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Published bySuhendra Kusnadi Modified over 6 years ago
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A new face of the technical communicator – UX is our strength – we design to write
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One-timer?
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Who Am I ? Writer I’m not what I am who I used to be
Write myriad type of documents : User, Admin, API, Installation, HowToGuides, and I could name 100 more! Maintain content – “Strategically” Copy Paste – The truth I’m not what I am who I used to be We just been writing and I been writing since 10 years. And what have particularly changed? To be honest nothing. What have changed is the perspective. What have changed is that how much we actually write. For me personally, the best change is I’ve become more lazy; I don’t write much anymore. I analyze the existing content and reuse it as per the need. What is right is often forgotten by what is convenient. ~Bodie Thoene
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What I can be? A User Centric Writer?
Not just write based on what you have but write based on what you have designed – we design to write The advantage of being a writer is that you have immense opportunities to wear different hats.
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Introducing … TwUX - Pronounced TUX Heuristic Evaluation
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What is it? Technical communications is an inherent part of user experience Anything that involves people interacting with something is inherently part of the user experience
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How do I start…the basics and the rest
Start here… Product X Screen (Revamp) Heuristic Evaluation
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HE for Everybody 1 - Visibility of system status (FEEDBACK)
The system should always keep users informed about what is going on, through appropriate feedback within reasonable time.
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HE… 2. Match between system and the real world (METAPHOR) Spotify
The system should speak the users’ language, with words, phrases and concepts familiar to the user, rather than system-oriented terms. Follow real-world conventions, making information appear in a natural and logical order Spotify Indiana University Website
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HE… 3. User control and freedom (NAVIGATION)
Users often choose system functions by mistake and will need a clearly marked “emergency exit” to leave the unwanted state without having to go through an extended dialogue. Supports undo and redo and a clear way to navigate. The simplest kind of user control is a veto — the ability to cancel an operation, even if it was something they asked for
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HE… 4. Consistency and standards (CONSISTENCY)
Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions.
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HE… 5. Error prevention (PREVENTION)
Even better than good error messages is a careful design, which prevents a problem from occurring in the first place.
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HE… 6. Recognition rather than recall (MEMORY) Right-click
Minimize the user’s memory load. Make objects, actions, and options visible. The user should not have to remember information from one part of the dialogue to another. Instructions for use of the system should be visible or easily retrievable whenever appropriate. Read vs Unread Right-click
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HE… 7. Flexibility and efficiency of use (EFFICIENCY)
Accelerators — unseen by the novice user — may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions.
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HE… 8. Aesthetic and minimalist design (DESIGN)
Dialogues should not contain information, which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility. Visual layout should respect the principles of contrast, repetition, alignment, and proximity.
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HE… 9. Help users recognize, diagnose, and recover from errors (RECOVERY) Error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution. Problem, Cause, Solution
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HE… 10. Help and documentation (Help)
Even though it is better if the system can be used without documentation, it may be necessary to provide help and documentation. Any such information should be easy to search, focused on the user’s task, list concrete steps to be carried out, and not be too large.
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And what I did?
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How do I start…the basics and the rest
User Research Prototype Usability Testing Documenting
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Copy Spec - Before Select Target Spec Select Source Spec
Add Attribute to Spec
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User Research & Paper Prototype
Select source spec Add Attribute to Spec Select Target Spec
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Mockup - Screen 1 Select source spec
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Mockup – Screen 2 Add Attribute to Spec
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Mockup – Screen 3 Target Spec
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The difference Facet Design – Searching source Spec
Recover from errors User Control From this to Feedback To this Freedom to exit
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Help and Documentation
Recognition rather than recall Minimalist design
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Let’s list them down… Visibility of system status (FEEDBACK)
Match between system and the real world (METAPHOR) User control and freedom (NAVIGATION) Consistency and standards (CONSISTENCY) Error prevention (PREVENTION) Recognition rather than recall (MEMORY) Flexibility and efficiency of use (EFFICIENCY) Aesthetic and minimalist design (DESIGN) Help users recognize, diagnose, and recover from errors (RECOVERY) Help and documentation (Help)
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Once you get them you will never miss
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End… Anything that involves people interacting with something is inherently part of the user experience
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q&a
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Thank you
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