible fixes, what should you do? Sadly, there's no single answer. The best solution is typically a combination of changes, such as renaming the labels, moving some features around, and adding a few cross-reference links to alleviate the remaining problems. Other times, you can come up with a brilliant master plan to restructure the entire site and help everybody in one swoop.

    With these types of design dilemmas, usability comes to the rescue: instead of spending endless time in expensive team meetings arguing over what to do, simply mock up 2 or 3 paper prototypes of the most promising solutions and test them with a new set of users. That's a quick and easy way of finding out what solution works best for your specific circumstances.

    Learn More

    Full day tutorial on information architecture at the User Experience 2006 conference in Seattle and London. -->

  • 用户体验设计师(UE)职务描述(转)

    从字面上讲,作为一名用户体验设计师(UE),首先得让自己成为一个用户,可是各个行业的用户范围太大,一个人要成为各行业的用户怕是很难做全这一点,打个比方,现在很火的游戏行业,你能轻易的成为一个玩得很深入的游戏玩家吗?游戏玩家从几岁到五六十岁的都有,一个人也难以了解到各个年龄段的需求,没有多年的行业经历很难胜任,所以先武断的下个结论,用户体验这个职务先得加个定语,就是某个行业的用户体验。
      
      再者,UE这个职业最主要的职能就是让用户操作条理清晰、步骤简单,上手快,记忆深。这里就要求:
      1、UE能清晰了解整个项目流程,最好的方法就是参与到项目策划中去,所以策划职务需要的能力也必是用户体验职务的能力之一;
      2、UE需要知道一个流程对程序开发部门的要求,所以了解本公司开发部门的技术能力也是必不可少的,还要分析一个流程对系统性能、带宽流量等造成的影响,等等这方面的要求还必须要UE有开发经验;
      3、设计能力,如何让用户方便找到他要的内容,并且要记忆深刻,不是只把用户需要的内容罗列出来就能达到效果,图文的混排、内容的层次安排、导航富有创意并且清晰甚至图片FLASH的尺寸大小等都需要UE有设计经验和创意精神;
      4、HTML、XHTML、CSS、JS的手写代码能力,制作人员作为程序人员和设计人员的桥梁,还要有一定的程序编写能力,AJAX、XML等都需要UE有整体上的了解;
      5、用户心理学知识的了解,甚至人体工程学的知识也需要有一定范围的掌握;
      
      
      UE作为整个项目一个中心人员,面对的除了用户外,还有其他
      1、要求UE要有很强的沟通和写作能力,切中要点的沟通、写出完整详细清晰的书面文档都是一名合格的UE所必须的;
      2、不断的学习吸收新的技术、新的理念,视野广阔,有强烈的创新精神,学习能力包括UE的理解力、语言能力、记忆能力、信息处理判别能力等等;
      3、良好的自我调节能力,作为一个需要极大精力投入的职业,精神和体力上的劳累必不可免,有的项目周期较短,保持良好的心态和健康身体更为重要。
      
      
      总结一下:
      1、2年以上行业经验;
      2、策划能力,清晰了解用户需求;
      3、有开发经验,熟悉开发流程,对项目的系统性能和带宽流量能整体上把握;
      4、较强的平面设计能力,对色彩有较好的把握,有创意有感觉;
      5、理解WEB标准开发理念,能手写代码,熟悉各种特效实现方式;
      6、配合项目策划做出界面原型;
      6、对用户操作习惯有了解;
      7、较强沟通能力、写作能力;
      8、自学能力强,视野广阔,有一定的英语读写能力,对信息能作出正确精到的处理判别;
      9、身心健康,在压力大时能进行自我调节。
  • 关于UI/UE的摘录

    原文:web2.0网站如何设计UE/UI

    摘录:

    Q1:首先,用户为中心的设计环节包括哪些活动?
    答案:设计--〉原型--〉测试--〉再改进设计--〉原型--〉测试 --〉。。。看出来了吧,这是个迭代过程。。。你的设计没有把握,那么使用测试来验证,发现问题,再快速改进。。

    Q2:这样的迭代,什么时候中止,递交给开发呢?
    答案:没有完美的设计的,递交给开发前,保证你的设计没有一级易用性问题。否则上线的产品用户骂声一片。。但是还有一些小的bug好改 的都改掉,不能改的下一版本吧。什么时候中止,那要看口袋里的钱,还剩的时间和人力等资源限制咯。看得出来吧,这里面肯定有很多的Tradeoff(妥 协)的,做UE的和做开发的一定要搞好关系哦,这样,可以多改掉几个bug 

    Q3: 用户什么时候接触?他们最理想的介入时期是什么时候?
    答案:作为UE/UI要记得,永远和用户保持紧密联系。不管项目进展到什么时刻,你都要思考,用户要干嘛,喜欢怎么干,这样的设计他们会不会觉得舒服流畅。要验证答案,那就赶紧去接触他们吧。

    Q4:我知道在开发前期的设计工作,要做一些用户研究,问卷调查,用户访谈之类的,到底要研究些什么,出来些什么结果呢?
    答案:在设计之前,你要明白的一件事情就是,为谁而设计。围绕这个谁,你需要回答:

    1.他们的基本特征,比如年龄段分布,性别特征,家庭,行业,电脑经验,上网经验,收入阶层等等。。

    2.你需要找到他们中间最典型的人群,需求最强烈的人群是怎样的一个形象。这个在UCD里面叫做角色提炼(Personas setting)。也 许为10万个人设计,你什么都靠猜的,没可能满足10万个人的要求。但是你为这一个或者两个角色来设计吧,他们最典型,他们的需求满足好了,你就离成功不 远了。

    3.用户在使用你的网站到底舒服不,流畅不,主要是看他的操作习惯,行为方式和网站设计的是不是很匹配。你要研究什么,根本就是典型用户的操作习 惯,行为方式,最后获得一个用户模型(User Model)。网站要创造出的用户体验,不是用户对你说,我要怎么样怎么样的,也不是设计者自己在那里 想,嗯,这么设计比较容易,两步就能完成,一定很好。。两步就一定好么,你的用户很可能就习惯了走某固定的三步来完成,你的两步,很可能让他们满腹狐疑, 忧心忡忡了。。

    ok,现在你知道了,出来的结果是什么,用户群特点,典型用户的形象即角色(Persona),然后就是用户模型。。

    Q5:知道研究什么呢,该怎么开展研究呢?
    答案:用户研究的方法可以很灵活的,常常见到类似聊天一样的,一个问,一个来答,叫用户访谈。还有一些方法,比如问卷调查,焦点小组,数据分析等等。。根据不用的研究内容,还有时间,技术,成本来决定。。
    至于怎么研究,一个前提就是,目的性明确。不管你做访谈也好,问卷也好,漫无目的,只会让你对这些形式的有效性产生怀疑。。比如问卷,设计多少个问题,设计哪些问题,你要规划好了。。问卷设计哪几个纬度,每个纬度需要几个问题可以得到结果,什么样的量表合适。。

    Q6:项目已经进入开发了,做用户研究来不及了啊。
    答案:嗬嗬,来得及来得及,只是要让你的第一批用户多多忍耐了。UCD是迭代过程嘛,已经开发了,你就研究着,准备对第一版本的产品进行测试评估和改进吧。。慢慢来,一个一个的改。

    Q7:你所在的team(UI)是怎样跟一个团队(产品策划,程序员等)沟通合作的,又怎样更好的融入到产品的整个过程中的呢?
    答:经历过很多种不同的Team,他们处在不同的位置上,常常承担的责任也不一样,因此作事情的方式也完全不一样了。UE在整个产品开 发过程中的位置把握准确,相当的重要。关于位置怎么最合适,日后我再专门阐述。目前接触到较理想的工作方式,如何沟通合作,是和产品设计决策者一起工作, 将你获得的研究或者评估结果,直接变成设计或建议,传递给产品设计决策者,判断问题的重要性,有哪几种可行的方案,如何改最合适,你们一起探讨。常常,在 研究方案是否可行时,你需要跟程序员沟通,提出你的想法,询问是否能实现,实现难度,大致的时间。这样能够保证你方案的可快速执行。这存在很多的沟通技 巧。最好的情况就是你,UE人员,要把以用户为中心的思想灌输给他,让他进入你设定的情景,站在你的立场去考虑问题,这样程序员会增加工作的责任感,他甚 至可能发挥主观能动性,帮你想到更好的实现方法。。。这样的一种氛围中,整个的团队就像一根绳子往一个方向使劲,都全力想让产品做好,想想,那样的工作多 让人充满激情吧。

    这只是其中一部分,在你和产品决策者沟通时,甚至还有市场部门的同事参与,一方面,你要代表用户的利益,另一方面,你要试图了解公司希望创造的商业 价值,从中找到一个平衡点。这种设计才最容易获得上层的支持,以最快的速度推行下去。可以看看偶翻译的用户体验设计师的职责那片文章。

    Q8:界面(原型+设计),交互(包括js),测试等都由一个人做吗?如果不是的话,那么对用户体验的研究又怎样能证明自己的作用?
    答:这些工作我都做过,一个人做这种情况其实非常的常见。但是一个人,并不理想,最好,还是培养一个团队。而且有些工作,一个人做不了,必须有协助。这主要看公司的不同状况了。如果是一个人,评估用户体验研究的效果,就可以对你的成绩进行评判了。
    如何是一个Team,是好几个人协作完成,如何证明每一部份的工作成效?iceshow是问这个吧。
    老实说,我对这个问题没有把握。因为UE的日常工作就是设计-原型-测试评估,是完整的流程,对工作的评估,只能考核整个流程下来的结果。单独一部份工作做得如何,我还没有研究过。。

     

    用户体验包括四个因素:品牌,功能,usability和内容。现在大家常常误认为:用户体验=易用性(或者可用性/usability)。其实不然。

    web2.0最不缺的是功能,每一个创业者都是认为自己发现了用户的某一种需求,而市场上没有任何产品可以去满足,因此觉得自己可以开发出具备某些 功能的2.0产品。。这方面,不多说什么,只是说一点,细分用户群,必定会成为竞争趋势。。仔细研究了用户群,深入挖掘他们的特点和需求,在最开始就做到 高的粘着力,是否更好了?

    在品牌上,很多人对这一点的忽略,导致了用户体验的整个盲目。现在我问你,sina,sohu和网易,有什么差别?普通用户可不清楚,都是门户网 站。。好像网易开发游戏,sohu还开发了搜索,sina,好像经常做赞助活动。。这就是品牌么?现在问你Nokia和Moto有什么差别?你能回答 吧。。品牌和用户体验的关系,是互相影响的。。你用Nokia,发现它简单朴实,好用,还抗摔。就是样子有点。。那么nokia的品牌形象排除了价格因素 后就是这样,简单朴实好用机身抗摔,样子一般了点。。现在如果有人推荐你,某个品牌,它是如何的有趣个性时尚,然后你一使用,发现:切,哪点特别的,跟 Nokia差不多,还不如买Nokia。。失败了吧,因为品牌没有独特的个性,带来的用户体验期望值和现实落差,将会让你的目标用户转头而去。。网易相册 和其他的相册,有什么差别。。和flikr反正是大大的不同。。

    在内容上面。虽然说,web2.0是用户参与,很多网站的内容都是用户来建设。。但是在用户参与之前,你要想,用户为什么要参与。。只因为我没有日 记本,你给我一个日记本,我就一定要用你给的这个来写么?用户是否参与,参与程度多少,这些都取决于你现在的内容。。你现在是空的。。鬼知道你这个网站是 不是快黄了,我干吗要在这写啊。。你现在很多,但是都是转载的,没几个用户在写。。骗我么?我写了根本就没有几个人看。。好,现在你的内容很多,用户也开 始很多了。。但是,天啦,这些内容也未免太广告性了吧。。。或者,用户想,我写了你会不会到处转载啊。。你们这的用户素质怎么样啊。。。而且,形式上,你 的品牌,说一点关联性,品牌你标语说时尚个性,网站样子看上去土拉吧唧的,马上用户的信任度就降低了。。

    Usability,网站当然要好用了,很迅速的完成内容提交,或者找到目标内容,这是当然的。。但是不是随便一个你觉得交互方式很流畅的网站,都 可以完全拷贝复制。幸亏世界如此丰富,不然我们做交互设计的,就跟做数学公式一样了,多没意思,一个套路。。不同的用户,习惯不同的交互方式,他们喜欢什 么样子的,这便是用户研究里面要做的一部分工作。。这样的研究结果,帮助你的交互设计具备了自己的个性。。usability测试的结果,是要知道你的目 标用户群的看法,发现的问题,而不是科学研究,三步如何变成两步。

  • 网页设计工作流程

    今天无意中发现一个访谈录:《海外华人设计师访谈-雅虎欧洲设计师王小丹》,建议做网页设计工作和对这方面感兴趣的朋友都去看看。

    摘录中间一段我最感兴趣的话题

    Q:能讲讲雅虎网页设计这一块工作大致的工作流程?
    A:主要网络产品设计工作流程是这样的:
    网络产品设计:产品制作人写产品计划书,确定新产品或新功能的市场意义和经济效益,提交部门审批,同意后,确认需要设计的部分,和用户体验研究员(user researcher),信息建构师(information architect),视觉设计师(visual designer)、user interface designer, 互动设计师(interaction designer),web developer,工程师(engineer)一起讨论需要的支持,然后订出时间计划分工合作。一般是先由用户体验研究员作调查、分析后由信息建构师设计产品架构,然后由互动设计师作出互动流程,之后交给视觉设计师(visual designer)和user interface designer作出视觉设计。然后web developer把设计通过编写程序(html, dhtml, JavaScript)等等再现出来,最后交给工程师。做完后用户体验研究员需要做用户测试,QA(Quality assurance)  需要测验这一产品的每一步骤,确认产品的使用质量,如果有问题需要让工程师或相关人员解决。
    小型项目的工作流程局往往限于有限的人力和时间,经常是短、平、快:拿到brief,进行设计,综合意见,投放到网站,总结效果。比如广告设计,一般是我组织市场部开会,集体出创意,然后大家达成一致意见。决定设计主题后发到德国和法国取得相关的翻译。按照雅虎的广告标准,我设计制作出最终的广告,交到广告发行部定期发行。广告运行两周后,拿到数据信息,根据浏览量(page impressions),点击率(CTR: Click Through Rate),和conversion rate来分析广告效果,总结经验。

    总结一下大概流程是:1.产品制作人写计划书 -> 2.用户体验员做调查分析 -> 3.信息建构师设计产品架构 -> 4.互动设计师设计互动流程 -> 5.视觉设计师和UI设计师做视觉设计 -> 6.web developer制作前台页面 -> 7.工程师写程序 -> 8.用户体验研究员做用户测试 -> 9.QA测试产品质量 -> 10.统计数据,总结经验

    这流程还真是复杂,不过细想一下,每个步骤都很重要。在大多数公司虽然可能没有专员去做上面的每个步骤,但是,为了保证质量,上面说的每个步骤都是不可缺的。

    在中国,大多数公司都是跳过前四步的,由一个人做第五步和第六步的工作,而且又省略了第十步。所以中国的大多数网站看起来都做的都不够专业,经不起推敲,不过改版的却能很快,自己做的也是这样。

    忽然明白为什么微软首页改版从计划到推出能经历近一年。在中国,这个速度去做一个页面有点不可思议了。

    有些东西是很矛盾的,想要争取时间就要牺牲质量,保证质量就要多花时间。要看怎样权衡的。

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