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2016년 2월 23일 화요일

Alerts, banners, and badges—what’s the difference?

I have wondering about the differences between alerts and notification , and I got a good resource
Alerts, banners, and badges .etc they are involved in notifications!

thank you ben patterson! : )

iOS 7 tip: Alerts, banners, and badges—what’s the difference?

in how-tosphonestablets
iOS 7 tip: What’s the difference between an alert, a banner, and a badge?Your iPhone and/or iPad has several different ways of notifying you about a new text message, calendar event, a friend’s Facebook update … well, the list goes on.
Sometimes, you’ll get a little banner that appears briefly at the top of the screen, while in other cases you may get a pop-up window that won’t go away without a tap. Then there are those little red badges that dot the home screen.
And here’s another wrinkle: depending on their individual settings, your alerts may appear on your iPhone’s “lock” screen (that is, the screen with the clock, your wallpaper, and the “slide to unlock” control) and/or in the “Notification Center,” a summary of various notifications that you can pull down from the top of the screen like a window shade.
Confused yet? I don’t blame you.
Read on for a quick tour of the different types of notifications on your iPhone (or iPad), plus how to change when and where they appear.
Let’s start with …

The alert

iOS 7 alert pop-up
There’s no way you’ll miss an iPhone alert, but it’s also a bit of a showstopper, particularly when it comes to games.
What it is: A pop-up window that stops whatever you’re doing on your iPhone/iPad and displays the details of the notification.
Why it’s handy: The thing about alerts pop-ups in iOS 7 is that they can’t be ignored; indeed, not only do they stop you in your tracks, they also demand a tap before you can proceed. Alerts are perfect for anyone who doesn’t want to miss a message or an event.
Why it’s annoying: See above. As well as being quite jarring, alerts will make anything you’re doing on your iPhone or iPad—from surfing the web to playing a game—come to a grinding halt.

The banner

iOS 7 banner
The slim notification banner appears unobtrusively at the top of the screen, and disappears within a few seconds.
What it is: A slim notification pane that slides into view along the top of the screen before disappearing a few seconds later. You can ignore a banner if you wish, pull down the banner to reveal the full Notification Center (more on that in a moment), or tap it to jump to the message, calendar event, or app that wants your attention.
Why it’s handy: Unlike alerts, banners won’t interrupt whatever you’re doing on your iPhone/iPad; for example, you can keep playing “Candy Crush” without skipping a beat even as banners slide into view.
Why they’re annoying: While banners won’t get in the way of your iPhone or iPad activity, they can certainly be distracting, especially if you’re watching a video or curled up with a good Kindle book. And since they disappear after a few seconds, there’s always the chance you might miss something.

The badge

iOS 7 app badge
Notification badges light up on your app icons whenever you have alerts waiting.
What it is: A little red dot with a number (signifying the number of waiting alerts) that sits on the corner of app icons on your various iOS 7 home pages. If you see a red badge with a “4” on it sitting on the Facebook app icon, for example, you’ll know you have four new Facebook events to review.
Why it’s handy: A badge makes for a great reminder of a message, voicemail, or some other event that you haven’t quite gotten around to yet.
Why they’re annoying: No one likes a nag, and badges can feel, well … pretty naggy, particularly when you see that you’ve got dozens or even hundreds of events stacked up. I also get pretty annoyed when certain apps (I’m looking at you, “Words with Friends”) put up badges that merely remind me I haven’t launched them in awhile.

Lock-screen notifications

iOS 7 lock-screen notification
You can set notifications to appear on your iPhone’s “lock screen,” and you can swipe an alert to jump to the relevant app.
What they are: Banners that appear on your iPhone’s (or iPad’s) “lock screen” in a scrollable list; swipe one, and you’ll instantly be taken to the message, event, or app that’s begging for your attention.
Why they’re handy: Because you can check for messages and alerts on your iPhone/iPad without having to unlock it; just press the Home key or sleep/wake button to take a quick gander. It’s also nice to be able to jump to, say, a specific new text message as you unlock your iOS 7 device.
Why they’re annoying: Your iPhone’s/iPad’s screen will briefly—and, perhaps, distractingly—light up every time a new lock-screen notification arrives. And if you get a lot of lock-screen alerts, the constantly flashing display will put added strain on your device’s battery.
iOS 7 Notification Center
The Notification Center gathers some or all of your most recent iPhone alerts into a pull-down, three-tabbed screen.

The Notification Center

What it is: A summary of some or all of your iOS notifications, all gathered on a three-tabbed screen. You can access the Notification Center at any time by flicking down from the top of the display.
Why it’s handy: The Notification Center makes for a nice one-stop shop for your most important alerts. Just swipe to the “Today” tab for a weather report and your daily agenda. or flick to “Missed” for any earlier notifications that escaped your attention.
Why it’s annoying: Well, the Notification Center isn’t really that annoying, given that you could ignore it completely if you wanted it to.
So … how do you customize all these notifications, then?
iOS 7 Notification settings
You can tweak the “styles” for your various alerts in your Notification settings.
Here’s how:
  • Tap the Settings icon, then tap Notifications.
  • Scroll down a bit, and you’ll find two big lists of iPhone/iPad apps: those that appear in the Notification Center, and those that don’t. Let’s tap Calendar for the sake of example.
  • Want to see Calendar events listed in Notification Center? If so, make sure the big green “Notification Center” switch is set to “On.” If you don’t want calendar events cluttering the list of Notification Center alerts, switch the setting to “Off.” Oh, and one more thing: you can still get banner or alerts for an app that doesn’t appear in the Notification Center.
  • Next, let’s go back up to the Alert Style section. Here, you’ll find three choices: “None,” “Banners,” and “Alerts.” Tap to take your pick.
  • Your next option is for notification badges on your app icons: yes or no? Personally, I like my email accounts to have the “Badge App Icon” setting switched on; for Facebook, though, I switched it to “Off.” That’s just me, though.
  • What about sound? Most apps have the option for a beep, a buzz, or a ringtone to herald your latest notifications. Usually, the setting for notification sounds is labeled, simply, “Sound”; for the Calendar app, the setting is called “Calendar Alerts.” Tap to pick an alert tone or ringtone, or choose “None” to keep notifications for that particular app silent.
  • Last but not least, you can decide whether you want an app’s notifications to appear on the iPhone’s lock screen by tapping the “Show on Lock Screen” on/off switch.
You’ll have to rinse and repeat these steps for each of your iOS 7 apps—and no, unfortunately, there’s no way to change the notification settings for all your apps at once.

Bonus tip

Want to pause your iOS 7 notifications? Just flick up from the bottom of your iPhone’s or iPad’s screen, then tap the Do Not Disturb button (the one with a half-moon icon).
You can also set Do Not Disturb on turn itself on and off by tapping Settings, Do Not Disturb. Switch “Scheduled” to “on” and then set your preferred “From” and “To” times.
Looking for more iOS 7 tips? Click here!
Note: This updated tip was first published in November 2012.

2015년 12월 19일 토요일

The Difference Between Information Architecture (IA) and Navigation(sitemap)


The Difference Between Information Architecture (IA) and Navigation

by JENNIFER CARDELLO on June 22, 2014

Summary: IA is the information backbone of the site; navigation refers to those elements in the UI that allow users to reach specific information on the site.

2015년 4월 29일 수요일

[Research&Study] differences between real user & persona

When we did user research, 
We ask their behavior in real situation and find out their needs and goal.
So we used to make a form to compile user's apply
like this 

But after we find out real user's problem and set some functions according to user needs, 

WHAT IS NEXT STEP?

Of course, There is no exact answer in this question.
But to follow design thinking process, 
maybe next step is making PERSONA 
like this



WAIT! I've seen before .




OMG, WHY WE HAVE TO DO THIS AGAIN?
We already find out user's need and goal. 
why we have to make fake person? we already get some idea from real person !! 


BECAUSE OF THIS FOLLOWING REASONS

1. Think objectively
If you make persona, you can assume many kinds of situations and personalities.
then you will have a lot of cases. so you can think many cases(users) and your idea will be more objective.

2. Assumptions- Fictional, fake characters and profile, 
but can based on user interview result
Persona is fake character. but we need to narrow down the number of characters.
It is not only you cannot make whole persona all over the world but also You can lose a destination and fall in a different way. so we have to make persona based on our user interview results like 'user story'(the word 'user story' is used many steps in UX, in my words it is real user interview before make persona)

3. Make your product user-oriented

4. Imagine context, story
Persona is fake person. So you need to imagine being like him(or her).
In this process, you will find invisible problems that couldn't find out at 'user story'
And you can change your perspective from you to user. then it will be good to make user-oriented product. In addition you can find out your keywords, key visuals and even promotion idea to your product

5. interview Personas are good with tight schedules 
and an overall estimated budget, and more flexible.!





Conclusion

Extension from user interview = persona



2015년 4월 24일 금요일

[Research&Study] What is difference between marketing&design?

WHAT IS SERVICE DESIGN_MARKETING OR DESIGN?
[this is service design thinking _ stickdorn/scheneider]


Even a brief review of the main ideas within marketing has shown to what extent they have diffused through contemporary design, in particular service design.
Indeed it is perhaps hard to identify two distinct fields, such is the close correspondence between them but there are some important differences, shaped in part by the influence of the social sciences within marketing and by educational backgrounds of many service designer in art and design schools.


It probably does not matter whether service design is part of marketing, or vice versa.
The ways ideas spread and how organisations in different market sectors are organised are likely to shape how service design plays out in different firms.

What does matter is that understanding value and the nature of relations between people and other people, between people and things, people and organisations, and organisations of different kinds, are now understood to be central to designing services.

The field of services marketing has been concerned with such questions for several decades and has contributed some important concepts.
But marketing on its own is just one element of any organisation's effort to innovate in services. It is a multidisciplinary approach combining marketing with other specialisms that serves to create value as services are designed and enacted in the interaction between individuals and organisations


sources from [this is service design thinking _ stickdorn/scheneider]
_______________________________________________________________________________________________


This question is very interesting to me, as someone who studied both marketing and design. It can be also compared with business and design. I've been thinking a difference in these two areas.

In my opinion, business is related with real real real reality. It cannot exist just brave idea. In the business world, no matter how good ideas can be lost.
Because it must have a lot of considerations such as profit structure, investors' needs and market environments, etc.
As compared with the real business, design is a quite nice approach to be creative.
Designers called people who related with their project "stakeholders". But they do not measure all stakeholders in reality. The idea of the designer is always difficult to be objective because it starts from the individual. Therefore, it is difficult to achieve the satisfaction of all stakeholders. This is not that design research is lacking. Design is created for an individual's experience. That's why they do not have to worry about all the stakeholders and real real real reality.

I think all inventions started from design and appear in the world from business.
We just remember that they exist for user to make better life.

2015년 4월 19일 일요일

[Research & Study] How to compile & analyze user research [Affinity Modeling]

 ‘Affinity’ dictionary meaning

1.a natural liking for or attraction to a person, thing, idea, etc.

2.a person, thing, idea, etc., for which such a natural liking or attractionis felt.

3.relationship by marriage or by ties other than those of blood

(distinguished from consanguinity).

4.inherent likeness or agreement; close resemblance or connection.

5.Biology. the phylogenetic relationship between two organisms orgroups of organisms resulting in a resemblance in general plan orstructure, or in the essential structural parts.

6.Chemistry. the force by which atoms are held together in chemicalcompounds.




‘Affinity’ meaning in UX
(Affinity diagram)


The affinity diagram is a effective tool used to organize ideas and data. It is one of the Seven Management and Planning Tools. People have been grouping data into groups based on natural relationships for thousands of years; however, the term affinity diagram was devised by Jiro Kawakita in the 1960s and is sometimes referred to as the KJ Method.

The tool is commonly used within project management and allows large numbers of ideas stemming from brainstorming to be sorted into groups, based on their natural relationships, for review and analysis. It is also frequently used in contextual inquiry as a way to organize notes and insights from field interviews. It can also be used for organizing other freeform comments, such as open-ended survey responses, support call logs, or other qualitative data.


- Affinity diagram making steps

1. Record each idea on cards or notes. Ideas should be at least a noun and verb, preferably a phrase

2. Look for ideas that seem to be related.

3. Sort cards into groups until all cards have been used.

4. Write titles or headers for each group that summarize the essence of the group, preferable at a slightly higher level of abstraction.


 


Before




After




2015년 4월 10일 금요일

[research & study] STEPS FOR MAKING PERSONA

1. Conduct research


The first step is to conduct user research to understand the target audience’s mindsets, motivations and behaviours.
For an existing product, this might involve observing or talking with current users about both their problems and positive experiences using your product. For a new or existing product, you could do user research with people who are roughly like your prospective users in order to understand their needs.
In-depth user interviews are the most common form of qualitative research. More extensive research can include field studies, observing users’ behaviour and asking them about their goals and attitudes. In addition, you can do usability testing to observe user behaviours.

2. Identify the behavioural variables


When analysing the research, the goal is to find patterns that enable you to group similar people together into types of users, by identifying behavioural variables. Behaviour variables are aspects of behaviour and attitude that differ between participants. Task frequency, mental models, and goals are all common types of variables.
When conducting research it is good to start with some key variables to ask questions about, and then add to these based on the insights that come of the interviews.
Behavioural variables identified in post-it notes. Behavioural variables identified in post-it notes.
Behavioural variables identified in post-it notes.
How behavioural variables can look in polished documentation.
How behavioural variables can look in polished documentation.

3. Cluster the behaviours


Once you’ve identified a list of behavioural variables they can be laid out on a set of sliders, with opposing behaviours placed on either end. Go through the research notes and mark out where each participant would sit on each slider based on their responses.  This will normally result clusters of participants developing at different points along the sliders.

Research participants (A,B,C…) mapped out on behavioural variables.
Research participants (A,B,C…) mapped out on behavioural variables.

4. Identity trends


Analyse the grouping of the behaviours across on the sliders, identifying trends where the same participants are grouped together across multiple variables. These grouping trends across all the sliders will then form the basis of each persona.
The numbers of participants in your research will have direct result on how clear the trends become. The more participants you include, the larger the clusters will become, making each trend stronger.
Behavioural variables with participants trends identified.
Behavioural variables with participants trends identified.

5. Create a persona for each of the trends


Add personal details to create a realistic picture of a user, focusing on specific user needs. Note down tasks that persona is most likely to perform and how they would approach them. Think about how the attributes in the clusters influence user behaviour.

6. Prioritise personas


Prioritize the personas on the basis of business needs. The idea is to ensure that the primary persona you use during design is a clear and correct representation of your primary user population, not an edge case.

7. Create scenarios and tell stories


Take the key tasks that your product supports and then create the scenario that your personas would likely be in when they engage in these tasks. Tell a story to describe how each persona would be thinking and how they would behave in the situation.
Storytelling narratives are a powerful communication tool that can be used to create empathy with your users and what they would be going through.

8. Create persona documentation


When writing personas, include the following information:
  • Name and a picture of the persona (this allows them to be easily identified)
  • Any relevant demographic description
  • Goals
  • Needs
  • Behaviours
  • Abilities
This is an example of a persona template (here’s the .ppt version):
A basic persona template
A basic persona template
These are some examples of what the polished documents can look like:
Examples of polished persona documents Examples of polished persona documents
Examples of polished persona documents
Pictures for each persona can be sourced from the web easily enough (Google images, Flickr, Getty images).
You should avoid using real names or details, whether from your research participants or people you know. This can either cause issues with the confidentially of your research participants, or just simply bias/taint the objectivity of your personas based on team members own personal opinions.


______________________________________________________________________________
I have to make persona template to research our user for HED's project. 

The surprising thing is create a persona in the middle of time. 
Before searching this steps I thought that the first thing we have to start is making persona. 
To conduct user research, we have to conduct overall research and identify user's behaviours.

And after doing some research, we can make persona based on information. the another astonishing thing is making scenarios and story telling is almost final step. wow..

2015년 4월 8일 수요일

[Research] The exact meaning of User Interface

The User Interface is the Means, Not the Ends


Designers pride themselves on the interfaces they design. It’s natural to think what one is working on is important. But sometimes designers can get so lost in the interface they forget that it’s for the user, not them. The interface can easily seem like the ends to the designers who are working on it. But for the user, the interface is the means, not the ends.

The User Interface is a Tool for Delivering Information

People use tools to do the things they can’t do without the tool. Users use interfaces to get information. Without the interface, the information has no way of getting to the user. The interface organizes the information into an understandable and consumable format. The information delivered from the interface to the user is one experience. And consuming the information is another. Therefore, there are actually two user experiences in the entire interaction.

Delivery Experience (motivates users)

The first is the delivery experience. The interface’s physical responsibility is to deliver the information to the user. However, its mental responsibility is to motivate the user to use the interface. What’s important is not just delivering the information in a quick, easy and efficient, but also appealing to the user’s emotions. Delivering the information in a beautiful and appealing way can motivate the user to use the interface even more. Therefore, the makings of a successful delivery experience isefficiency and emotional appeal.

Consumption Experience (satisfies users)

The second is the consumption experience. The information that the interface delivers is responsible for this experience. The goal for the consumption experience is to satisfy users. How much satisfaction the user gets will depend on theinformation quality. If the information the interface delivers isn’t high-quality, users will leave unsatisfied whether the interface is efficient and emotionally appealing or not. The interface is not the ends for users. The information is. Therefore, high-quality information is very important for a successful consumption experience.
High-quality information is:
  • accurate
  • up-to-date
  • relevant
  • useful
  • complete
  • easy to understand

A Successful User Experience Motivates and Satisfies Users

The interface and information both play a role in the user experience. One motivates users, while the other satisfies them. One is the means, while the other is the ends. It is not one or the other that the designer must care about. It is both. A successful means and ends means a successful user experience in the end. If designers continue to see the interface as the ends, users might use the interface, but they will never leave satisfied. A high amount of usage does not necessarily equal a high amount of user satisfaction. They are two different things. But both need the designer’s full attention.


sources from : http://uxmovement.com/

[Research] Make User Scenario using PERSONA

User scenarios are the stories that your personas act out. Basically, user scenarios are thought exercises (though represented visually) in which you predict how certain types of users — represented by your personas — will interact with your website in a given situation in order to complete a given goal.
User scenarios let you understand what your future users will look for when trying to complete tasks on your site. Even if your personas “fail” at the task, at least you now have a visual representation of your problem and can go back and solve it easily. User scenarios allow you to test your site structure before it’s fully developed and isolate problems before they become problems.

HOW TO MAKE A USER SCENARIO

The first thing you’ll want to figure out in creating a user scenario is a realistic goal for someone using your website. Once you have a goal (or task) the rest is a logic puzzle: knowing what you do about your persona, how would they behave on your site, step by step? This is where a thoroughly detailed and well-thought-out persona comes in handy.
We’re talking about a user scenario in its most basic form, but if you’re interested in more advanced concepts, see this usability.gov post about user scenarios.
After integrating your personas, a user scenario will then highlight the details about how your system could be interpreted, experienced, and used. Ben Hunt, creator of Web Design From Scratch, believes that scenarios add elasticity to personas by filling in the “why” behind the “who”. When creating user scenarios, he recommends taking into account these factors:
  • Persona’s environment —  Know where your persona is accessing your website, whether at work, at home, or perhaps in a coffee shop.
  • Persona’s mentality — Visualize the scene and know what is going through your persona’s mind. This is a good opportunity to figure out how the user feels when they interact with your site.
  • Impetus and motivations — Your persona is on your site, and you need to know why. Keep in mind the specific goal motivating the persona to interact with the web site, and understand why now, or what triggered the scenario.
  • External factors impacting use — These could be a wide range of elements, from the speed of the Internet, the amount of time at their disposal, or maybe even a distraction from loud construction happening outside.
To introduce teamwork into the process, you can also follow this collaborative 13-step guide to creating user scenarios.

A (REAL) SAMPLE USER SCENARIO

LUX, an international arts agency based in London, conducted an excellent sample of a user scenario for their website. The central purpose of the LUX website is to provide everyday users with access to various types of video art (though they also give developmental support for moving image artists).
For example, the persona, Harriet, a local art event organizer, has a problem: she needs to find a great film for her December event. Getting into her psyche, Harriet is specifically looking for a film with a winter theme. Her motivation might be that she needs to attract a larger-than-average attendance to make up for a small failure at the last screening.
Harriet starts out on the home page and quickly conducts a search. She spends a little time searching and browsing, watches a clip here and there, and finally settles on a film that interests her. She reads some details about the film, including reviews from both LUX and other searchers, plus bookmarks the artist for later screenings. Finally she puts the film in her basket and hires the artist during checkout. Harriet has successfully completed her goal — she found a wintry film for her December event.
As you can see, the user scenario indicates her motivations and thought processes.

PRIORITIZING FEATURES

The great takeaway from user scenarios is knowing which aspects need to be prioritized and which ones are less important. Redesigning your UI in response to the user scenarios involves knowing what needs to be fixed first.
Jeff Sauro, founder of Measuring Usability LLC, explains how to handle the intimidating pile of tasks facing every designer. His approach is novel, but effective: have the users prioritize the tasks for you, an idea originally proposed by Gerry McGovern in his book The Strangers Long Neck.
  1. List the tasks — Present the tasks — features, content, functionality, etc. — in a randomized order to represent users interested in your site.
  2. Have the users pick five — The user reads the list, skimming for keywords, and picks the five tasks most important to them.
  3. Graph and analyze — Tally up the votes and divide by the number of users. The “long neck” shape most often found is the inspiration for McGovern’s title.
That’s the basic gist: not only do you now know what your top priorities should be, but you have them verified by your users. Sauro explains in another article how this long neck organization of problems coincides with the Pareto principle.
The Pareto principle, also known as the 80-20 rule, was originally proposed in 1906 by Italian economist Vilfredo Pareto, who noticed that 80% of the country’s wealth and land was owned by 20% of the people.
Interestingly enough, it’s not just a country’s wealth that runs on this principle. Microsoft noted that by fixing the top 20% of the most reported bugs, 80% of theerrors and crashes would be eliminated. What that means for you, is that by addressing the top tasks in your long neck graph first, you’ll end up taking care of most of the problems right away.
But there’s no one way to prioritize your tasks, and McGovern’s method can be substituted or complemented by several alternatives, including the Kano methodthe QFD method, and cause & effect diagrams.

PLUNGING AHEAD WITH A PLAN

Don’t fool yourself into thinking that personas and user scenarios are all you need for a successful UI; in fact, this is just the beginning. In the grand scheme of things, understanding these elements are merely Step 0, and the real work is ahead of you. So why are we putting so much emphasis on this pre-game stage? Because starting out on the right foot will make the whole journey easier. Unless you know who you’re creating your web interface for andwhat they will do with it, then the how doesn’t really matter.




RESOURCE FROM:

HOW TO PERFECT YOUR UX WITH PERSONA SCENARIOS

BY JERRY CAO · UX DESIGN · APR 8, 2015