William Hudson
User Experience Strategist / Educator at Interaction Design Foundation INC
Distinctions
Publications
Publications
Hudson, William (2005): A tale of two tutorials: a cognitive approach to interactive system design and interaction. In Interactions, 12 (1) pp. 49-51.
Hudson, William (2005): The cost of more: psychology of choice in interaction design. In Interactions, 12 (2) pp. 71.
Hudson, William (2005): Fitts at 50: for link design, size does matter. In Interactions, 12 (3) pp. 57.
Hudson, William (2005): Playing your cards right: getting the most from card sorting for navigation design. In Interactions, 12 (5) pp. 56-58.
Hudson, William (2004): Foraging a la carte: an appetite for popup menus?. In Interactions, 11 (1) pp. 63-64. https://dl.acm.org/doi/10.1145/962342.962360
Hudson, William (2004): Applying research to design: bridging a widening gap. In Interactions, 11 (2) pp. 85-86. https://dl.acm.org/doi/10.1145/971258.971290
Hudson, William (2004): My place or yours: use and abuse of research facilities. In Interactions, 11 (3) pp. 45-46. https://dl.acm.org/doi/10.1145/986253.986270
Hudson, William (2004): Inclusive design: accessibility guidelines only part of the picture. In Interactions, 11 (4) pp. 55-56. https://dl.acm.org/doi/10.1145/1005261.1005278
Hudson, William (2004): Breadcrumb navigation: there\'s more to hansel and gretel than meets the eye. In Interactions, 11 (5) pp. 79-80. https://dl.acm.org/doi/10.1145/1015530.1015573
Hudson, William (2004): Attentional gambling: getting better odds from your web pages. In Interactions, 11 (6) pp. 55-56. https://dl.acm.org/doi/10.1145/1029036.1029054
Hudson, William (2003): Don't make me read: use and abuse of text in Web page design. In Interactions, 10 (4) pp. 55-56.
Hudson, William (2003): Books and mortar: the science of Web shopping. In Interactions, 10 (5) pp. 47-48.
Hudson, William (2003): Enterprise information architecture: strategies for the real world. In Interactions, 10 (6) pp. 53-55.
Hudson, William (2002): Syntagm. In Interactions, 9 (2) pp. 95-98.
Hudson, William (2000): The whiteboard: metaphor: a double-edged sword. In Interactions, 7 (3) pp. 11-15. https://www.acm.org/pubs/articles/journals/interactions/2000-7-3/p11-hudson/p11-hudson.pdf
Hudson, William (2009): Reduced empathizing skills increase challenges for user-centered design. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems , 2009, . pp. 1327-1330. https://doi.acm.org/10.1145/1518701.1518901
Hudson, William (2014): Card Sorting. In: Lowgren, Jonas, Carroll, John M., Hassenzahl, Marc, Erickson, Thomas, Blackwell, Alan, Overbeeke, Kees, Hummels, Caroline, Spence, Robert, Apperley, Mark, Holtzblatt, Karen, Beyer, Hugh R., Kjeldskov, Jesper, Burnett, Margaret M., Scaffidi, Christopher, Svanaes, Dag, Hook, Kristina, Sutcliffe, Alistair G., Schmidt, Albrecht, Cockton, Gilbert, Kaptelinin, Victor, Christensen, Clayton M., Hippel, Eric von, Tractinsky, Noam, Challis, Ben, Shusterman, Richard, Hudson, William, Mann, Steve, Whitworth, Brian, Ahmad, Adnan, de Souza, Clarisse Sieckenius, Fishwick, Paul A., Grudin, Jonathan, Poltrock, Steven, Gallagher, Shaun, Dix, Alan J., Nielsen, Lene, Randall, Dave, Rouncefield, Mark, Bowman, Doug A., Kock, Ned, Cairns, Paul, Few, Stephen, Dautenhahn, Kerstin, Paterno, Fabio, Cyr, Dianne, Mortier, Richard, Haddadi, Hamed, Henderson, Tristan, McAuley, Derek, Crowcroft, Jon, Crabtree, Andy, Stephanidis, Constantine, Giaccardi, Elisa, Stappers, Pieter, Blandford, Ann, Zimmerman, John, Forlizzi, Jodi (eds). "The Encyclopedia of Human-Computer Interaction, 2nd Ed." The Interaction Design Foundation .
How to Screen Research Participants. Screening participants is crucial to ensure you get suitably qualified participants in your user research studies. Learn how to craft effective screeners to maximize the benefits of UX research.
Correlation in User Experience. When collecting data for user research, it can be tricky to establish a correlation between different datasets. Learn more about correlation and how it applies to UX.
Why and When to Use Surveys. Surveys are a relatively inexpensive tool for user research, as long as you use them wisely. Learn when surveys are appropriate in UX research, and when to use alternatives.
Writing Good Questions for Surveys. To get the most from your surveys, ensure your questions are clear and easy to understand. Here are the best practices on what good questions look like and how they should be presented to respondents.
Ensuring Quality. Questions that appear obvious to you can easily be misunderstood by your survey respondents and ruin your research efforts. Find out how you can ensure quality in your survey results in this video.
Early-Design Testing. First-click testing and tree testing are great methods to test your designs early and minimize extra work later in the design process.
Getting Started with Early-Design Tests. As with every research method you need to decide what you’re trying to find out and who to conduct early design tests. Here's more on getting started, participant recruitment and screening.
Tree Testing. Tree testing provides goal-oriented verification of a navigation hierarchy. Learn how to get started with tree testing in this video.
First-Click Testing. In first-click testing, users are given a task and are asked to click on a design to indicate where they’d start. Here is some practical advice on how to get started with first-click testing.
Analytics Data Types. As a UX Designer, you will encounter several types of data such as bounce rates, conversion rates, search behavior. Let's look at these and more in this video.
When and Why to Use Analytics. In this video, we look at getting started with analytics and how best to apply them.
How to Fit Quantitative Research into the Project Lifecycle. Quantitative research methods can fit into the project lifecycle at different stages. Learn how, where and which methods to apply for your UX project.
Why Care about Statistical Significance?. There is an element of error involved in measuring anything. So, when we want to compare measurements, how do we decide whether any difference is due to the things being measured or due to error?
Case Study: How does Gmail use Grouping?. In this short clip, Alan Dix takes us through some of the grouping and ordering considerations for the main Gmail web page.
How Has Technology Evolved to Affect Your Daily Life?. The modern computer age is less than a century old. The pace of technological developments makes this an important topic.
What is Design?. The basic definition of the word “design” is simply to plan something in advance. But design for interactive systems means understanding how they are going to be used.
How to Use Cultural Probes to Understand Your Users. While direct user observation is usually considered the most effective research tool, it’s not always possible. This is where cultural probes come in.
User Focus Overview: Understanding Users. The important and challenging area of user research. In this clip Alan explains our focus on users and observation.
How to use Sensation and Perception when we design. Sensation and perception aren't quite the same things. Learn the difference and how we can easily misinterpret situations we experience in the real world.
What Types of Memory do we Have?. How human memory is organized, along with a brief look at how it works.
What is Sensory Memory and How Does it Work?. Sensory memory isn't a true type of memory, since it doesn't involve the hippocampus. But without it we would not be able to make sense of the world.
How We Use Long-Term Memory and How it Informs Us Who We Are. The multi-store model is the accepted description of how our memories work, accounting for the transition of memories from short-term to long-term stores.
Why User Experience?. As people have more choice and are more likely to switch services if their needs are not being met, the criticality of user experience has increased with the shift towards service orientation.
Emotion in the Home. From the use of ambient color and smart lighting to wearable technology and scent-based systems, the relationship between technology and emotion is evolving.
Design for Optimal Experience. The range of our emotions and feelings is very broad, which begs the question, when do we perform at our best?
The Nature of Experience. In this clip, HCI Professor Alan Dix discusses experience itself, primarily based on an influential book in this field called Technology as Experience, by John McCarthy and Peter Wright.
Design for Peak Experience. A product designed to satisfy everyone is not enough to create a memorable experience. The concept of peak experience highlights the importance of designing specifically for a target audience.