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!]