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Kevin O'Neill

User Interface Design for Programmers - Chapter 2 - 0 views

  • This is called the program model, and it is The Law. As we learned in Chapter One, if the program model corresponds to the user model, you have a successful user interface.
  • your best choice is almost always going to be to change the program model, not the user model
  • Almost everybody who does usability testing for a living seems to think that five or six users is enough
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  • An important rule of thumb is that user models aren't very complex. When people have to guess how a program is going to work, they tend to guess simple things, rather than complicated things
  • It's hard enough to make the program model conform to the user model when the models are simple. When the models become complex, it's even more unlikely. So pick the simplest possible model.
Kevin O'Neill

User Interface Design for Programmers - Chapter 1 - 0 views

  • Learned Helplessness, developed by Dr. Martin E. P. Seligman. This theory, backed up by years of research, is that a great deal of depression grows out of a feeling of helplessness: the feeling that you cannot control your environment.
  • The more you feel that you can control your environment, and that the things you do are actually working, the happier you are
  • The point is, does the UI respond to the user in the way in which the user expected it to respond?
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  • UI is important because it affects the feelings, the emotions, and the mood of your users. If the UI is wrong and the user feels like they can't control your software, they literally won't be happy and they'll blame it on your software. If the UI is smart and things work the way the user expected them to work, they will be cheerful as they manage to accomplish small goals.
  • A user interface is well-designed when the program behaves exactly how the user thought it would.
Kevin O'Neill

Business Innovation Factory | Innovation Story Studio | Jason Fried - 0 views

  • Kevin O'Neill
     
    focus on creating a community based off of free content and the business will follow.
Kevin O'Neill

Column info : Making Retrospective Changes Stick - 0 views

  • Retrospectives become a waste of time if the changes and improvements agreed upon in the meeting are never accomplished


  • If the team fails to resolve issues and make improvements after their retrospectives, they are wasting their time
  • Kevin O'Neill
     
    learn properly from your mistakes and take the right level of action to ensure that you don't do them again!
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