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Designing Interfaces
Jennifer Tidwell

Resumo do primeiro capítulo
Conheça o usuário porque ele não é você.


".. good design doesn't start with pictures. It
   starts with an understanding of people: what
   they're like, why they use a given piece of
   software, and how they might interact with it.“
[Um bom design não começa com imagens. Começa com um entendimento de pessoas: o que elas gostam, porque usariam
     determinado software e como elas podem interagir com isso.]




"What 'vocabulary' of words, icons, and gestures
 does the user expect to use?“
     [Que ‘vocabulário’ de palavras, ícones e gestos eles esperam usar?]
Primeiro as coisas primeiras..

 "The first step in designing an interface is figuring
   out what its users are really trying to accomplish.“
 [O primeiro passo para desenhar uma interface é perceber o que os usuários realmente tentarão executar. ]




 "Asking the righy questions can help you connect
   user goals to the design process. Users and clients
   typically speak to you in terms of desired features
   and solutions, not of needs and problems.“
 [Fazer as perguntas certas pode te ajudar a conectar as necessidades do usuário ao processo de design. Usuários e clientes
      costumam tratar com você sobre as funcionalidades e soluções que desejam, não sobre necessidades e problemas]
Primeiro as coisas primeiras..

 “Maybe you're good at building forms that ask
  for just the right information, with the right
  information, with the right controls, all laid
  out nicely. But the real art of interface design
  lies in solving the right problem.”
 [Talvez você seja bom em montar formulários que formulam as perguntas certas, com as informações e controles certo,
      tudo perfeitamente organizado. Mas a real arte de ‘desenhar’ interfaces consiste em resolver o problema certo]
O básico da pesquisa com usuários

“To get a design started, you'll need to characterize
  the kind of people who will use whatever you
  design.

Learn:
- Their goals;
- The specific task;
- The language and words they use to describe what
   they're doing;
- Their skill at using software similar.”
[Aprenda: seus objetivos, as tarefas mais específicas, a linguagem e termos comumente utilizados para descrever o que eles estão
     fazendo e seus conhecimentos ao usar software similares. ]
O básico da pesquisa com usuários

“Some methods to consider:
- Direct observation (interview);
- Case studies (give you deep detailed views into a few
   representative users or groups of users);
- Surveys (do it carefully. You absoluted must wirete the
   questions correctly, pick the survey recipients
   correctly, and analyze the answers correctly and
   that's a science);
- Personas (.. Create a fictional person that captures the
   most important aspects of the users in that group)”
O básico da pesquisa com usuários

“But if you don't have time for formal methods, it's
  better to just meet a few users informally that not do
  any discovery at all.”




     Mantra: qualquer pesquisa é melhor do que nenhuma pesquisa.
O que motiva o usuário a aprender?

".. how much openness in there in the interface? Too
   little and your users fell trapped and unsatisfied; too
   much and they stand there paralyzed, not knowing
   what to do next, unprepared to that level of
   interaction.
[.. Quanta abertura há na interface? Muito pouca e os usuários se sentirão aprisionados e insatisfeitos; demais e eles ficarão
      paralizados, sem saber o que fazer em seguida, despreparados para este nível de interação. ]




".. how much effort are your users willing to spend to
   learn your interface? It's easy to overestimate.”
[.. Quanto esforço seus usuários estão dispostos a fazer para aprender sua interface? É fácil superestimar]
Os padrões

  1- safe exploration
  When you design almost any kind of
    software interface, make many
    avenues of exploration available
    for user to experiment with,
    whitout costing the user anything.




[Amplie as possibilidades de exploração e experimentação da
interface , sem custos.]
Os padrões

 2- instant gratification
 People like to see immediate results
    form the actions they take, it's
    human nature.

 The need to support instant
    gratification has many design
    ramifications. For instance, if you
    can predict the first thing a new
    user is likely to do, then you
    should design the UI to make that
    first thing stunningly easy.




[Feedback imediato e gratificante para as ações imediatas]
Os padrões

 3. satisficing
 People are willing to accept "good
    enough" instead of "best" if
    learning all the alternatives
    might cost time or effort.

 Make labels short, plainly worded,
    and quick to read.
 Use the layout of the interface to
    communicate meaning.
 Make it easy to move around the
    interface, especially for going
    back to where a wrong choice
    might have been made hastily.



[Simplicidade e abertura para diferentes perfis de uso.]
Os padrões

 4. changes in midstream
 Make choices available.



 5. deferred choices
 Don't accost the user with too
    many upfront choices in the
    first place.
 On the forms that he does have to
    use, clearly mark the required
    fields, and don't make too
    many of them required.
 Make it possible for users to return
    to the deferred fields later, and
    make them accessible in
    obvious places.
[Fácil de achar, de ir e voltar, de mudar de idéia]
Os padrões

 6. incremental construction
 Keep the interface responsive to
    quick changes and saves.

 When good tools support creative
   activities, the activities can
   induce a state of "flow" in the
   user.




[ah, the flow.. ]
Os padrões

 7. habituation
 “That gesture works everywhere
    else; why doesn't it work here,
    too?”
 Consistency across applications is
    important.


 8. spatial memory
 People may expect to find similar
    functionality in similar places.




[um dos princípios heurísticos: consistência e padrões]
Os padrões

 9. prospective memory
 "I'm putting this here to remind
     myself to deal with it later.“

 Prospective memory is a well-known
    phenomenon in psychology that
    doesn't seem to have gained
    much traction yet in interface
    design. But I think it should.


 As a designer, is there
    anything positive you can
    do for prospective
    memory?


[read it later: http://readitlaterlist.com/]
Os padrões

 10. streamlined repetition
 ".. users sometimes find themselves
      having to perform the same
      operation over and over again."




[pesquisas de usabilidade mostram quais ações
costumam se repetir durante o uso. As pessoas não
percebem ou comentam isso naturalmente. ]
Os padrões

 11. keyboard only
 Some people have real physical
    trouble using a mouse.
 Keyboard-only usage is particularly
    important for data-entry
    applications




[A tecnologia touchscreen permitiu que alguns atalhos
pudessem ser substituidos por gestos]
Os padrões

 12. other people's advice
 People are social. As strong as our
    opinions may sometimes be,
    what our peers think tends to
    influence us.

 Not all applications and software
    systems can accommodate a
    social component, and not all
    should try.

 If the task is creative, maybe you can
      encourage people to post their
      creations for the public to view.




[Viva a xoxomidia!]
;)
sabineas@gmail.com
@sabineas

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Designing Interfaces [TIDWELL] - Resumo do 1º capitulo

  • 2. Conheça o usuário porque ele não é você. ".. good design doesn't start with pictures. It starts with an understanding of people: what they're like, why they use a given piece of software, and how they might interact with it.“ [Um bom design não começa com imagens. Começa com um entendimento de pessoas: o que elas gostam, porque usariam determinado software e como elas podem interagir com isso.] "What 'vocabulary' of words, icons, and gestures does the user expect to use?“ [Que ‘vocabulário’ de palavras, ícones e gestos eles esperam usar?]
  • 3. Primeiro as coisas primeiras.. "The first step in designing an interface is figuring out what its users are really trying to accomplish.“ [O primeiro passo para desenhar uma interface é perceber o que os usuários realmente tentarão executar. ] "Asking the righy questions can help you connect user goals to the design process. Users and clients typically speak to you in terms of desired features and solutions, not of needs and problems.“ [Fazer as perguntas certas pode te ajudar a conectar as necessidades do usuário ao processo de design. Usuários e clientes costumam tratar com você sobre as funcionalidades e soluções que desejam, não sobre necessidades e problemas]
  • 4. Primeiro as coisas primeiras.. “Maybe you're good at building forms that ask for just the right information, with the right information, with the right controls, all laid out nicely. But the real art of interface design lies in solving the right problem.” [Talvez você seja bom em montar formulários que formulam as perguntas certas, com as informações e controles certo, tudo perfeitamente organizado. Mas a real arte de ‘desenhar’ interfaces consiste em resolver o problema certo]
  • 5. O básico da pesquisa com usuários “To get a design started, you'll need to characterize the kind of people who will use whatever you design. Learn: - Their goals; - The specific task; - The language and words they use to describe what they're doing; - Their skill at using software similar.” [Aprenda: seus objetivos, as tarefas mais específicas, a linguagem e termos comumente utilizados para descrever o que eles estão fazendo e seus conhecimentos ao usar software similares. ]
  • 6. O básico da pesquisa com usuários “Some methods to consider: - Direct observation (interview); - Case studies (give you deep detailed views into a few representative users or groups of users); - Surveys (do it carefully. You absoluted must wirete the questions correctly, pick the survey recipients correctly, and analyze the answers correctly and that's a science); - Personas (.. Create a fictional person that captures the most important aspects of the users in that group)”
  • 7. O básico da pesquisa com usuários “But if you don't have time for formal methods, it's better to just meet a few users informally that not do any discovery at all.” Mantra: qualquer pesquisa é melhor do que nenhuma pesquisa.
  • 8. O que motiva o usuário a aprender? ".. how much openness in there in the interface? Too little and your users fell trapped and unsatisfied; too much and they stand there paralyzed, not knowing what to do next, unprepared to that level of interaction. [.. Quanta abertura há na interface? Muito pouca e os usuários se sentirão aprisionados e insatisfeitos; demais e eles ficarão paralizados, sem saber o que fazer em seguida, despreparados para este nível de interação. ] ".. how much effort are your users willing to spend to learn your interface? It's easy to overestimate.” [.. Quanto esforço seus usuários estão dispostos a fazer para aprender sua interface? É fácil superestimar]
  • 9. Os padrões 1- safe exploration When you design almost any kind of software interface, make many avenues of exploration available for user to experiment with, whitout costing the user anything. [Amplie as possibilidades de exploração e experimentação da interface , sem custos.]
  • 10. Os padrões 2- instant gratification People like to see immediate results form the actions they take, it's human nature. The need to support instant gratification has many design ramifications. For instance, if you can predict the first thing a new user is likely to do, then you should design the UI to make that first thing stunningly easy. [Feedback imediato e gratificante para as ações imediatas]
  • 11. Os padrões 3. satisficing People are willing to accept "good enough" instead of "best" if learning all the alternatives might cost time or effort. Make labels short, plainly worded, and quick to read. Use the layout of the interface to communicate meaning. Make it easy to move around the interface, especially for going back to where a wrong choice might have been made hastily. [Simplicidade e abertura para diferentes perfis de uso.]
  • 12. Os padrões 4. changes in midstream Make choices available. 5. deferred choices Don't accost the user with too many upfront choices in the first place. On the forms that he does have to use, clearly mark the required fields, and don't make too many of them required. Make it possible for users to return to the deferred fields later, and make them accessible in obvious places. [Fácil de achar, de ir e voltar, de mudar de idéia]
  • 13. Os padrões 6. incremental construction Keep the interface responsive to quick changes and saves. When good tools support creative activities, the activities can induce a state of "flow" in the user. [ah, the flow.. ]
  • 14. Os padrões 7. habituation “That gesture works everywhere else; why doesn't it work here, too?” Consistency across applications is important. 8. spatial memory People may expect to find similar functionality in similar places. [um dos princípios heurísticos: consistência e padrões]
  • 15. Os padrões 9. prospective memory "I'm putting this here to remind myself to deal with it later.“ Prospective memory is a well-known phenomenon in psychology that doesn't seem to have gained much traction yet in interface design. But I think it should. As a designer, is there anything positive you can do for prospective memory? [read it later: http://readitlaterlist.com/]
  • 16. Os padrões 10. streamlined repetition ".. users sometimes find themselves having to perform the same operation over and over again." [pesquisas de usabilidade mostram quais ações costumam se repetir durante o uso. As pessoas não percebem ou comentam isso naturalmente. ]
  • 17. Os padrões 11. keyboard only Some people have real physical trouble using a mouse. Keyboard-only usage is particularly important for data-entry applications [A tecnologia touchscreen permitiu que alguns atalhos pudessem ser substituidos por gestos]
  • 18. Os padrões 12. other people's advice People are social. As strong as our opinions may sometimes be, what our peers think tends to influence us. Not all applications and software systems can accommodate a social component, and not all should try. If the task is creative, maybe you can encourage people to post their creations for the public to view. [Viva a xoxomidia!]