Tag: ux design

  • Critical Issues in Information

    The most critical issues in the field of information seem to stem from the fact that we’re awash in it, information that is. Making sense of this information and making it accessible, or at least useful to the public can only be accomplished through adaptive technology and the adaptation of that technology through the culture.

    However, both technology and culture are prone to high degrees of variation throughout both time and space.

    In order to adapt technology to the people that are intended to use it, developers need good information on user needs, values, and patterns of behavior. With today’s technological consumer base more varied and diverse than ever before, it follows that the field of information requires a work force that reflects the varied and diverse nature of a truly interconnected planet.

    Additionally, something we need to keep in mind is that Big Data and the innumerable metrics by which to measure and analyze it are creating a faster rate of change than society has ever seen. Our technological and material culture evolves more rapidly than our cultural values or indeed, our biology. Take for example the rate of automation, combined with the Protestant work ethic so ingrained into the moral fabric of the United States, and you can begin to see the core causes of the geopolitical tension regarding industries like manufacturing and energy as well as the conversations and policies surrounding social welfare, unemployment, and the economy.

    If the questions to answer are what people need to improve their lives and how can user-centered design deliver that; then the strategy to answer these questions must be a shift from the etic (outsider) to the emic (insider) perspective, and an analysis that blends the two. The analysis of Big Data leaves significant gaps that can be filled with “thick data”, or ethnography.

    For some time, products have been designed to sell, and so profit was the center for the design. Now we see that the best way to be disruptive with new technology, is to put the actual user front and center in the design process.

    According to a Gartner survey, a lot of companies are talking about and investing in Big Data, but only about 8% can do anything transformational with it. (Wang, 2013)

    image source: Big Data Dashboard Dizziness — A Trendy Tool with Little Utilization

    While a trained analyst can uncover useful insights about a population using Big Data, if you really want to know what’s going on you ask the locals. Harvard marketing professor Theodore Levitt once declared, “People don’t want to buy a quarter-inch drill. They want a quarter-inch hole!” This was a brilliant assessment from a marketing standpoint at the time and was much lauded. However, in his seminal work, “Design of Everyday Things,” Don Norman took it a couple steps further when he countered with:

    “Once you realize that they don’t really want the drill, you realize that they don’t really want the hole either, they want to install their bookshelves. Why not develop bookshelves that don’t require holes? Or perhaps books that don’t require bookshelves? (i.e. eBooks)” (Norman, 2013)

    Norman, D. (2013). The Design of Everyday Things. Philadelphia: Basic Books.

    Wang, T. (2013, 5 13). Why Big Data Needs Thick Data. Retrieved from ethnography matters: https://medium.com/ethnography-matters/why-big-data-needs-thick-data-b4b3e75e3d7


    Originally published at mtthwx.com/ on March 21, 2019.

  • Examples of Good and Bad UX/UI in World of Warcraft

    Initially, I was going to just discuss Spotify and Snapchat as examples of good and bad UX. Then it dawned on me to discuss the game World of Warcraft as an example of both.

    The standard UI for the game has a classic feel to it, but is rather clunky and difficult to use in order to play a game with this level of interactive complexity.

    world-of-warcraft-3

    However, the game allows for the use of third party addons, or mods, which modify the UI to augment gameplay and overall user experience. I think this is just brilliant. And while mods are increasingly common amongst big online games, I’m not much of a gamer, I’m really just a childhood fan of Lord of the Rings who always wanted to play Dungeons and Dragons but I lived on a farm in the boondocks and couldn’t get a group together.

    This actually brings me to another point, in that as a casual player who isn’t a gamer, I just log in from time to time to scratch an itch. As do many other people. People like me would be completely lost without these addons. So in that sense, they really do improve accessibility for us to enjoy the game and even be competitive.

    Some examples of this include and addon called GTFO (Get The F*** Out). This addon sounds an alarm whenever I’m standing in fire, or acid or something that causes damage to my character. This happens a lot, and with everything else that is going on at the same time-

    wowow

    many players will just stand there and either die or become a nuisance to the player(s) charged with healing them.

    Another downside to the standard UI is navigation. Now I don’t mean navigating through the interface, I mean using the interface to navigate this mind boggling massive digital universe. I say universe because this game takes place on multiple worlds, at different times and different dimensions and is ever expanding.

    One of the major components of the gameplay is exploring this universe by completing quests. While the standard UI does provide some tools such as marking the map and listing quest objectives on the side of the screen as a HUD or Heads Up Display, it can leave you confused, wandering around as a ghost trying to find your body. So a player who also is a developer created an app called TomTom that acts as a navigation arrow in the same vein as GPS navigation, pointing the way to your desired destination. You can set your destination by coordinates, CTRL + Right Click on the map, etc. It even tells you how many “yards” you are from your destination and how long it will take to reach it given current speed and direction. It even allows you to save points on the map so that you can navigate back to interesting or important places not otherwise notated.

    These are just two examples of literally thousands of addons developed by the players themselves.

    While I find the standard UI to be rather lacking and indicative to a poor UX overall, I also think it is brilliant for the control it gives to the user to modify and control their entire interface.

    This last example elaborates on my post and demonstrates how players use addons to augment their gameplay. Just for reference, I use just over 100 addons for my basic UI setup, many of which only activate when I am in a certain zone of the game geographically or playing one of the mini games.

    wow-ss-ui-annotated

    World of Warcraft addons can be found on various websites. Among the most popular are Twitch, which bought Curse, and Tukui, home of ElvUI.