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	<title>Broken Links &#187; IA &amp; UX</title>
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	<link>http://www.broken-links.com</link>
	<description>Thoughts on web development and technologies by Peter Gasston</description>
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		<title>The Uncanny Valley and Realism in UI Design</title>
		<link>http://www.broken-links.com/2010/01/25/the-uncanny-valley-and-realism-in-ui-design/</link>
		<comments>http://www.broken-links.com/2010/01/25/the-uncanny-valley-and-realism-in-ui-design/#comments</comments>
		<pubDate>Mon, 25 Jan 2010 23:54:01 +0000</pubDate>
		<dc:creator>Peter</dc:creator>
				<category><![CDATA[Asides]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[IA & UX]]></category>
		<category><![CDATA[prototyping]]></category>
		<category><![CDATA[user experience]]></category>
		<category><![CDATA[ux]]></category>

		<guid isPermaLink="false">http://www.broken-links.com/?p=697</guid>
		<description><![CDATA[Last year I began exploring the idea of the uncanny valley as it applies to creating prototypes, using a panel from Understanding Comics as an illustration. Lukas Mathis at UX Magazine has had a similar idea, but explored it in much more depth and with greater clarity.]]></description>
			<content:encoded><![CDATA[<p>Last year I began exploring the idea of <a href="http://www.broken-links.com/2009/07/17/on-the-uncanny-valley-creating-prototypes/">the uncanny valley as it applies to creating prototypes</a>, using a panel from <em>Understanding Comics</em> as an illustration. Lukas Mathis at UX Magazine has had a similar idea, but <a href="http://uxmag.com/design/realism-in-ui-design">explored it in much more depth and with greater clarity</a>.</p>
 <p><a href="http://www.broken-links.com/?flattrss_redirect&amp;id=697&amp;md5=a33a7358e29cd6aae26c4672b0c92950" title="Flattr" target="_blank"><img src="http://www.broken-links.com/wp-content/plugins/flattr/img/flattr-badge-large.png" alt="flattr this!"/></a></p>]]></content:encoded>
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		<title>On the uncanny valley &amp; creating prototypes</title>
		<link>http://www.broken-links.com/2009/07/17/on-the-uncanny-valley-creating-prototypes/</link>
		<comments>http://www.broken-links.com/2009/07/17/on-the-uncanny-valley-creating-prototypes/#comments</comments>
		<pubDate>Thu, 16 Jul 2009 23:42:16 +0000</pubDate>
		<dc:creator>Peter</dc:creator>
				<category><![CDATA[IA & UX]]></category>
		<category><![CDATA[ia]]></category>
		<category><![CDATA[information architecture]]></category>
		<category><![CDATA[prototyping]]></category>
		<category><![CDATA[tips]]></category>

		<guid isPermaLink="false">http://www.broken-links.com/?p=427</guid>
		<description><![CDATA[The uncanny valley is a term from the world of robotics, which states that when something appears almost perfect, it can cause a negative reaction*. Or, to be more precise: "The uncanny valley hypothesis holds that when robots and other facsimiles of humans look and act almost like actual humans, it causes a response of revulsion among human observers."]]></description>
			<content:encoded><![CDATA[<p>The uncanny valley is a term from the world of robotics, which states that when something appears almost perfect, it can cause a negative reaction*. Or, to be more precise:</p>
<blockquote cite="http://en.wikipedia.org/wiki/Uncanny_valley"><p>The uncanny valley hypothesis holds that when robots and other facsimiles of humans look and act almost like actual humans, it causes a response of revulsion among human observers.</p>
<p><cite>Source: <a href="http://en.wikipedia.org/wiki/Uncanny_valley">Wikipedia</a></cite>
</p></blockquote>
<p>I’m talking about the uncanny valley in regards to creating prototypes, so revulsion may be too strong a term; but I think the principle still applies.</p>
<p><span id="more-427"></span></p>
<p>I was lucky enough to attend <a href="http://uxlondon.com/">UX London</a> recently, and one of the workshops in which I participated was Mark Baskinger and William Bardel’s <a href="http://uxlondon.com/programme/2009-06-17/markandwill/">Quick Sketching for Interaction Design</a>. In this workshop we were taught to draw squares, and one of the key tips we were given was to make them good, but not perfect; if the corners don’t have a little overlap, your prototype sketches start to look complete and are less inviting for comment and participation.</p>
<p><img src="/wp-content/uploads/2009/07/corners.png" alt="Three types of sketched corner" title="Comparison of sketched corners" width="450" height="159" class="size-full wp-image-465" /></p>
<p>There’s another way in which small imperfections can work in your favour. While my sketches (such as <a href="http://www.flickr.com/photos/pgasston/3662521416/">this one, for a project which, unfortunately, never saw the light of day</a>) could never be accused of being too perfect — that’s the reason I attended the workshop, after all! — I do like to use the same principle in my more formal wireframes:</p>
<p><a href="http://www.flickr.com/photos/pgasston/3661721995/" title="Adventures (wireframe) by Peter Gasston, on Flickr"><img src="http://farm3.static.flickr.com/2611/3661721995_95b823b836_m.jpg" width="172" height="240" alt="Adventures (wireframe)" /></a></p>
<p>Although I use a basic grid to provide regularity to the eye (usually 3/6 columns), I make sure that large blocks of ‘text’ don’t end at the same point:</p>
<p><img src="/wp-content/uploads/2009/07/line-endings.png" alt="Irregular paragraph lengths" title="Irregular line endings" width="450" height="179" class="size-full wp-image-472" /></p>
<p>This is only a small detail, but it more accurately mimics how text appears on pages, and suggests to the viewer a more realistic impression of how the final page will appear, where a series of identical, regular blocks would appear false. That small detail can help get your prototypes approved.</p>
<p>* Scott McCloud looks at the subject from a different angle in his excellent book, <a href="http://www.scottmccloud.com/2-print/1-uc/index.html">Understanding Comics</a>:</p>
<p><img src="http://www.broken-links.com/wp-content/uploads/2009/07/undrstndng-cmcs-030.jpg" alt="Different levels of realism in drawn faces" title="Understanding Comics - abstraction &amp; realism" width="450" height="285" class="size-full wp-image-452" /></p>
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		<title>Links Round-Up: Firefox, Microsoft, Yahoo</title>
		<link>http://www.broken-links.com/2008/10/26/links-round-up-firefox-microsoft-yahoo/</link>
		<comments>http://www.broken-links.com/2008/10/26/links-round-up-firefox-microsoft-yahoo/#comments</comments>
		<pubDate>Sun, 26 Oct 2008 21:34:16 +0000</pubDate>
		<dc:creator>Peter</dc:creator>
				<category><![CDATA[design]]></category>
		<category><![CDATA[html]]></category>
		<category><![CDATA[IA & UX]]></category>
		<category><![CDATA[Plugins]]></category>
		<category><![CDATA[standards]]></category>
		<category><![CDATA[microformats]]></category>
		<category><![CDATA[microsoft]]></category>
		<category><![CDATA[open web]]></category>
		<category><![CDATA[social web]]></category>
		<category><![CDATA[visual design]]></category>
		<category><![CDATA[yahoo]]></category>

		<guid isPermaLink="false">http://www.broken-links.com/?p=273</guid>
		<description><![CDATA[The last month has seen me completely immersed in User Experience theory and Information Architecture for my new role, and it’s been a very hectic time. While that hasn’t stopped me from keeping an eye on developments on the web, it’s given me less time to write about them. Here’s a quick round-up of a [...]]]></description>
			<content:encoded><![CDATA[<p>The last month has seen me completely immersed in User Experience theory and Information Architecture for my new role, and it’s been a very hectic time. While that hasn’t stopped me from keeping an eye on developments on the web, it’s given me less time to write about them.</p>
<p>Here’s a quick round-up of a few links that have grabbed my interest over the past weeks; I’d like to write more about them, but time forbids.</p>
<p><span id="more-273"></span></p>
<h3><a href="http://www.webmonkey.com/blog/Yahoo_s_New_Application_Platform_Is_Heavy_On_Social_Features"><br />
Yahoo’s New Application Platform Is Heavy On Social Features</a></h3>
<p>The work that Yahoo (sorry, I refuse to use the exclamation mark) has been doing on open web standards and platforms recently has been fantastic, and the recently-announced Yahoo Open Strategy looks like a logical next step. I don’t agree with this article’s conclusion that this is Yahoo playing catch-up with Facebook, but otherwise it’s a good introduction.</p>
<h3><a href="http://www.webmonkey.com/blog/Windows_Toolkit_Gives_Oomph_to_Microformats">Windows Toolkit Gives Oomph to Microformats</a></h3>
<p>For a company that so often gives the impression (perhaps not always fairly) that it has no time for open standards, Microsoft’s support for <a href="http://microformats.org">Microformats</a> has been impressive. As well as the <a href="http://www.broken-links.com/2008/06/30/ie8s-webslices-another-practical-microformat/">hAtom-powered Slices feature in IE8</a>, the recently released <a href="http://visitmix.com/Lab/Oomph">Oomph toolkit</a> provides in-browser Microformats detection (similar to Firefox’s <a href="http://www.kaply.com/weblog/operator/">Operator</a>) and a set of standard CSS styles. Nice work.</p>
<h3><a href="http://blog.mozilla.com/faaborg/2008/10/24/firefox-themes-the-contention-between-visual-hierarchy-and-toolbar-customization/">Firefox Themes: The Contention Between Visual Hierarchy and Toolbar Customization</a></h3>
<p>A really interesting look at the theory behind the design of the Firefox 3 toolbar and icon set, as well as a general overview of visual hierarchy and interactive design.</p>
 <p><a href="http://www.broken-links.com/?flattrss_redirect&amp;id=273&amp;md5=c0fd78dcb8b3acca46315687c5dc293b" title="Flattr" target="_blank"><img src="http://www.broken-links.com/wp-content/plugins/flattr/img/flattr-badge-large.png" alt="flattr this!"/></a></p>]]></content:encoded>
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		<title>Understanding Comics and User Experience</title>
		<link>http://www.broken-links.com/2008/10/14/understanding-comics-and-user-experience/</link>
		<comments>http://www.broken-links.com/2008/10/14/understanding-comics-and-user-experience/#comments</comments>
		<pubDate>Tue, 14 Oct 2008 22:48:58 +0000</pubDate>
		<dc:creator>Peter</dc:creator>
				<category><![CDATA[Books]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[IA & UX]]></category>
		<category><![CDATA[comics]]></category>
		<category><![CDATA[geek]]></category>
		<category><![CDATA[information architecture]]></category>
		<category><![CDATA[structure]]></category>
		<category><![CDATA[user experience]]></category>

		<guid isPermaLink="false">http://www.broken-links.com/?p=262</guid>
		<description><![CDATA[I work as an Information Architect / Developer, and I'm a big fan of comics. For my IA work I refer frequently to the work of <a href="http://blog.jjg.net/">Jesse James Garrett</a>, especially his <a href="http://jjg.net/elements/">Elements of User Experience</a> book, and as a fan of comics I recently read (again) <a href="http://www.scottmccloud.com/store/books/uc.html">Scott McCloud's Understanding Comics</a>.

I'm not saying that to boast of my geek credentials, but to introduce something I never imagined I'd find: a connection between the two.]]></description>
			<content:encoded><![CDATA[<p>I work as an Information Architect / Developer, and I’m a big fan of comics. For my IA work I refer frequently to the work of <a href="http://blog.jjg.net/">Jesse James Garrett</a>, especially his <a href="http://jjg.net/elements/">Elements of User Experience</a> book, and as a fan of comics I recently read (again) <a href="http://www.scottmccloud.com/store/books/uc.html">Scott McCloud’s Understanding Comics</a>.</p>
<p>I’m not saying that to boast of my geek credentials, but to introduce something I never imagined I’d find: a connection between the two.</p>
<p><span id="more-262"></span></p>
<p>Garrett’s famous diagram introduced the concept of the five Elements which make User Experience on the web:</p>
<div><a href="http://jjg.net/elements/pdf/elements.pdf" title="PDF: Elements of User Experience" type="application/pdf"><img src="/wp-content/uploads/2008/10/elements.png" alt="Elements of User Experience diagram" title="Elements of User Experience" width="450" height="220" /></a></div>
<p>He later <a href="http://jjg.net/elements/pdf/elements_simpleplanes.pdf">distilled those five elements</a> to: Strategy; Scope; Structure; Skeleton; Surface.</p>
<p>McCloud’s book is an analysis of the visual language of comics, and he lists six elements which he says make up any work in any medium: Idea/Purpose; Form; Idiom; Structure; Craft; Surface.</p>
<div><a href="http://www.broken-links.com/wp-content/uploads/2008/10/understanding-comics.jpg" title="Click for larger image"><img src="/wp-content/uploads/2008/10/understanding-comics_small.jpg" alt="Panels from Understanding Comics" title="Understanding Comics" width="450" height="222" /></a></div>
<p>I think you can see where I’m going with this; although McCloud uses six steps to Garrett’s five, the mapping is still quite straightforward:</p>
<ol>
<li>User Needs / Site Objectives = Idea / Purpose</li>
<li>Content Requirements = Form &amp; Idiom</li>
<li>Information Architecture = Structure</li>
<li>Information Design = Craft</li>
<li>Visual Design = Surface</li>
</ol>
<p>Although I can’t be the first to draw the parallel, I think it’s quite nice. It adds extra validation to both concepts, and helps me to convince my friends and colleagues that reading comics isn’t a sign of arrested development.</p>
<p>I recommend both books very highly, of course.</p>
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