Archive for January 2006
Non-standard routing
I’ve just bought a new Linksys Wireless-G router. I’ve been very impressed with it’s performance and features so far (way more so than the Belkin Pre-N router I had before, which was very flaky and felt like a prototype device). However, I’ve been distinctly unimpressed with its web admin screen. First, it doesn’t work on a Mac. At all. Well, actually I only tried it on Firefox, Safari, Opera, Camino, Mozilla and Internet Explorer, but then I lost the will to live. On Windows, it only works in IE5/6. Some might say that this is a tad unprofessional.
Also interesting is the way that the admin interface uses an empty text field as a container for a progress bar. As I was updating the firmware for the router, the field became progressively filled with vertical bars. It’s an innovative use of form elements, that’s for sure. And there was me thinking that they were designed for data input…

In summary. Recommended for it’s routing capabilties. Not recommended for the user experience of the admin screen!
[NOTE: Since updating the firmware to the latest version, it seems to work OK in Firefox]
Overheard
Overheard, from a web developer on a project I was working on:
“I’ve done all the coding for the page. All I need to do now is add in the accessibility.”
Sigh.
Designing for Kids : 1. Interaction Design
Over the years I’ve been involved in a few projects designing websites and e-learning materials for children, so I thought I’d share some of my notes on some of the issues relating to designing successful websites for kids. Most web design guidelines focus on the production websites for ‘average’ web users. However, designing web-based materials for children requires a slightly different approach. Our general intuition tells us that children are much more likely than adults to prefer brightly coloured, interactive, fun objects. While this reasoning can be extended to the design of web interfaces, many principles of interface design are based on human perceptual abilities and therefore apply to all individuals, regardless of their age. Thus, designing for children is more of a subtle art than might been expected, and involves assessing how to merge ‘conventional’ usability guidelines with child-specific guidelines.
It must (as always) be stressed that these are guidelines and not rules; they may not be applicable or desirable under all circumstances.
Key points for Interaction Design
Interactivity is important for engaging children. However, interactivity for its own sake is rarely useful; interaction should generally support the implementation of a pedagogical principle or a user task. Interaction should also be designed to encourage a natural ‘flow’ through the materials.
Interaction design considerations include:
- Exploration. Children are more prepared to explore than adults. They are happy to ‘mine-sweep’ (i.e. click on things just to see what they’ll do, even if it’s not immediately apparent).
- Provide good affordances. Although children will mine-sweep, clickable regions on a page should actually look clickable (a link ‘affords’ clicking, just a door handle ‘affords’ opening). Otherwise a lot of time may be spent trying to explore page elements that don’t serve any function.
- Make links easy to select. Don’t make links or clickable regions too small. Fitts Law states that the time taken to click on a target is a function of its distance to the cursor and its size. In other words, larger & nearer objects are much easier (quicker) to select than far, distant objects. So making links & buttons larger will tend to increase usability. This is especially true for young children who may not have advanced mouse skills.
- Provide rewards for progress. Provide motivation for children by providing rewards for progress (e.g. end of a linear section, completion of a test). These might take the form of praise, entertaining animations/sounds or a certificate of achievement.
- Reduce short-term memory load. Good interfaces should not require children to remember options, controls, locations etc. This can be achieved by (i) providing contextualized help where appropriate (ii) making options and choices explicit. (Note: Encouraging mine-sweeping increases short term memory load, so the benefits of exploration should be weighed up against the costs of increased memory load; providing good affordances and having relatively few options will help).
- Avoid drag-and-drop interactivities (or similar), especially for younger children. Motor and mouse skills are less well developed in younger children, so high-effort, precision interactivities such as drag and drop may present a barrier.
- Avoid superfluous interaction. Interaction has the potential to make content/materials more engaging, but having superfluous interactions that bear no direct relevance to the task being performed is a risk since children might be distracted by them. As a result, they may end up engaging with the page, but not with the materials that you want them to engage with!
- Feedback. Provide clear feedback on progress and tailor feedback based on the outcome of any interactivities. Provide direction for future actions.
HCI research review
Yeah, but can you give me reference? 2.0 – an excellent round-up of interesting and provocative HCI research from Human Factors International.
(via Usability News)
Ineffective development
Classic mistakes enumerated is an excellent list of common mistakes in software development projects. Of the 36 items on the list, the ones that resonate most with me are:
- Adding people to a late project.
- Lack of stakeholder buy-in.
- Lack of user input.
- Politics placed over substance.
- Overly optimistic schedules.
- Shortchanged upstream activities (i.e. missing out requirements/IA/design and diving straight into code)
- Inadequate design.
- Omitting necessary tasks from estimates.
- Feature creep.
- Research-oriented development.
- Overestimated savings from new tools or methods.
- Switching tools in the middle of a project.
(via bBlog)




