06/21/2010

NEXT POST
Commander's Intent - 52 Weeks of UX Commander’s Intent is a simple goal made at the beginning of an engagement that holds throughout, no matter if the situation changes. [...] You arrive at a Commander’s Intent by asking a simple question: “If we do nothing else during tomorrow’s mission, we must…”. [...] It turns out that asking this question of each screen we design is extremely valuable. “If this screen does nothing else, it must…”. This can help designers focus completely on the most important action the screen is designed to support, even as design conditions change as the result of user testing and feedback. [...] If you don’t know what the one purpose of the screen is, then get rid of the screen. If you think a screen has two primary purposes, you can probably break it into two screens. If something on the screen doesn’t support the one purpose, get rid of it. If the one purpose does not add to a positive user experience, then get rid of the screen. In most cases bad screen design is caused by a lack of prioritization on the part of the design team. Commander’s Intent came out of a completely different world, but can nonetheless help designers ruthlessly prioritize the decisions they have to make. via 52weeksofux.com This article describes an interesting interpretation of the military term "Comamnder's Intent" as it applies to user interaction and web usability. I've shortened it a bit, so check out the full article if the concept seems interesting.

Alex Bain

Some blend of software engineering, photography, and cognitive science.

Manipulated Minds
Premiumfixer
Antoine
Ace
Jim Hanson
Six-A-Phone
Sam Kimbrel
Richard Rocca
Benjamin
vegas3
Antoine Imbert
zim
Josh Enders
Mockazine
AVATAR
Adam
Steve Ivy
Kim Bach Le
Dave
Kevin G.
The Dieline
Gercek Karakus
MADVIV
nataliepo
Bloesem
Matt Jacobs
stand1
SAY Media Engineering
Ryan Star
moni
oof! blam! argh!
Beth Wan
Musical Fool
J. Weitzel
mmmeow
katerizero

Recent Comments

Blog powered by Typepad