Bryce Glass, smart guy and former Netscape colleague, gave an interesting and informative talk on reputation systems at this year's IA Summit in Miami. The slides can be viewed here.

Bryce lays out the entire spectrum of how reputations are created and scored on social networks and explains how the use of reputations on a site may or may not align to one's business goals.

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posted by Shawn Elson on Friday, April 25, 2008

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Wired Magazine had a great article a few months back about Usability Testing during the development of Halo 3 for the Xbox . I kept it around and have thought about it many times because it discusses the use of usability methodologies in the most immersive of all user experiences, video games.

For the most part, when we provide usability services, our goal is to make an interface more efficient or easier to use. For example, we focus on making it easier to buy an item on a shopping site or quicker to send an email from an email application. During the development of Halo 3, Microsoft and Bungie employed standard usability techniques to make their game more fun.

Some of the usability heuristics, or rules of thumb, they focussed on were:

  • Discoverability - Can the player find the weapons and ammunition required to progress in the game?
  • Feedback - Were the players able to determine when an enemy was too far away to shoot at?
  • Interactivity - Was there a good balance of action and time in between action to keep the interaction with the game flowing and the player immersed in the activity of the game?
  • System Guidance - One of the levelswas so big and sprawling, players were getting off task and becoming lost. How could the designers strike a balance between leading the player forward without overly diminishing the challenge of the game.


I particularly liked this quote: "Gamemakers have to devise a system of rules and equipment that gives players a few basic goals and then allows them to find their own ways of achieving those goals. The flow comes from constantly discovering innovative ways to solve these open-ended problems." As opposed to traditional interfaces where the goal is to offer the user one or a few simple ways to complete a task, the game designers intend for the players to solve the game problems in unique ways.

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posted by Shawn Elson on Monday, April 14, 2008

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I recently used a Wells Fargo ATM and I have to say it was the best ATM user experience I have ever encountered.

As with most people in the user experience business, I tend to be irritated by poor interfaces more than the average person. My observation of ATM's goes back a long time because they are some of the worst high usage consumer applications out there.

Features that top the list of ATM design annoyances include:

  • Using hardware based buttons for input on the side of the screen. Often the hard buttons do not align well with the screen option they represent. The user ends up bending over or stepping back because they are having difficulty targeting their chosen option.
  • Displaying static and active advertisements while the user is attempting to perform a task such as withdrawing money. This is a situation where marketing activity disrupts a user's primary task, withdrawing money, and interferes with a key benefit of using an ATM which is that it should be faster than going into the bank and using a teller.
  • Poor feedback that does not clearly indicate when a banking session is complete. This leads to people waiting in front of the ATM until they are positive their account cannot be accessed by the next customer.
The Wells Fargo ATM I used recently did a nice job in avoiding these problems and provided a clean and quick user experience.



The welcome screen provided clear feedback about the system state and instructed me on how to initiate a session.




After inserting your card, the task of entering your PIN was made very simple. The "OK" and "Clear" buttons were large, easily targeted by the user's finger, and color coded for emphasis.

I also appreciated the "Change Language" option being available but not intrusive.The color palette for this page was attractive and professional. The Wells Fargo stage coach branding across the bottom was clear and did not interfere with the user's task.




On this screen, the user selects an account to access. The targets were large and clear.



This page provided a simple, clean display of the account balance. The path forward was labeled "Continue," and was positioned in the middle of the screen and highlighted in green.




The primary tasks were displayed in the middle of the screen with shortcuts on the left.




Selecting a withdrawal amount. I liked that the amounts were displayed in the upper left corner of their respective buttons. As a result, the numbers were not obscured by the customer's finger.

I also received feedback about my selected account and transaction on the left.




On this sceen the user chooses whether to receive a receipt.




The system does a good job providing the user with feedback about the system state.




The system instructed the user to remove their card to receive their cash and the interaction ends.

The whole experience was expedient and error free. Kudos Wells Fargo Design Team.

On a related note, I happened to chat with a senior UE designer from Bank of America last nite. I suggested that there was little financial incentive for a bank to improve their ATM user experience. I do not think people are choosing a bank based on the user experience of the bank's ATM's. He pointed out that banks actually were incented to improve their ATM UE because a good ATM experience could reduce the number of customers that go inside the bank and require a teller's assistance.

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posted by Shawn Elson on Thursday, March 20, 2008

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Amazon.com recently released an electronic book reader, the "Kindle." The concept of the E-book has tempted consumer electronic makers for years. The benefits of the E-book are substantial: a limitless library of downloadable books, all the advantages of HTML including hyperlinks, bookmarks, version control, commentary options, etc.

The manufacturers' efforts have stumbled repeatedly as their products were unable to match the plain old book in price, visual clarity, weight, size, and ease of use. The interesting thing about the E-book failures are how they expose the overlooked strengths of paper books. In the case of the Kindle, this blogger notes his wife's disappointment in losing a sense of place from holding a book.

When we hold and read a book, we receive many types of feedback. The reader can tell how far into the book they are and essentially how much of the story remains. I assume the Kindle interface identifies current page number and pages left, however, I doubt these cues match the subconscious feeling one gets from holding a book and feeling that there are fewer pages left than those that have been read.

When confronted with anecdotes of new technologies not matching the older technologies they intend to replace, I sometimes wonder whether a younger user of the product would have different feelings on the matter. For example, my father and many from his generation strongly prefer to read their news in a newspaper rather than on the screen. I strongly prefer to read my news from the screen. I prefer speaking on the phone while younger friends prefer SMS'ing. Certainly preferences change based on past experiences and powerful new features may be unable to tempt people away from comfortable, old technologies.

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posted by Shawn Elson on Friday, January 11, 2008

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I just came across a clever design for a toothbrush. The back of the brush can be used to redirect water like a water fountain so there is no need for a cup to rinse your mouth after brushing. It's a nice solution when a cup is not available. No more bending over to put your face under the tap or cupping your hand trying to get enough water.

[via Uncrate]

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posted by Shawn Elson on Wednesday, August 08, 2007

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