An Index of Selected List Contributions

Looking for more "Ragouzee-speak?" From designing for experience to strategic innovation, from at-fault users to marketing-challenged usability, here's an index of some of postings to ACM SIGCHI CHI-WEB (there's no more active list concerning design for the web in the ACM or the IEEE) and the AIGA's Advance for Design effort (involving the leading iBuilders and web designers).

The more formal writings are indexed at These include the popular Ten Design-less Rules for Successful Web Design.

Please contact me with any comments, questions or specific requests:

AIGA Advance for Design list contributions:

  1. Opportunity creation, acceleration and agility, reconciliation: new phases in organizational performance, information design, and curricula. (9 February 2000)

  2. Better studies of user performance, significance and the independent components of real-world media experience. (2 February 2000)

  3. Euphoria thwarted and phlegmatic partners: Warning (Will Robinson) there are others who are jammin' and they are gonna run us over if we don't get our butts up and movin'. Notes on Word! ( (21 January 2000)

  4. Now we play by OUR rules. Dynamic design curriculum, cross-disciplinary-ism; designing the possibility for interactions which lead to experiences. (31 December 1999)

  5. Emergent phenomenon: experience is something apart from designs and interactions (24 July 1999)

  6. Bold: designating design as the omnibus discipline; experience as the fundamental force of social exchange. Personality as "the accidental program." We all need to get out more. (24 July 1999)

  7. Mission: To advance the design of experience in the Network Age (23 July 1999)

ACM SIGCHI CHIWEB list contributions:

  1. Our "quaint" time: the Brechtian-esk "designation" period of underlines, "reactive" pointers, and "click here" text. (26 February 2000)

  2. Post-experience expectation marketing to realign the actual experience -- an example. (19 February 2000)

  3. Bet the company or lose: failing to establish strategic differentiation in the interface leaves the field of innovation open to leaders and newcomers. (19 February 2000)

  4. Experience is global, the user interface is local. Justification for the preeminence of comportment in design, and expectation marketing in communications. (12 February 2000)

  5. Shocking headlines are not enough: thorough test designs and complete reporting are required of usability testing. (12 February 2000)

  6. Teach them about each other. Usability specialist to those who are responsible for designing interactive systems: "I am here to introduce you to your users, to help you ask them questions, and to help you interpret their answers." (2 February 2000)

  7. The onus is on us: Making a generous commitment to accomodating user performance and transfering practical experience from other domains. More on user failures and the role of self-efficacy. (And ... cooking justified as a valid usability metaphor!) (30 January 2000)

  8. Let's just say it: some failures are user failures. Why should we not expect that user performance in thinking and learning are integral to success with interactive products? (23 January 2000)

  9. E.B. White is not enough. Two behaviors that every cook should know; Two behaviors that every web surfer should know. Why the E.B.White-ian: "State actions and choices in the positive" is not enough to guide design of a value-delivering interface. (21 January 2000)

  10. Everywhere We Look -- The web challenges HCI to expand its scope. Connectionism, defining a design philosophy that supports this expansionist agenda. (31 December 1999)

  11. Innovate or follow. Be a strategic follower: strategic differentiation in your customer's perceived value provides a legitimate, non-technical imperative to knowingly and thoughtfully violate de fact standards. Plus branding==usability; geeks and marketing; and the regressive methodology and progressive disease of de facto standards. (13 December 1999)

  12. The problem is not (only) with the gravy, it's (mostly) with the roast. Rethinking opportunity in information design for (30 November 1999)

  13. Considering the origin of "User Experience"? From the "IBM Jargon and General Computing Dictionary, Ninth Edition" (1988): "User-Friendly: 1. adj. ... A program that was used by more than twenty people (whose comments were acted upon) before being distributed. 2. n. Of hardware or software: not easy to use, but needing to be sold." Has anything changed? (18 November 1999)

  14. Steep Learning Curves: Explaining this experience-centric, relative phenomenon. Also: even "bad" metaphors explicate something. (30 October 1999)

Nick Ragouzis
Enosis Group
San Francisco, CA   415-022-3463
Last modified: Wed, 22 March 2000