I have been around a few medical emergency situations and thoughI think it is common for these situations to be stressful, I am always surprised at just how incredibly stressful they end up being. The last thing a would-be helper needs at these moments is confusion around how to help the person in need. As a result, I am a big fan of the design efforts many health care product companies put into their user experiences.

A great example of usable design in the medical space is the IntelligentFirstAid Talking Kit. I think most everyone has opened a big first aid kit and spent a minute hunting for the item they needed. The designers of this kit, however, have obviously paid attention to the user's task flow.

With the IntelligentFirstAid Kit, the supplies are divided by type of injury, e.g. there are burn, bleeding, and bone packs. Each pack contains appropriate supplies and instructions for handling the specified type of injury. In addition, there are color and icon codings that identify pressable buttons which play audio instructions for treating an injury. This seems like a great idea for emergency situations since reading instructions may be difficult while the helper is distracted by the injury. In fact, other emergency medical products use this interaction as well [see the Philips HeartStart Defibrillator].

I also like how the instructional cards "show instead of tell" the user how to treat an injury. This is a typical usability heuristic, or rule of thumb. The system should not overload the user with text to read when instructions can be explained through a simple visual. No one has time to read a paragraph of text from a medical journal in the middle of a stressful situation.

If any readers have examples of interesting, usable, or even unusable designs in the medical field, I would love to hear about it.

[via Cool Hunting]

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posted by Shawn Elson on Monday, June 16, 2008

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We have been researching Google's forthcoming mobile phone OS for a potential client. So far, the Android demos have been pretty impressive from a 3D/visual standpoint.





This type of flowing interface looks very interesting for a demo. From a usability perspective, flowing ui's can cause navigation issues with the user having difficulty understanding where they are in the interface and how they can move forward/back to specific content. If they ship this application, it will be interesting to see how they address the navigation issue.


Here is Google's promotional video demo:





The ui shown in this video looks like they have borrowed heavily from Apple's iPhone user experience. Still, it's exciting to see a potential challenger to the iPhone being worked on. Android is actually an operating system for mobile devices based on Linux, so we could end up with many different hardware manufacturers developing unique devices for the Android platform.

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posted by Shawn Elson on Thursday, June 12, 2008

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Bryce Glass, smart guy and former Netscape colleague, gave an interesting and informative talk on reputation systems at this year's IA Summit in Miami. The slides can be viewed here.

Bryce lays out the entire spectrum of how reputations are created and scored on social networks and explains how the use of reputations on a site may or may not align to one's business goals.

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posted by Shawn Elson on Friday, April 25, 2008

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Wired Magazine had a great article a few months back about Usability Testing during the development of Halo 3 for the Xbox . I kept it around and have thought about it many times because it discusses the use of usability methodologies in the most immersive of all user experiences, video games.

For the most part, when we provide usability services, our goal is to make an interface more efficient or easier to use. For example, we focus on making it easier to buy an item on a shopping site or quicker to send an email from an email application. During the development of Halo 3, Microsoft and Bungie employed standard usability techniques to make their game more fun.

Some of the usability heuristics, or rules of thumb, they focussed on were:

  • Discoverability - Can the player find the weapons and ammunition required to progress in the game?
  • Feedback - Were the players able to determine when an enemy was too far away to shoot at?
  • Interactivity - Was there a good balance of action and time in between action to keep the interaction with the game flowing and the player immersed in the activity of the game?
  • System Guidance - One of the levelswas so big and sprawling, players were getting off task and becoming lost. How could the designers strike a balance between leading the player forward without overly diminishing the challenge of the game.


I particularly liked this quote: "Gamemakers have to devise a system of rules and equipment that gives players a few basic goals and then allows them to find their own ways of achieving those goals. The flow comes from constantly discovering innovative ways to solve these open-ended problems." As opposed to traditional interfaces where the goal is to offer the user one or a few simple ways to complete a task, the game designers intend for the players to solve the game problems in unique ways.

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posted by Shawn Elson on Monday, April 14, 2008

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I recently used a Wells Fargo ATM and I have to say it was the best ATM user experience I have ever encountered.

As with most people in the user experience business, I tend to be irritated by poor interfaces more than the average person. My observation of ATM's goes back a long time because they are some of the worst high usage consumer applications out there.

Features that top the list of ATM design annoyances include:

  • Using hardware based buttons for input on the side of the screen. Often the hard buttons do not align well with the screen option they represent. The user ends up bending over or stepping back because they are having difficulty targeting their chosen option.
  • Displaying static and active advertisements while the user is attempting to perform a task such as withdrawing money. This is a situation where marketing activity disrupts a user's primary task, withdrawing money, and interferes with a key benefit of using an ATM which is that it should be faster than going into the bank and using a teller.
  • Poor feedback that does not clearly indicate when a banking session is complete. This leads to people waiting in front of the ATM until they are positive their account cannot be accessed by the next customer.
The Wells Fargo ATM I used recently did a nice job in avoiding these problems and provided a clean and quick user experience.



The welcome screen provided clear feedback about the system state and instructed me on how to initiate a session.




After inserting your card, the task of entering your PIN was made very simple. The "OK" and "Clear" buttons were large, easily targeted by the user's finger, and color coded for emphasis.

I also appreciated the "Change Language" option being available but not intrusive.The color palette for this page was attractive and professional. The Wells Fargo stage coach branding across the bottom was clear and did not interfere with the user's task.




On this screen, the user selects an account to access. The targets were large and clear.



This page provided a simple, clean display of the account balance. The path forward was labeled "Continue," and was positioned in the middle of the screen and highlighted in green.




The primary tasks were displayed in the middle of the screen with shortcuts on the left.




Selecting a withdrawal amount. I liked that the amounts were displayed in the upper left corner of their respective buttons. As a result, the numbers were not obscured by the customer's finger.

I also received feedback about my selected account and transaction on the left.




On this sceen the user chooses whether to receive a receipt.




The system does a good job providing the user with feedback about the system state.




The system instructed the user to remove their card to receive their cash and the interaction ends.

The whole experience was expedient and error free. Kudos Wells Fargo Design Team.

On a related note, I happened to chat with a senior UE designer from Bank of America last nite. I suggested that there was little financial incentive for a bank to improve their ATM user experience. I do not think people are choosing a bank based on the user experience of the bank's ATM's. He pointed out that banks actually were incented to improve their ATM UE because a good ATM experience could reduce the number of customers that go inside the bank and require a teller's assistance.

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posted by Shawn Elson on Thursday, March 20, 2008

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