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Contextual Design
Contextual design (CD) is a user-centered design process developed by Hugh Beyer and Karen Holtzblatt. It incorporates ethnographic methods for gathering data relevant to the product via field studies, rationalizing workflows, and designing human–computer interfaces. In practice, this means that researchers aggregate data from customers in the field where people are living and applying these findings into a final product.Beyer, H. & Holtzblatt, K. (1998). Contextual Design: Defining Customer-Centered Systems. San Francisco: Morgan Kaufmann. Contextual design can be seen as an alternative to engineering and feature driven models of creating new systems. Process overview The contextual design process consists of the following top-level steps: contextual inquiry, interpretation, data consolidation, visioning, storyboarding, user environment design, and prototyping. Collecting data – contextual inquiry Contextual inquiry is a field data collection technique used to capture detai ...
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User-centered Design
User-centered design (UCD) or user-driven development (UDD) is a framework of process (not restricted to interfaces or technologies) in which usability goals, user characteristics, environment, tasks and workflow of a product, service or process are given extensive attention at each stage of the design process. These tests are conducted with/without actual users during each stage of the process from requirements, pre-production models and post production, completing a circle of proof back to and ensuring that "development proceeds with the user as the center of focus." Such testing is necessary as it is often very difficult for the designers of a product to understand intuitively the first-time users of their design experiences, and what each user's learning curve may look like. User-centered design is based on the understanding of a user, their demands, priorities and experiences and when used, is known to lead to an increased product usefulness and usability as it delivers sat ...
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Karen Holtzblatt
Karen Holtzblatt is an American computer scientist known for her contributions in human–computer interaction, and particularly in contextual design. She founded InContext Design in 1992, and is its CEO. Holtzblatt was elected to the CHI Academy in 2007 and won the inaugural ACM SIGCHI Lifetime Award for Practice in 2010. Holzblatt is also affiliated with the University of Maryland, as a research scientist in the Human-Computer Interaction Lab and iSchool. Books Holtzblatt is the author or co-author of multiple books on user interface In the industrial design field of human–computer interaction, a user interface (UI) is the space where interactions between humans and machines occur. The goal of this interaction is to allow effective operation and control of the machine f ... design, including: *''Contextual Design: Design for Life'' (with Hugh Beyer, Morgan Kaufmann, 2017) *''Contextual Design: Evolved'' (with Hugh Beyer, Morgan & Claypool, 2014) *''Rapid Contextual Design ...
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Ethnography
Ethnography (from Greek ''ethnos'' "folk, people, nation" and ''grapho'' "I write") is a branch of anthropology and the systematic study of individual cultures. Ethnography explores cultural phenomena from the point of view of the subject of the study. Ethnography is also a type of social research that involves examining the behavior of the participants in a given social situation and understanding the group members' own interpretation of such behavior. Ethnography in simple terms is a type of qualitative research where a person puts themselves in a specific community or organization in attempt to learn about their cultures from a first person point-of-view. As a form of inquiry, ethnography relies heavily on participant observation—on the researcher participating in the setting or with the people being studied, at least in some marginal role, and seeking to document, in detail, patterns of social interaction and the perspectives of participants, and to understand these i ...
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Workflow
A workflow consists of an orchestrated and repeatable pattern of activity, enabled by the systematic organization of resources into processes that transform materials, provide services, or process information. It can be depicted as a sequence of operations, the work of a person or group, the work of an organization of staff, or one or more simple or complex mechanisms. From a more abstract or higher-level perspective, workflow may be considered a view or representation of real work. The flow being described may refer to a document, service, or product that is being transferred from one step to another. Workflows may be viewed as one fundamental building block to be combined with other parts of an organization's structure such as information technology, teams, projects and hierarchies. Historical development The development of the concept of a workflow occurred above a series of loosely defined, overlapping eras. Beginnings in manufacturing The modern history of workflows ca ...
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Flow Model
Flow may refer to: Science and technology * Fluid flow, the motion of a gas or liquid * Flow (geomorphology), a type of mass wasting or slope movement in geomorphology * Flow (mathematics), a group action of the real numbers on a set * Flow (psychology), a mental state of being fully immersed and focused * Flow, a spacecraft of NASA's GRAIL program Computing * Flow network, graph-theoretic version of a mathematical flow * Flow analysis * Calligra Flow, free diagramming software * Dataflow, a broad concept in computer systems with many different meanings * Microsoft Flow (renamed to Power Automate in 2019), a workflow toolkit in Microsoft Dynamics * Neos Flow, a free and open source web application framework written in PHP * webMethods Flow, a graphical programming language * FLOW (programming language), an educational programming language from the 1970s * Flow (web browser), a web browser with a proprietary rendering engine Arts, entertainment and media * ''Flow'' (journal), an ...
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Affinity Wall
Affinity may refer to: Commerce, finance and law * Affinity (law), kinship by marriage * Affinity analysis, a market research and business management technique * Affinity Credit Union, a Saskatchewan-based credit union * Affinity Equity Partners, an Asian private equity firm * Affinity fraud, a type of scam targeting a specific demographic * Affinity marketing, a method of extending market reach by forming partnerships and cross-selling relationships Religion and belief * Affinity (canon law), a kinship arising from the sexual intercourse of a man and a woman * Affinity (Christian organisation), network of conservative evangelical churches and Christian agencies * Affinity group, a private, non-commercial and non-governmental organisation formed around a shared interest or goal Science and technology * ''Affinity'', the UK's first road-legal solar car, built by Cambridge University Eco Racing * Affinity (mathematics), an affine transformation preserving collinearity * Af ...
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Cause-and-effect Diagram
Ishikawa diagrams (also called fishbone diagrams, herringbone diagrams, cause-and-effect diagrams) are causal diagrams created by Kaoru Ishikawa that show the potential causes of a specific event. Common uses of the Ishikawa diagram are product design and quality defect prevention to identify potential factors causing an overall effect. Each cause or reason for imperfection is a source of variation. Causes are usually grouped into major categories to identify and classify these sources of variation. Overview The ''defect'' is shown as the fish's head, facing to the right, with the ''causes'' extending to the left as fishbones; the ribs branch off the backbone for major causes, with sub-branches for root-causes, to as many levels as required. Ishikawa diagrams were popularized in the 1960s by Kaoru Ishikawa, who pioneered quality management processes in the Kawasaki shipyards, and in the process became one of the founding fathers of modern management. The basic concept was fir ...
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Persona (marketing)
A persona, (also user persona, customer persona, buyer persona) in 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. Marketers may use personas together with market segmentation, where the qualitative personas are constructed to be representative of specific segments. The term persona is used widely in online and technology applications as well as in advertising, where other terms such as ''pen portraits'' may also be used. Personas are useful in considering the goals, desires, and limitations of brand buyers and users in order to help to guide decisions about a service, product or interaction space such as features, interactions, and visual design of a website. Personas may be used as a tool during the user-centered design process for designing software. They are also considered a part of interaction design (IxD), having been used in industrial design and more recently for onlin ...
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Storyboards
A storyboard is a graphic organizer that consists of illustrations or images displayed in sequence for the purpose of pre-visualizing a motion picture, animation, motion graphic or interactive media sequence. The storyboarding process, in the form it is known today, was developed at Walt Disney Productions during the early 1930s, after several years of similar processes being in use at Walt Disney and other animation studios. Origins Many large budget silent films were storyboarded, but most of this material has been lost during the reduction of the studio archives during the 1970s and 1980s. Special effects pioneer Georges Méliès is known to have been among the first filmmakers to use storyboards and pre-production art to visualize planned effects. However, storyboarding in the form widely known today was developed at the Walt Disney studio during the early 1930s. In the biography of her father, ''The Story of Walt Disney'' (Henry Holt, 1956), Diane Disney Miller explains ...
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Paper Prototypes
In human–computer interaction, paper prototyping is a widely used method in the user-centered design, user-centered design process, a process that helps developers to create software that meets the user's expectations and needs—in this case, especially for user interface design, designing and usability testing, testing user interfaces. It is Software prototyping#Throwaway prototyping, throwaway prototyping and involves creating rough, even hand-sketched, drawings of an interface to use as prototypes, or models, of a design. While paper prototyping seems simple, this method of usability testing can provide useful feedback to aid the design of easier to use products. This is supported by many usability professionals. History Paper prototyping started in the mid 1980s and then became popular in the mid 1990s when companies such as IBM, Honeywell, Microsoft, and others started using the technique in developing their products. Today, paper prototyping is used widely in user centere ...
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Usability
Usability can be described as the capacity of a system to provide a condition for its users to perform the tasks safely, effectively, and efficiently while enjoying the experience. In software engineering, usability is the degree to which a software can be used by specified consumers to achieve quantified objectives with effectiveness, efficiency, and satisfaction in a quantified context of use. The object of use can be a software application, website, book, tool, machine, process, vehicle, or anything a human interacts with. A usability study may be conducted as a primary job function by a ''usability analyst'' or as a secondary job function by designers, technical writers, marketing personnel, and others. It is widely used in consumer electronics, communication, and knowledge transfer objects (such as a cookbook, a document or online help) and mechanical objects such as a door handle or a hammer. Usability includes methods of measuring usability, such as needs analysis and t ...
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