Monday, April 6, 2009

New iPhone App (NBA Game Time)


(See larger image on Flickr)

Disclaimer: This post is my own opinion and is no way affiliated, directed toward, or on behalf of Turner Sports, the NBA, or its affiliates.

There is a new iPhone app called NBA Game Time. It is a sports application which gives iPhone and iPod Touch owners the ability to receive live updated scores from NBA regular season games. You can get it FREE from the iTunes App Store. Click here to download (iTunes is required)

The navigational structure is a tri-view of NBA information categorized into ‘Scores’, ‘Schedule’, and ‘Standings’. On the landing screen, a user can select yesterday’s, today’s, or tomorrow’s scores which will take them into one of the three days viewable within the 'Scores' view. Inside of the ‘Scores’ view, a user can toggle between yesterday’s, today’s, or tomorrow’s scores manually. Users can 'touch' games that are in-progress or FINAL whereas as a subview containing team boxscores, player stats, and team stats appears. In addition, the 'Scores' view shows television broadcaster tiles that highlight nationally broadcast games (i.e. ABC, TNT, ESPN, or NBATV). From the ‘Schedule’ view, users can select a date from the 2008-2009 season to see historical, current, or future game data outside of the 3-day range. From the ‘Standings’ view, users can see the current East and West conference standings. The top 8 teams from each conference are highlighted to show eligible teams if the playoffs were to start today.

The application is extremely data intensive and pulls game data to populate all of the play and team statistics fields and the court images of the home team. I'm hoping that in the near future, the app will be able to use some rich media such as recap videos and / or live audio within the application to provide the 'immersive application' experience as defined by Apple.


I'm looking forward to the 2008-2009 Playoffs version of the application and maybe the app will get some sort of honorable recognition @ the 2009 Apple Design Awards.

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Wednesday, April 1, 2009

A Project Guide to UX Design Book Review



A Project Guide to UX Design is a book that defines the micro and macroscopic views of user experience design and its role in the project life cycle. Russ and Carolyn do a great job of reiterating what the core of user experience design is as well as identifying the different roles that utilize it. The book covers a lot of ground and takes a transcendental approach of showing the underlying purpose for each role in order to promote a synthetic comprehension of user experience design as opposed to shallow memorization.

The main target audience of the book are Information Architects, Interaction Designers, User Researchers, and other project stakeholders (Business Analysts, Content Strategists, Copywriters, Visual Designers, and Front-end Developers).

To make the contents more inviting, I've created an enclosing outline to provide abstract classifications for several groups of chapters. Each number represents the number of pages in each chapter:

+ Introduction
- Chapter 1: The Tao of UXD (8)
- Chapter 2: The Project Ecosystem (29)

+ Business Perspective
- Chapter 3: Proposals for Consultants and Freelancers (15)
- Chapter 4: Project Objectives and Approach (10)
- Chapter 5: Business Requirements (15)

+ Research
- Chapter 6: User Research (26)
- Chapter 7: Personas (13)
- Chapter 8: User Experience Design and SEO (17)

+ Information Architecture / Interaction Design
- Chapter 9: Transition from Defining to Designing (18)
- Chapter 10: Site Maps and Task Flows (17)
- Chapter 11: Wireframes and Annotations (17)
- Chapter 12: Prototyping (15)
- Chapter 13: Design testing with Users (25)
- Chapter 14: Transition: From Design to Development and Beyond (10)

The book also contains frequent references to books, online resources, and user experience groups and authors throughout as opposed to an Appendix or a 'For further reading' section nested in the back. This helps to drive home the thoughts as you read them, rather than 'when you are finished'.

As an aspiring user experience professional, I do believe that this book is worth owning, reading, and referencing as a compass to create effective user experience in any project setting.

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Tuesday, March 10, 2009

Information Architecture Book Review



A lot of people think they know exactly Information Architecture is, but the truth is that a lot of people don’t know and they are not even aware that they don’t know (aka second level incompetence).

To make sure I wasn’t a member of the later group, I recently read Information Architecture: Blueprints for the Web (2nd Edition) by Christina Wodtke and Austin Govella.

Wodkte and Govella do a good job in outlining their definition of the basic principles of IA:
- Design for Wayfinding
- Set expectations and provide feedback
- Design ergonomically
- Be consistent / consider standards
- Provide error support (Prevent, Protect, and Inform)
- Rely on Recognition rather than on recall
- Provide for people of varying skill levels
- Provide contextual help and documentation

While the illustrations that drive home the subject matter can be a little clipart-ish at times, the concepts are presented in a non-technical and non-jargon based way. Each topic is explained clearly using an outline / numbered bullet format to ensure that each section can be clearly understood independently and collectively. Items such as ‘Who are the users?’ may seem trivial at first, but imagine how many interpretations of ‘The users are...’ exists within an organization and the problems that arise when the user begins to morph throughout the product lifecycle to satisfy everyone's argument. Wodtke and Govella decompose several non-obvious items such as persona creation and navigational types (structural, associative, and utility) into chunks that are comprehensible (Hrair Limit). I was genuinely surprised to find a section for Social Architecture which exposed me to topics such as Kurt Lewin’s formula for understanding human behavior and the elements of social architecture: identity + elements, relationships + elements, and activity + elements.

The book can be read from cover to cover, if time permits. However, most of the world will probably use this book as a reference guide for completing IA related tasks as they arise. I would strongly recommend that all aspiring and current IAs give the book a once over to spawn new thoughts about the discipline or to renew the interest in keeping things usable and findable.

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Saturday, February 21, 2009

Designing for the Digital Age Book Review


Designing for the Digital Age: How to Create Human-Centered Products and Services serves as an excellent guide and reference for new and experienced human centered design practitioners. Kim Goodwin (VP of Design @ Cooper.com) does a great job translating her goal-oriented design processes into clear and understandable terms. Human/user centered design books can easily be littered with heavy jargon or unintelligible references that make it difficult or impossible to understand or practice. Goodwin makes a conscious effort to explain and visualize many of the concepts introduced in each chapter and keeps the research lingo within reason. For example, in Chapter 12: Defining Requirements, Goodwin dispels what requirements aren't (i.e. features or specifications) and promptly outlines what is needed to generate effective requirements (i.e. data needs, functional needs, product / service qualities, constraints). In addition, Goodwin's writing style guarantees a cognitive learning experience with most readers by providing multiple exercises and scenarios that engage and evoke a desire for comprehension. The photography, diagrams, and charting are plentiful and supplement the subject matter effectively also.

I believe that this book is easily a pylon supporting the ever-swelling weight of UCD with its hoard of overlapping design disciplines. I recommend it to anyone interested in design or the design process...

Table of Contents:

Getting Started
     Chapter 1: Goal-Directed Product and Service Design
     Chapter 2: Assembling the Team
     Chapter 3: Project Planning
Research
     Chapter 4: Research Fundamentals
     Chapter 5: Understanding the Business
     Chapter 6: Planning User Research
Chapter 7: Understanding Potential Users and Customers
     Chapter 8: Example Interview
     Chapter 9: Other Sources of Information and Inspiration
Modeling
     Chapter 10: Making Sense of Your Data: Modeling
     Chapter 11: Personas
Requirements
     Chapter 12: Defining Requirements
     Chapter 13: Putting It All Together: The User and Domain Analysis
Framework
     Chapter 14: Framework Definition: Visualizing Solutions
     Chapter 15: Principles and Patterns for Framework Design
     Chapter 16: Designing the Form Factor and Interaction Framework
     Chapter 17: Principles and Patterns in Design Language
     Chapter 18: Developing the Design Language
     Chapter 19: Communicating the Framework and Design Language
Detailed Design
     Chapter 20: Detailed Design: Making Your Ideas Real
     Chapter 21: Detailed Design Principles and Patterns
     Chapter 22: Detailed Design Process and Practices
     Chapter 23: Evaluating Your Design
     Chapter 24: Communicating Detailed Design
Ensuring Success
     Chapter 25: Supporting Implementation and Launch
     Chapter 26: Improving Design Capabilities in Individuals and Organizations

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Monday, February 2, 2009

Stop Lying...


Now more than ever, more people go online and look for jobs.Many companies are so desperate to get more work and skills out of the people they do hire, the job of requirements are turning into flat out lies, which in turn make job listings 'unusable'. We all know that hiring managers sometimes get overzealous when they post an opening or contract role. Sometimes hiring companies honestly don't know what an interaction designer does outside of what other job listings have stated, at which point someone 'cuts and pastes' other companies skills into their own opening descriptions. In extreme cases, the job title is so misleading from the responsibilities of the job, it seems like an federal enforcement agency should step in. Example:

Title:Information Architect
Responsibilities: Wireframes, prototypes, Linux server administration and installation, Java and WebSphere
Really? I guess you could say that many companies want to fill a server admin role and an IA role....but with the same person!?

Point 1: We (working class) need an honest assessment of the skills needed today AND tomorrow so we can compare expectations. And by expectations, I mean salary / equipment needs / managerial support. Lying is not good design...

Bad Example: Not too long ago, a person I know was hired to do visual and web design work for a small company. The job requirements were very simple: Adobe CS3, HTML, CSS, and Ajax, which are all typical of a front-end presentation level role. Within two days, the job somehow morphed into a full-fledged certified .NET C# Developer position (SQL included). The company's attempt at sponsored training: Borders. Bad Design? Yes, if you consider the job said 'GUI Designer'.

Good Example: Alan Cooper is a prominent author and founder of his own consulting company. On his Careers section, not only does he 'define' each job category, job exercises are present to help prospects determine where they fall in the companies hierarchy, if at all. Here is a link to an example for the interaction design exercise. Good Design? Yes. Why? I now know that I would not be a good communication designer for Cooper, but I would be a great interaction designer.

Point 2: Hiring Managers and Recruiters must stop pushing expectations apart from one another, just in favor of pacifying all parties until after the contract is signed. For the sake of all disciplines, its not good design to be a Talent Pimp...

Real: Truth and honesty can make many things usable, including software and designs

Imagined: Lying, deception, talent pimping

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Wednesday, January 28, 2009

UX vs XA

Really?
(Credits: casch52 In and Out for a while)

I recently read an article that proposes several valid points comparing the composition of user experience design to experience design. (Read: From UX to XA: what is this Experience Design dem speak of today?)

As a practitioner of UI / UX design and a student of human computer interaction, I am often shocked about the lack of understanding of the UX role within the design process. Often, the practice is to build a technical framework and then ‘throw’ UX into the flow after some concrete development has occurred, if at all (Read: 10 Most Common Misconceptions About User Experience Design). But I think that is where the problem begins.....(User) experience design is an abstract concept that is being mistaken as a concrete discipline. Yes, UX designers end up creating visualizations of concepts in the form of mockups, wireframes, mental models, or storyboards. But that does not mean that UX, which uses Photoshop or OmniGraffle or Powerpoint (yuck) consists of the aforementioned tools alone. These are the tools available to us today. When the universe advances and Adobe Photoshop CS 900 (Extended) and Microsoft Office 2090 becomes available as an internet download to our brain, then we may use completely different tools as user experience designers (yes...I said ‘we’, as in I expect to still be here in 2090). User experience design, information architecture, usability, etc. are persistent and will outlive any and all technologies that are used to promote them.

Real: User Experience is not a transitive discipline and consists of several overlapping disciplines

Imagined: Adobe CS 900 (Extended), Microsoft Office 2090

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Monday, January 26, 2009

Birth of R or I

After going through what seems like purgatory to get this blog up and running, I finally have published the site. Welcome to Real or Imagined, a place where you and I can vent some thoughts and you can choose whether something can or cannot exist.

I look forward to posting many things here (i.e. concepts, ideas, thoughts, etc.), conduct book and content reviews for the sake of objective opinions, and several topics that are important in my life (i.e. Information architecture, HCI, information design, interaction design, user experience, philanthropy, etc.).

Let's get started...

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