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Title: Internet/Web Design and Development/Web Usability - Scottberkun.com Expert columns on web usability, interaction and web design.
ShoreWalker Covers every area of good site design as well as what not to do. Steers you away from hype and towards more practical, user-friendly Web design. Based in Australia.

Some_Simple_Techniques_In_Making_Your_Website_Accessible Tutorial by Andrew Pae, Technical Coordinator at the ADAPTS Office at Georgia Tech. General design principles plus resources for additional information.

Something_4_Nothing_Web_Pages Tips for building pages which are visually pleasing, and yet still download quickly and make information easy to access. From Webdeveloper.com.

Spool,_Jared__Hard_Evidence_from_Research Spool uncovers the lessons his research has taught him about how best to design a site so that users don't end up thwarted

Spool,_Jared__Web_Graphic_Design_Is_Not_What_You_Think,_A_Usability__Perspective "The number one activity on the Web is information retrieval." In part of his tutorial, Spool explained his findings on graphic design and users' success.

Starling_Access_Services Interesting definition of Accessible Web Design. For use by "anyone, any web browsing technology and any site".


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  Related sites for http://www.scottberkun.com/essays/
    STC_SIG_-_Usability Forum to share information, resources and experiences on issues related to the usability and user-centered design. It is the home of the Usability Special Interest Group of the Society for Technic
    Stevesdomain_net Focuses on furthering the education of web related topics, including web design and navigation tips, advice and techniques.
    Szuc,_Daniel__Usability_in_Hong_Kong Interview detailing the approach to web usability in Hong Kong.
    Theory A weekly column by Adam Baker that discusses web usability, interface, and interaction design. Includes previous columns for review.
    100_Things_to_Do_to_Make_a_Better_Site List of several (actually, eight) ways to make a more user-friendly site. Also has other reader comments on the same topic.
    Tognazzini,_Bruce__First_Principles Bruce Tognazzini discusses basic prinicples of usability for both traditional applications and web services.
    Universal_Usability Includes an online version of the book "Access by Design: A Guide to Universal Usability for Web Designers" by Sarah Horton, along with links to other useful resources.
    Usability_Engineering "Designing for Ease Use", Article written by Corporate Solutions Consulting (UK)on usability engineering.
    Usability_First Diamond Bullet Design offers their experience and knowledge on website and software usability.
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    Usability_Professionals\'_Association The UPA's purpose is to promote usability concepts and techniques worldwide.
    Usability_gov Provided by the National Cancer Institute. Includes information and resources on making web sites and other user interfaces more useful, usable, and accessible. News and current publications and addit
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    Usefo_com Web design resources, Usableword newsletter, and web usability guidelines to make web sites faster, more educational, and usable.
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    User_Interface_Design_-_Software_Design_Smorgasbord A comprehensive resource page on UI Design, maintained by Craig Marion, the webmaster of Chester County Internet Services.
    Various__WebWord_Interviews_with_the_Experts Site includes usability articles written by John S. Rhodes. This page is a good starting point.
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    Web_Usability International Journal of Human-Computer Studies. Special issue of WWW Usability arising from a symposium entitled "The Missing Link: Hypermedia Usability Research and The Web".
    Web_Usability_Articles Several years of usability-related articles from Digital Web Magazine.
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    WEBehavior A behavioral research, usability testing, and customer experience evaluation firm.
    Webmaster\'s_Corner A commentary on web usability, design, and direction aimed at the beginning web developer.
    WebMetric_Tools Good usability is vital to the success of any web site. This site has downloadable sets of web evaluation tools to assist in analysis of a web page based on numerous usability guidelines. Registration
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    Adaptive_Path_-_90%_of_All_Usability_Testing_is_Useless Lane Becker writes, "Rather than a validation done once before completing a product... internal, qualitative usability testing [should be] done earlier, more frequently, and as part of the design proc
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Essays Archive

Latest Essays: September 2008

#59 - How to pick a president - We don’t get to pick our head honcho very often. Here’s advice, from history, on how to do it well.#58 - How to innovate right now - If you want to start right now, read this.#57 - How to be a genius - A wild run through the history of creative geniuses.#56 - Creative thinking hacks - A 5 minute crash course in how creative thinking happens. #55 - How to stay motivated - What to do when the energy and fun starts to fade. #54 - Writing Hacks Part 1: Starting - Some advice on getting through those tough first few sentences.#53 - How to detect bullshit - Why do we tell so many kinds of lies? And what can we do about it?#52 - Advice for new managers, part 2 - More advice for those new to the management game. #51 - Attention and - What we give undivided attention to matters more than anything else.#50 - Advice for new managers, part 1 - Things to consider when you’re managing people or a team for the first time.

Previous Essays 2005

#49 - How to make a difference - How do you know you’re adding value to the things that matter? #48 - Good, evil and technology - Are you a good person? How do you know? Can you apply similiar critieria to what you make?#47 - Teams and stars - Can you balance star egos with the needs of a team? What makes good teams work and how do stars fit?#46 - Why software sucks (and what to do about it) - Why is so much of what’s made so bad? Here’s some fun opinions and advice.#45 - Work vs. Progress - They are not the same thing. Find out why and what to do about it.Power lines#44 - How to learn from your mistakes - If some mistakes are unavoidable, the smart learn everything they can from them.Stairwell#43 - How to survive a bad manager - What to do when you work for someone who doesn’t know what they’re doing.Underground passage#42 - Why you must lead or follow - The way teams work, you must know where you stand.Pittsburgh bridge#41 - Why I left Microsoft - A personal essay on why I left Microsoft after nearly a decade working there.Building#40 - Why smart people defend bad ideas - I’ve catalogued many of the ways this happens, including advice on prevention.Baseball field for pitching#39 - How to interview and hire people - An approach for getting the most out of a 60 minute interview.Baseball field for pitching#38 - How to pitch an idea - Here’s a short primer on how to pitch ideas and concepts to other people.

Previous Essays 2004

A house by a beach#37 - How to build a better web browser - Thoughts on how to improve on the current generation of web browsers.Cup of tea#36 - The mistakes of version 1.0 - How to avoid common management and psychological mistakes of version 1.0 projects. movie screen#35 - How to give and receive criticism - Here’s a short guide on both sides of feedback.Woman against blue wall#34 - How to run a brainstorming meeting - The most important thing about a brainstorming session is what happens after it ends. Outside of apartment building#33 - How to survive creative burnout - Here’s advice on accepting, dealing with, and working through toasty days.Students#31/32 - What they didn’t teach me - part 1 / part 2 - Ten years ago I graduated from CMU - here’s some of what I wish I’d been taught about UI work.The Brooklyn bridge#30 Programmers, designers and the Brooklyn Bridge - The engineering of web sites and software has bred a hubris that anything older than a few years can’t possibly be relevant, and I think it’s a mistake.Sleeping student#29 - The problem with training (and what to do about it) - Advice on running training events.One way#28 - How to manage smart people -There are some basic concepts behind what good managers do, especially when they’re managing smart people.

2003

A ruler#27 - The art of usability benchmarking - Usability benchmarking is one way to get a longer term view of how easy to use things are.Fish#26 The myth of discoverability - Design is a zero sum game, and you have to carefully choose which elements should take priority at a given timeA crowd of job seekers#25 Notes for job seekers - Some good advice for those seeking employment, particularly college grads.A sleeping conference patron#24 - How to get the most out of conferences - Conferences are what you make of them. If you’re not sure why you’re going, or what you want to get out of the experience, you’re unlikely to get it. A ruler#23 - How to run a design critique - Critique meetings are one way to make sure teammates are involved, while maintaining a high level of design dialogue and quality idea discussion.

2002

#22: The long list of reasons ease of use doesn’t happen - I’ve compiled a list of the most common reasons engineering projects don’t result in something that’s easy to use. It covers diverse topics such as customer confusion, the impact of code architecture, the spinal tap commemorative reason, and more. #21: Designing on both sides of your brain- There is every reason to use logical and creative approaches when working on any kind of design problem. The best designers know how to switch between approaches, and bring together both kinds of thinking into a process for discovering and crafting the best ideas.#20: Strategic Usability: Partnering business, engineering, and ease of use - It’s easy to fall into working in response to how things are going, instead of using usability engineering as a way to help lead a team in the right direction. Thinking strategically about the connections between business goals, and engineering practices can can help. #19: Leadership in Collaboration: film making and interaction design - There are useful parallels between making films and making web sites or software products. We’d be wise to study how they manage creativity, and how our divisions of effort, and means of collaboration, compare and contrast.Essay: The role of project managers in design This describes the role that I played as program manager for IE5.0, and the basic process we used (the essay is derived from an old post to chiweb). It’s a good anecdote as to how one team managed the cross discipline work of design and usability, with the engineering and development process #18: Strategies of influence in interaction design: Unless you have the power to make business and development decisions for your project, some of your energy will be spent influencing those that do. It’s the smartest and most effective designers that work to understand the principles of influence, and how it effects the decision making process.Best of chi-web and sigia: Summary posts from the last two years of the chi-web discussion list, plus some from sigia. Covers topics range from usability strategies to web design and information architecture techniques.

2001

#17: The myth of optimal web design: You can’t make anything that’s perfect - or at least that’s what I argue in this essay about the conflicting goals and practices of web design.Interactionary Design Competition Summary / Resources: Descriptions of past competitions, FAQ, and guidebook for anyone that wants to run their own. Includes pictures, design problems, and other materials from CHI 2000 and CHI 2001. #16: Critical thinking in design part 3: project management: Designs must be realized to change the world. How does project management intersects with the challenges of design? How can a manager enable great designs to reach the customer? #15: Critical thinking in design part 2: idea generation ;: How do you cultivate good ideas? What process do you use? This issue discusses part two of critical thinking, and how it relates to generating and managing good ideas in design.Interactionary 2001: A live UI Design competitionAt CHI 2001 we did our second competition format. Teams of usability engineers and designers from IBM, Cooper Design, and Trilogy solved design problems live on stage in front of an audience. #14: Critical thinking in designAt the heart of design and engineering is critical thinking. The ability to separate what is worthwhile from what isn’t is the hallmark of the best in many fields, from film directors to project managers, programmers to designers.The role of flow in web designHow can a design make your web pages feel natural for users? How do you achieve flow in site navigation and design structure?

2000

The art of UI prototypingIt takes a certain craft to know how and when to build prototypes of web designs or software designs. This primer of prototyping explains when and how to build them. Why great technologies don’t make great designsThis essay explains why so many technologies fail to solve people’s problems, and offers a business and engineering philosophy for creating better technologies.The web shouldn’t be a comedy of errorsWeb designers create as many bad error messages as software designers - read this primer on how to review and improve your site’s error messages.Fitts’s UI law applied to the web The basics of HCI and usability apply to the web, and Fitts’s law is a good place to start.Why good design comes from bad designEver wonder why design is hard? This explains a personal philosophy on approaching design problems.UI that Kills: swords, craft, and user interfacesWhat can we learn about web design and software design from swords? Intimacy and desirability are key elements for all forms of interaction design.

1999 / 98

The power of the usability labThis is the core argument for why usability labs offer a strategic advantage to anyone that invests in them. This is a good primer for usability engineers or designers to give to their teams.How to avoid foolish consistencyConsistency can be useful or destructive, depending on how it’s applied. This essay explains when it’s useful, and how to be smart in its application.The Importance of SimplicityHow can simplicity be achieved in web design and software design? What is the argument for designing for simplicity?The essential bookshelf for Web & Interface designThe basic starting set for those new to web design or software design. Making usable websites and designs: informal process For those working alone and with short schedules, here is an informal process for building design and usability into any project.Three insights into good design Why do we make so many poorly designed technologies? The two bestsellers:

The Myths of Innovation

Myths book cover Learn the truth behind the myths of creative thinking, tech breakthroughs and more. An Amazon.com Top 100 choice for 2007. On sale now! Book reviews, 10 min video or buy now.

Making Things Happen

Book Cover (Formerly titled 'The art of project management') Ten years of lessons on leading teams and managing projects, applied to real everyday situations. An Amazon.com Editor's best of pick for 2007. Now on-sale! Book details, sample chapter, and ordering information.

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