with Markus Egger
Importance
  ·iPhone is almost useless as a business product, but has an amazing UI that is carrying the product
·The UI is what people see, it's what they can touch
·The only way the user can access our kick ass features
·This is the first impression of your application
Design consideration
  ·Familiarity
·Easy and intuitive
·Productive
- For       beginner and advanced users
·Have to help
Rules
  ·Know your users
- We,       as developers, tend to look at things differently than other users
- User       Types
- Apologists        versus Survivors
·User's Goals
- User's       have tasks and goals they want to achieve
·Skill Level
- People       don't stay beginners on a system for long
- Average       users aren’t targeted enough
- Skill       level is a bell curve
·Mental Model
- People approach your application with previous knowledge about the application domain
Cognitive Friction
  ·It's tough to deal with things that change over time
·The result 
- Uses       will sue the smallest set of features that they can get away with
- We        need to make features more discoverable
- Users       feel stupid
- Higher       maintenance and support costs
- Makes people hate us
Learnability
  ·How easy is it to discover and then use features
- You can time this
Usability
  ·How productive and intuitive is the UI for the average user
·Often confused with Learnability
·Usability tests tend to be large scale and over a long time
Clarity
  ·Don't overwhelm
Choices
  ·How many choices to provide
·What can / should we assume up front
·Remember the user’s answers
Metaphors
  ·Applying real world things to computers
·Be cautious of broken metaphors
Notes
  ·Don't make users look bad
·Make sure you Let users do something they couldn't do without a compute
·People don't read
Books        
              The Inmates are running the asylum
 
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