You've heard of the Ferengi Rules of Acquisition? No? Well, for those who are not fans of Star Trek Deep Space Nine, they are a humorous set of rules that offer bits of wisdom. I jotted down a few to guide our discussions early in the course.Calongne's Rules
(for Usability and Interaction)
Rule 1: Uncertainty is not our friend.
(or the user's friend, for that matter!)
Rule 2: The "change your mind task" is the most commonly performed task. We should see a "change your mind" task in each usability test and final project.
Rule 3: Save time and number your discussion contributions. It is easier to tell when content is missing.
Rule 4: When in doubt, the general rule for every assignment is to "describe 3-5 of ...."
Exceptions include the number of user classes in your user profiles activity (2) and the number of pages required for your informal lessons learned paper (2-3).
Rule 5: We get very excited when a student makes a mistake or demonstrates a lack of understanding. It is an opportunity for learning. Points are not deducted until the activity is complete (or we grow tired and the course ends).
Rule 6: Learning comes first. It just looks like rule 6.
Rule 7: Check back for more rules! Don't hesitate to propose new rules. *grins*
1 comment:
Greetings Dr. Colongne,
David Graves here. I sent you an email then resent it a few days later. May you please see if emails from graves@us.ibm.com are going to the bit bucket?
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