Karteikarten
sdp7
Karten in diesem Stapel (26)
- 1Guerilla Usability Testingvery informal user involvement when little or no budget exists for usability testing
- 2Usabilitywhen something works well
is ease of use - 3The goal of usabilityto eliminate as many of the user’s questions as possible
- 4AttentionProcess of selecting thing to concentrate on, at a point in time, from the range of possibilities available
- 5Perception & RecognitionIs the organization, identification, and interpretation of sensory information in order to represent and understand the presented information, or the environment
- 6MemoryIs the faculty of the mind by which information is encoded, stored, and retrieved
- 7User Observation techniquesEarly design and requirement gathering
Internal discovery
Survey
Data analysis
Usability testing (competitive analysis)
Observational field visit
Focus groups - 8User PersonasPeople who use product or service
- 9Personas, scenariosSituations in which the product or service is used
- 10Scenarios, process maps, task analysis diagramsActions people do that involve product or service
- 11Scenarios, experience modelsProcesses or systems that include product or service
- 12Heuristic EvaluationVisibility of System Status
Match Between Real world and system
User Control and Freedom
Consistency and Standard
Error Prevention
Recognition rather than recall
Flexibility and efficiency of use
Aesthetic and minimalist design
Help users recognize, diagnose and recover from errors
Help and documentation - 13There are two main parts of any web page (for now)homepage and navigation
- 14What is the homepage’s most common elements?Site identity and mission
Site hierarchy
Search
Teases and deals
Timely content
Shortcuts
Registration
What the user is looking for
Where to start
Credibility and trust
The homepage needs to make a good first impression - 15What are the navigation’s most common elements?Common global navigation include:
Site ID or Logo
An option to return to the homepage
Sections
Utilities
Search Capabilities - 16Goal while creating homepageto provide users with clear, simple and consistent navigation.
- 17User Experience (UX)refers to a person's emotions and attitudes about using a particular product, system or service.
- 18UIthe means in which a person controls a software application or hardware device.
- 19IA (Information Architecture)the way a website is structured and how the content is organized.
- 20GUIa type of user interface that allows users to interact with electronic devices through graphical icons and visual indicators such as secondary notation, instead of text-based user interfaces, typed command labels or text navigation.
- 21IxD(Interaction Design)focuses on the interaction between the user and the product. It looks at navigation components from a stylistic and functionality standpoint and builds a bridge between UI and UX.
- 22UXDis the process of enhancing user satisfaction with a product by improving the usability, accessibility, and pleasure provided in the interaction with the product.
- 23WireframeIt is a visualization tool for presenting proposed functions, structure and content of a Web page or Web site.
- 24User Personain user-centered design and marketing is a fictional character created to represent a user type that might use a site, brand, or product in a similar way.
- 25Contextual Inquires a user-centered design (UCD) research method, part of the contextual design methodology. A contextual inquiry interview is usually structured as an approximately two-hour, one-on-one interaction in which the researcher watches the user in the course of the user's normal activities and discusses those activities with the user.
- 26Credibilitythe quality of being trusted and believed in.
Informationen
- Beschreibung
- Karteikarten am sdp7, erstellt von Madina Umirbekova am 12/10/2017.
- Erstellt von
- Madina Umirbekova
- Aufrufe
- 29
- Bewertung