Topic · 14 notes

UX for Analysts

You do not need to be a designer to write better requirements for user interfaces. These pages translate key ideas from Cooper, Raskin and Golovach into questions and checklists for analysts.

personas

Personas

Cooper's design personas: specific, research-based user archetypes that settle feature debates. How to build them, pick a primary one, and use them in reviews.

4 min read

interaction design

Goals vs. Tasks in Interaction Design

Cooper's distinction between stable user goals and changing tasks, his goal hierarchy, and how analysts use it to write better requirements and review UIs.

5 min read

interaction design

Cognitive Friction

Cooper's cognitive friction: why software tires the mind, how interaction and program design differ, and why unspecified behavior gets designed by default.

4 min read

interaction design

Implementation, Mental, and Represented Models

Why interfaces that mirror the code feel hard, and how analysts can design screens and statuses around the user's mental model instead (About Face 3).

4 min read

interaction design

Interaction Excise

Excise is work the tool demands that doesn't move users toward their goal. How to find and cut it in scenarios, prototypes and acceptance criteria.

4 min read

interaction design

Beginners, Experts, and Perpetual Intermediates

Most users are perpetual intermediates, not beginners or experts. How to design and specify for them, with on-ramps for beginners and shortcuts for experts.

4 min read

usability

Concepts of Interface Quality

Six competing answers to 'what is a good interface?', compared by Golovach and turned into eight questions you can ask of any screen in a review.

4 min read

usability

Factors of Interface Quality

Golovach's four criteria of interface quality (speed, errors, learning, satisfaction) and their factors, as a frame for usability requirements and reviews.

4 min read

ui controls

An Inventory of UI Controls

Practical rules for buttons, choices, lists, inputs, menus, windows and icons, from Golovach's inventory, turned into a checklist for prototype reviews.

4 min read

prototyping

The Interface Design Process

Golovach's interface design loop and seven stages of initial design, mapped onto business analysis work: scenarios, structure, glossary, prototypes and testing.

4 min read

prioritization

Principles of Productive Design Work

Golovach's eleven rules for working on interfaces without wasting the project, including a simple formula for prioritizing UI improvements.

4 min read

cognitive psychology

Cognetics and the Locus of Attention

Raskin's single locus of attention and automatic habits: why fleeting messages get missed and confirmation dialogs fail, and what to require instead.

4 min read

modes

Interface Modes

Raskin's precise definition of a mode, why neither feedback nor experience prevents mode errors, and how to find, remove or label modes in requirements.

4 min read

enterprise systems

UI Patterns for Industrial Information Systems

Recurring UI problems in data-heavy enterprise systems (large tables, nested data, dependent forms) and what to specify and check for each pattern.

4 min read

Main sources for this section#

  • A. Cooper. The Inmates Are Running the Asylum. Sams, 1999.
  • A. Cooper, R. Reimann, D. Cronin. About Face 3. Wiley, 2007.
  • J. Raskin. The Humane Interface. Addison-Wesley, 2000.
  • V. Golovach. User Interface Design, and User Interface Design 2: The Art of Washing an Elephant (in Russian).