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scottberkun.com » The book: Making things happen

Management and creative thinking

10 - The web shouldnt be a comedy of errors - March 12, 2007

10 - The web shouldn&8217;t be a comedy of errors By Scott Berkun, September 2000 Nothing says more about what you think of your users than error messages. The moment things go wrong is the moment users need you most. Software products, including some Microsoft products, have developed bad reputations for cryptic error messages ...
http://www.scottberkun.com/essays/10-the-web-shouldnt-be-a-comedy-of-errors/

12 - The art of UI prototyping - March 12, 2007

12 - The art of UI prototyping By Scott Berkun, November 2000 Even the brightest people make mistakes. This is especially true for teams of people. Somehow, as a project moves forward, small assumptions and well-intentioned but poor decisions accumulate, turning hours of work into a lousy user experience. The smart teams eliminate their ...
http://www.scottberkun.com/essays/12-the-art-of-ui-prototyping/

13 - The role of flow in web design - March 12, 2007

13 - The role of flow in web design By Scott Berkun, May 2001 When things are going well in life, you move through processes without thinking about them. At the point at which you master a skill and can do it without thinking, you are able to use your mind for more advanced ...
http://www.scottberkun.com/essays/13-the-role-of-flow-in-web-design/

14 - Critical thinking in web and interface design - March 12, 2007

14 - Critical thinking in web and interface design By Scott Berkun, May 2001 At the heart of design and engineering is critical thinking. The ability to separate what is worthwhile from what isn&8217;t is the hallmark of the best in many fields, from film directors to project managers, programmers to designers. This skill ...
http://www.scottberkun.com/essays/14-critical-thinking-in-web-and-interface-design/

15 - Critical thinking in web and interface design, part 2 - March 12, 2007

15 - Critical thinking in web and interface design, part 2 By Scott Berkun, May 2001 This essay is part two of a three part series on critical thinking in design. part one covered planning, and part three project management. Good ideas are hard to find. Project schedules, plans and budgets are important, but without ...
http://www.scottberkun.com/essays/15-critical-thinking-in-web-and-interface-design-part-2/

16 - Critical thinking in web and interface design, part 3 - March 12, 2007

16 - Critical thinking in web and interface design, part 3 By Scott Berkun, May 2001 Until the moment when a design can be used by its intended customer, it is not finished. A design is only an expression of intent. Until those ideas are manifested, in code or stone, they are only abstractions. Potential ...
http://www.scottberkun.com/essays/16-critical-thinking-in-web-and-interface-design-part-3/

17 - The myth of optimal web design - March 12, 2007

17 - The myth of optimal web design By Scott Berkun, March 1999 optimal (adj) : the most desirable measurable outcome possible under a restriction expressed Perfection in design is not possible. No matter how much is known about a given business, user group or technology, you can not simultaneously satisfy all possible objectives. For ...
http://www.scottberkun.com/essays/17-the-myth-of-optimal-web-design/

18 - Strategies of influence for interaction designers - March 12, 2007

18 - Strategies of influence for interaction designers By Scott Berkun, November 2001 Unless you have the power to make business and development decisions for your project, some of your energy will be spent influencing those that do. Experienced usability engineers or interaction designers may have limited skill in influence, despite how significantly it can ...
http://www.scottberkun.com/essays/18-strategies-of-influence-for-interaction-designers/

19 - Leadership in collaboration: film making and interaction design - March 12, 2007

19 - Leadership in collaboration: film making and interaction design By Scott Berkun, May 2002 &34;How we get along is no longer an implicit fact; it&8217;s an explicit imperative. Collaborate or the design suffers.&8221; - Clement Mok For projects of importance, you need divergent skills to succeed. It is not possible to find an ...
http://www.scottberkun.com/essays/19-leadership-in-collaboration-film-making-and-interacti...

20 - Strategic usability: Partnering business, engineering and ease of use - March 12, 2007

20 - Strategic usability: Partnering business, engineering and ease of use By Scott Berkun, May 2002 The most limited view of usability engineering is often unintentionally promoted by usability engineers themselves. A typical usability study or method is not where usability is created or defined: it&8217;s only where it is measured or witnessed. By ...
http://www.scottberkun.com/essays/20-strategic-usability-partnering-business-engineering-a...
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