<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	
	>
<channel>
	<title>Comments on: Usability and the Lowest Common Denominator</title>
	<atom:link href="/usability-and-the-lowest-common-denominator/feed/" rel="self" type="application/rss+xml" />
	<link>/usability-and-the-lowest-common-denominator/</link>
	<description></description>
	<lastBuildDate>Tue, 14 Oct 2014 03:24:31 +0000</lastBuildDate>
		<sy:updatePeriod>hourly</sy:updatePeriod>
		<sy:updateFrequency>1</sy:updateFrequency>
	
	<item>
		<title>By: Webhead</title>
		<link>/usability-and-the-lowest-common-denominator/#comment-104</link>
		<dc:creator><![CDATA[Webhead]]></dc:creator>
		<pubDate>Mon, 05 Dec 2011 20:11:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.attackofdesign.com/?p=286#comment-104</guid>
		<description><![CDATA[Question ... what do you call it in mass production when you don&#039;t (and can&#039;t) design for the lowest common denominator?

For example, an auto maker can&#039;t make cars for the entire population (ie. real short people, real tall people or real heavy people)

Airline seats, walkways, parking spots.

You build for the masses knowing some won&#039;t benefit.

For example when building a website and not considering IE6.

That philosophy has a name, anyone know it?

Thx.

Webhead]]></description>
		<content:encoded><![CDATA[<p>Question &#8230; what do you call it in mass production when you don&#8217;t (and can&#8217;t) design for the lowest common denominator?</p>
<p>For example, an auto maker can&#8217;t make cars for the entire population (ie. real short people, real tall people or real heavy people)</p>
<p>Airline seats, walkways, parking spots.</p>
<p>You build for the masses knowing some won&#8217;t benefit.</p>
<p>For example when building a website and not considering IE6.</p>
<p>That philosophy has a name, anyone know it?</p>
<p>Thx.</p>
<p>Webhead</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: JT</title>
		<link>/usability-and-the-lowest-common-denominator/#comment-103</link>
		<dc:creator><![CDATA[JT]]></dc:creator>
		<pubDate>Thu, 04 Aug 2011 19:09:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.attackofdesign.com/?p=286#comment-103</guid>
		<description><![CDATA[Each time a designer says the words, &quot;I think...&quot; a user dies.]]></description>
		<content:encoded><![CDATA[<p>Each time a designer says the words, &#8220;I think&#8230;&#8221; a user dies.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Sacha</title>
		<link>/usability-and-the-lowest-common-denominator/#comment-102</link>
		<dc:creator><![CDATA[Sacha]]></dc:creator>
		<pubDate>Fri, 18 Feb 2011 01:02:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.attackofdesign.com/?p=286#comment-102</guid>
		<description><![CDATA[Thanks for the link! That&#039;s basically the same point I was arguing, except he does it much better of course :)]]></description>
		<content:encoded><![CDATA[<p>Thanks for the link! That&#8217;s basically the same point I was arguing, except he does it much better of course <img src="http://dun4nx4d6jyre.cloudfront.net/wp-includes/images/smilies/icon_smile.gif" alt=":)" class="wp-smiley" /></p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Aneesh Karve</title>
		<link>/usability-and-the-lowest-common-denominator/#comment-101</link>
		<dc:creator><![CDATA[Aneesh Karve]]></dc:creator>
		<pubDate>Thu, 17 Feb 2011 20:12:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.attackofdesign.com/?p=286#comment-101</guid>
		<description><![CDATA[Correction: the article title is &quot;Simplicity is not the answer.&quot;]]></description>
		<content:encoded><![CDATA[<p>Correction: the article title is &#8220;Simplicity is not the answer.&#8221;</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Aneesh Karve</title>
		<link>/usability-and-the-lowest-common-denominator/#comment-100</link>
		<dc:creator><![CDATA[Aneesh Karve]]></dc:creator>
		<pubDate>Thu, 17 Feb 2011 20:11:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.attackofdesign.com/?p=286#comment-100</guid>
		<description><![CDATA[Don Norman has another article, &quot;Simplicity is not the goal,&quot; that hits the nail on the head: http://j.mp/2iv0Dt.

He argues that ease of use and capability are the true goals, not to be confused with &quot;simplicity&quot; and &quot;features.&quot; It&#039;s true that simplicity implies ease of use, but ease of use does not necessarily imply simplicity. (And similarly for features and capability.)

So simplicity and features are false idols, over-simplifications of deeper issues, like ease of use and capability. There is furthermore a tension between desirability (which is driven by features) and usability (which is threatened by feature creep). At purchase time users are motivated by desirability, whereas at the time of use they are motivated by usability.

So the designer&#039;s job is to manage these tradeoffs and find balance points.]]></description>
		<content:encoded><![CDATA[<p>Don Norman has another article, &#8220;Simplicity is not the goal,&#8221; that hits the nail on the head: <a href="http://j.mp/2iv0Dt" rel="nofollow">http://j.mp/2iv0Dt</a>.</p>
<p>He argues that ease of use and capability are the true goals, not to be confused with &#8220;simplicity&#8221; and &#8220;features.&#8221; It&#8217;s true that simplicity implies ease of use, but ease of use does not necessarily imply simplicity. (And similarly for features and capability.)</p>
<p>So simplicity and features are false idols, over-simplifications of deeper issues, like ease of use and capability. There is furthermore a tension between desirability (which is driven by features) and usability (which is threatened by feature creep). At purchase time users are motivated by desirability, whereas at the time of use they are motivated by usability.</p>
<p>So the designer&#8217;s job is to manage these tradeoffs and find balance points.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: What I’ve Read: 10-09-05 to 10-09-19 &#124; CSS Radar</title>
		<link>/usability-and-the-lowest-common-denominator/#comment-99</link>
		<dc:creator><![CDATA[What I’ve Read: 10-09-05 to 10-09-19 &#124; CSS Radar]]></dc:creator>
		<pubDate>Mon, 20 Sep 2010 10:06:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.attackofdesign.com/?p=286#comment-99</guid>
		<description><![CDATA[[...] Usability and the Lowest Common Denominator &#124; Attack Of Design [...] ]]></description>
		<content:encoded><![CDATA[<p>[&#8230;] Usability and the Lowest Common Denominator | Attack Of Design [&#8230;] </p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Wochenend-Lektüre #4 &#8211; FRONTAND</title>
		<link>/usability-and-the-lowest-common-denominator/#comment-98</link>
		<dc:creator><![CDATA[Wochenend-Lektüre #4 &#8211; FRONTAND]]></dc:creator>
		<pubDate>Fri, 17 Sep 2010 10:24:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.attackofdesign.com/?p=286#comment-98</guid>
		<description><![CDATA[[...] Usability and the Lowest Common Denominator Sacha Greif fragt sich, ob wir das Prinzip &#8220;Weniger ist mehr&#8221; nicht übertreiben und unseren Nutzern oft zu wenig zutrauen. [...] ]]></description>
		<content:encoded><![CDATA[<p>[&#8230;] Usability and the Lowest Common Denominator Sacha Greif fragt sich, ob wir das Prinzip &#8220;Weniger ist mehr&#8221; nicht übertreiben und unseren Nutzern oft zu wenig zutrauen. [&#8230;] </p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Sacha</title>
		<link>/usability-and-the-lowest-common-denominator/#comment-97</link>
		<dc:creator><![CDATA[Sacha]]></dc:creator>
		<pubDate>Wed, 08 Sep 2010 15:04:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.attackofdesign.com/?p=286#comment-97</guid>
		<description><![CDATA[Maybe being a freelance designer brings me a different perspective than working in a company. But I find that most of the time, I simply don&#039;t have the authority or the knowledge to decide for sure which feature is vital and which is simply &quot;nice to have&quot;. 

I can&#039;t rewrite a company&#039;s business plan for them, nor is it my role. The best I can do is make sure that the features that they do have are easy to use. 

My criticism of usability advice is that it pretends that we&#039;re all working at Apple or 37Signals. 
The rest of the world, the companies who don&#039;t — or can&#039;t — adhere to &quot;less is more&quot; are the ones who need usability advice the most, but are often dismissed as dinosaurs from a bygone era who simply haven&#039;t seen the light yet.]]></description>
		<content:encoded><![CDATA[<p>Maybe being a freelance designer brings me a different perspective than working in a company. But I find that most of the time, I simply don&#8217;t have the authority or the knowledge to decide for sure which feature is vital and which is simply &#8220;nice to have&#8221;. </p>
<p>I can&#8217;t rewrite a company&#8217;s business plan for them, nor is it my role. The best I can do is make sure that the features that they do have are easy to use. </p>
<p>My criticism of usability advice is that it pretends that we&#8217;re all working at Apple or 37Signals.<br />
The rest of the world, the companies who don&#8217;t — or can&#8217;t — adhere to &#8220;less is more&#8221; are the ones who need usability advice the most, but are often dismissed as dinosaurs from a bygone era who simply haven&#8217;t seen the light yet.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: fuzzylizard</title>
		<link>/usability-and-the-lowest-common-denominator/#comment-96</link>
		<dc:creator><![CDATA[fuzzylizard]]></dc:creator>
		<pubDate>Wed, 08 Sep 2010 14:43:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.attackofdesign.com/?p=286#comment-96</guid>
		<description><![CDATA[I only sort of agree with you. I think, as software developers, it is our job to work with the client to help them prioritize what are the base, most fundamental elements/features that need to be implemented. Once this skeleton system has been built and &quot;played with&quot;, then the client can prioritize the rest of the features. In my experience, if developers follow this method, only about 60% of the features will ever be implemented. 

There are always things that are absolutely needed, things that should be built and a list of things that are simply &quot;nice to haves&quot;. By implementing the must haves and the should haves first, you are simplifying the system for you client and yourself. The nice to haves may never be implemented. But this all takes very careful client management in terms of expectations and prioritization.

As for the user interface, there are certain conventions out there that are followed, not necessarily because someone took a chance and found something that worked better, but because those things have been tested over the last several years and proven to work the best. This is not say that there are not areas for innovation, but do not confuse something that is new and novel with something that works. 

However, as developers and UX people, it is our job to take what the client wants and give it back to them in a format that is usable for them. This means that you test your ideas with your users and have them tell you what the best implementation is. 

In all, you are confusing software built for clients with software built for customers. For the later, the developers have the ability to innovate and try new things. However, the former requires a lot more discipline and, ultimately, needs to be created to meet the needs of the user. This means figuring out the conventions that work for the user involved (both computer related and otherwise).]]></description>
		<content:encoded><![CDATA[<p>I only sort of agree with you. I think, as software developers, it is our job to work with the client to help them prioritize what are the base, most fundamental elements/features that need to be implemented. Once this skeleton system has been built and &#8220;played with&#8221;, then the client can prioritize the rest of the features. In my experience, if developers follow this method, only about 60% of the features will ever be implemented. </p>
<p>There are always things that are absolutely needed, things that should be built and a list of things that are simply &#8220;nice to haves&#8221;. By implementing the must haves and the should haves first, you are simplifying the system for you client and yourself. The nice to haves may never be implemented. But this all takes very careful client management in terms of expectations and prioritization.</p>
<p>As for the user interface, there are certain conventions out there that are followed, not necessarily because someone took a chance and found something that worked better, but because those things have been tested over the last several years and proven to work the best. This is not say that there are not areas for innovation, but do not confuse something that is new and novel with something that works. </p>
<p>However, as developers and UX people, it is our job to take what the client wants and give it back to them in a format that is usable for them. This means that you test your ideas with your users and have them tell you what the best implementation is. </p>
<p>In all, you are confusing software built for clients with software built for customers. For the later, the developers have the ability to innovate and try new things. However, the former requires a lot more discipline and, ultimately, needs to be created to meet the needs of the user. This means figuring out the conventions that work for the user involved (both computer related and otherwise).</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Sacha</title>
		<link>/usability-and-the-lowest-common-denominator/#comment-95</link>
		<dc:creator><![CDATA[Sacha]]></dc:creator>
		<pubDate>Mon, 06 Sep 2010 17:48:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.attackofdesign.com/?p=286#comment-95</guid>
		<description><![CDATA[@Dmitry, thanks for your comment! I mostly agree with you. Obviously the 37Signals approach works for them, and can work in many cases. In fact I would probably use the same design philosophy for my own products. 

I guess the problem is when this philosophy is used as a way to avoid dealing with hard problems like managing complexity. Usability should also be about making complex apps work, and not just simplifying them.]]></description>
		<content:encoded><![CDATA[<p>@Dmitry, thanks for your comment! I mostly agree with you. Obviously the 37Signals approach works for them, and can work in many cases. In fact I would probably use the same design philosophy for my own products. </p>
<p>I guess the problem is when this philosophy is used as a way to avoid dealing with hard problems like managing complexity. Usability should also be about making complex apps work, and not just simplifying them.</p>
]]></content:encoded>
	</item>
</channel>
</rss>

<!-- Performance optimized by W3 Total Cache. Learn more: http://www.w3-edge.com/wordpress-plugins/

Content Delivery Network via Amazon Web Services: CloudFront: dun4nx4d6jyre.cloudfront.net

 Served from: sachagreif.com @ 2017-01-02 01:08:57 by W3 Total Cache -->