Usability Quote of the Day

May 23, 2012

There's something very odd going on here. If designers made completely unrealistic assumptions about the physical world when designing technology, then we would blame them (and likely sue them) for technical incompetence. Yet when they make grossly unrealistic assumptions about human nature... we don't blame the designers, we blame the unfortunate people who are just trying to do what the design requires. -- Kim Vicente, The Human Factor, p. 45.    (via interaction-design.org)

Thursday, June 30, 2005

Best Practices For Mobile Software Development

A good general guide for the whole development process including UI ...

"When developing mobile solutions, it's very important that we learn from others' mistakes. If you don't, your mobile solution will likely not prevail. Consider what works and avoid major headaches. Keeping these best practices top of mind will help make your development efforts pay off.

User acceptance. In order for your mobile application to be successful, people must need and want to use it. To improve acceptance, get upper management buy-in and applicable mandates for use of the system at the beginning of the deployment, and engage a representative sample of users early on in the project. Incorporate end users into time studies, prototype assessments and pilot tests to get user buy-in before going live with the system.

Human factors. You may perform significant testing that ensures the product is operating correctly, but it may be the wrong product. To avoid this situation, perform validation testing, such as prototyping and pilot testing, that ensures development of the right product. Validation testing should happen early on during the development lifecycle before too many dollars are spent writing code."   continued ...   (Via CMP)

Mobile Client - User Interface Design, Human Computer Interaction (HCI), Ergonomics

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