November 2002
Chapter Meetings


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November Meeting Preview:
Identity Crisis—The Persona as
a Tool for Evaluating Information

By Elaine Tsang, VP-Programs, and Bonni Graham


Click here for November meeting details

In November we welcome Bonni Graham, our STC Region 8 Director-Sponsor. She will share regional and international STC news and deliver her presentation, Identity Crisis.

Knowing your audience's demographics is well and good, but statistics are not people—and we write for people. This presentation explains how to turn statistics into a "persona" and use that to improve and sustain your information design.

Bonni Graham has spent 10 years as a practicing technical documenter. In 1994, she started Manual Labour, a successful technical documentation outsource provider. Over the years, Bonni has provided extensive support to the STC. Prior to taking the reigns as Region 8 Director-Sponsor, Bonni has been involved in nearly every Region 8 conference, has been a deputy chair for the Annual Conference, has served as a judge for local- and international-level publications competitions, and has served as chapter president and newsletter editor.

See the Competition Exhibit

Be sure to arrive early to view recent STC International Competition winning entries. This exhibit travels around the country to allow STC members the opportunity to see outstanding work being produced by their peers around the world. We've got a fantastic line-up, so please join us! [Meeting details.]

Attendees: 70



Chapter president Walter Hanig opens meeting.

 

 

 

 

 

 

 

 

 

 

 


Guest speakers (from left):
Michael Korn, Dave O'Brien, and Garrett Goldfield

 



Dave O'Brien introduces Mystery Science Theater 2000.

 


Michael Korn describes usability.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 


Garrett Goldfield gives usability dos and don'ts

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 


Drawing winner Suzy Hosie


Drawing winner Kenneth Gaither

October Meeting Review
By Eric Hurd

After a scrumptious dinner, chapter president Walter Hanig opened October's well-attended meeting by welcoming all guests and members. He asked for a show of hands from the attendees of the previous week's new member dinner. Many hands went up and Walter welcomed them on behalf of the STC-San Diego chapter.

Announcements

After taking a few moments to acknowledge some of the many volunteers who help make STC-San Diego happen, Walter made the following announcements:

  • James Kline, Monique Gagnon, Catherine Robinson, and Hank Staley were welcomed as new senior members of the San Diego chapter.

  • A volunteer is needed to handle the monthly meeting reservations. The position involves receiving automatic e-mail from the Web site, then adding the reservation information to a spreadsheet. If you are interested in helping with the meeting reservations, please contact Elaine Tsang.

  • Another volunteer is needed to serve as a liaison for our student members. If you are interested in this position, contact Walter Hanig.

After the announcements, members seeking work were invited to stand and describe their credentials and types of jobs desired, after which those seeking new employees announced positions.

Guest Speakers: Usability

The main event was a look into the world of usability with our three expert guest speakers: Dave O'Brien, a manager of Human Factors at Qualcomm; Michael Korn, a senior user interface designer at AOL; and Garrett Goldfield, a usability manager at Intuit. All of the speakers are members of SandCHI, San Diego's local chapter of an interest group that specializes in Computer-Human Interaction.

Mystery Usability Theater

Dave O'Brien got us in the mood with a humorous look at usability with a spoof of "Mystery Science Theater 2000." Some of his examples of poorly designed interfaces included:

  • Web sites that made the user "hunt" for the price.
  • A gadget with several nonfunctioning buttons.
  • An airline reservation system that allowed the user to find a flight, but not reserve it from the same place.
  • A turnstile scheme that required ticket takers with gymnastic ability.

Dave then passed the baton to Michael Korn, who began by describing "usability" as a conglomeration of many different disciplines:

  • Human Factors Psychology—the study of man/machine systems.

  • Behavioral Science—attempts to predict how people will interact with a machine before the fact. This discipline used to concentrate on gathering data after a product was released. Now more time is devoted to gathering previous results and applying them early on in the development process.

  • Cognitive Science and Psychology—seeks to answer basic questions about human cognition and memory. How many and what types of tasks can a user handle simultaneously?

History of Usability

Michael explained the background of usability.

  • Military. The military concentrated on the study of reaction time and decision making, which could mean the difference between life and death.

  • Automotive. In a competitive market, car makers sought ways to get an edge over the competition. One way was to focus on improving the user experience, which increased the number of repeat customers.

  • Hardware. Whereas the military was primarily concerned with the severity of errors, the hardware industry began focusing on decreasing the frequency of errors.

  • Software and the Web. With the recent boom in software and Internet usage, developers wanted a competitive edge. The need to improve the users' experience led to the development of the graphical user interface and the use of multiple clues (i.e., visual and textual) to guide the user.

Michael wrapped up his talk by underscoring the need for competitive advantage as the driving force behind the study of usability.

Usability Dos and Don'ts

Garrett Goldfield continued by addressing some of the general ideas behind usability.
  • Don't make the user figure it out. It is important to design with the users' expectations in mind. Make the product intuitive.

  • Don't put the burden on the users to remember. Try to minimize cognitive and memory loads. Graphics are good, but make sure they are useful.

  • Focus on the user. Understand your audience (sound familiar?). Collaborate with the intended users if possible.

  • Don't rely on presentation. The novelty of a beautiful interface will wear off quickly if the users can't find what they are looking for. Consider the purpose of the interface.

  • Don't assume you know the answer. Conform to the users' point of view. Use their vocabulary. Drop the tech-speak. Find the correct level of complexity.

  • Don't complicate tasks. Common tasks should be easy. Don't add extra problems.
  • Don't think inside out. Look at the big picture. Promote learning. Create a risk-free environment (give the user an escape hatch).

  • Don't assume it's correct. Test it!

  • Don't assume they want to read. Text should be clear, concise, scannable, and eye-catching.

Dave O'Brien's Top 14 Rules for Usability

Dave made an encore appearance with his list of 14 rules for usability. Before the countdown, he warned us not to get wrapped up in rules, but keep them in mind when designing.

14. Design is for designers. Professionals who do not spend their days thinking about usability probably should not spend their days designing interfaces.

13. Do your homework. Know your audience, their environment, and how they intend to use the product.

12. Design for goals, not features. Features by themselves are not enough. They should only be considered as means to an end.

11. Put the main things up front.

10. Make easy things easy, and hard things possible.

9. Design the perfect butler. Minimize input and make reasonable assumptions.

8. Design with others. Two heads are better than one.

7. Programming posture. How heavily will the program be used? For power users, put a lot of information up front. For occasional users, walk them through.

6. Prototype. Use paper. If you use HTML or a graphics program, feedback will be biased by people who do not want to offend you by knocking something you spent time working on.

5. Document the design. Pictures, tables, and flowcharts work well.

4. Test on users.

3. Write for the Web. Cut text by half. Use bullets and colored cells. Layer content.

2. Don't call it "Help." Users respond better to "Tips." Use cross-links everywhere.

1. Imagine that users are borderline psychotics who know where you live. Assume they are intelligent and already angry. Give them exactly what they need, then get out of the way. No "Happy Talk" or "Dummy Help."

Conclusion

All of the principles discussed have very real applications in technical writing. From focusing on our audience to making information easy to find, usability is at the core of what we do.

Presentation Notes

Presentation notes are available to SandCHI's yahoo group members (you're welcome to join) at: http://groups.yahoo.com/group/sandchi/files/Presentations/STCpresentations/

You can also request a copy from Michael Korn at mdkorn99@aol.com.

Drawing Winners

The evening ended with a raffle for Wally Bucks, redeemable for an STC-San Diego meeting and dinner. The evening's winners were Suzy Hosie and Kenneth Gaither.

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