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Mindmap

Topics

Ammar Albaqshi Information Technology Englisch

Inhalt der Mindmap

Topics

  1. Accessibility & Internationalisation

    • accessibility?
      • is the measure of how effectifily all pople with disibilites can access and use a web pages
    • screen magnifiers
      • software which zooms in one small area of the screen
    • Functional cognitive disability
  2. 9-design patterns

    • Flow
      • a mental state of heightened productivity
    • excise
      • the effort that is required to be able to do the work
    • patterns
      • pre-bulit interface solutions to a wide range of common interface problems
    • visual flow
      • the movement of the users eyes over the page
    • visual framework
      • all pages has same laout and style and handle different content
  3. -8 mobile dev

    • context
      • any information that characterize the situation of an entity
    • context-aware
      • application observe the who, where , when, what of entitiy
    • vertical stack
      • order the mobile pages' content in a vertical colimn with minimal use of side elemnts
    • filmstrip
      • top level pages are side by side and the user swipes between them
  4. 7-behaviour and anaylyics

    • usability studies - user testing
      • Measured observation of users' behaviour as they engage with your application
      • goal: measure the effectivness of a feature set in application
      • formal usability lab
        • facility design
        • system design
      • Guerrilla user testing
        • the art of pouncing on long poeple in cafes and public spaces, and quickly filming them while they use a website for a coupl of minuts
  5. 6-Design Framework and Protoyping

    • context scenarios
      • brainstorm
      • write contect scenarios
      • data and functional needs
      • user experience requierments
    • data needs
      • basic unit of data
    • functional needs
      • basic units of functionality
    • posture
      • the attitude the application presents to the user
    • fidelity
      • low fidelity
        • more like sketch missing details
      • hight fidelity
        • similar to finsighed product
    • horizontal prototypes
      • prototype across a breadth of features
    • vertical prototypes
      • exploring a specific feature in detail
    • storyboard
      • set of drawing about what your interface does and how it is used to accomplish tasks in real usage scenario
    • mental models
      • mental representation of how something works in real life
  6. 4-Observation and Feedback

    • formative-qualitative
      • usabiliti ttesting is at the start of the design phase, test with paper-prototype and similar
    • quantitative-summative
      • usability testing during latter half of the development phase, testing with actuly working prototypes
    • ethnography
      • ethnography developed as a way to explore the everyday realities of pople l
      • holistic
        • tiny details into big picture context
      • natural settings:
        • directlly observe in the things that you are tying to study
      • descriptive
        • focus on recording behaviour
  7. 3- Usability guidelines

    • nielsen's principles
      • visibility of system status
      • match between systems and real world
      • user control and freedom
      • consistency and standards
      • error prevention
      • recongination rather than recal
      • flexibility and efficenecy of use
      • aethetic and minimalist design
      • help users recogonize, and recover from errors
      • help documentation
    • design principles
      • proximity
      • visibility and visual feedback
        • prominence
          • bring items that are important to the fore.
        • opacity
          • bring items into focus
        • typeface
          • Guide attention
        • colour/contrast
          • Higher contrast or brighter colours will draw more attention.
    • Hick’s law
      • a mathematical formula describing how long it will take users to choose the item from a set of items
    • Fitts’ law
      • A mathematical formula that models how accurate users will be when moving the cursor between objects
  8. 2-Users and ethics

  9. 1- intro to usability

    • ISO usability
      • the range which a product can be used py users to acheve goals with effecteviness,effeciency, and satisfaction
    • Jakob Nielsen’s definition of usability
      • quality attribute that helps how a user interface are to use/ also methods for improving ease-ofuse

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Information Technology Mindmap am Topics, erstellt von Ammar Albaqshi am 06/06/2019.
Erstellt von
Ammar Albaqshi
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