Pluralistic Walkthrough
The pluralistic walkthrough (also called a participatory design review, user-centered walkthrough, storyboarding, table-topping, or group walkthrough) is a usability inspection method used to identify usability issues in a piece of software or website in an effort to create a maximally usable human-computer interface. The method centers on recruiting a group of users, developers and usability professionals to step through a task scenario, discussing usability issues associated with dialog elements involved in the scenario steps. The group of experts used is asked to assume the role of typical users in the testing. The method is prized for its ability to be utilized at the earliest design stages, enabling the resolution of usability issues quickly and early in the design process. The method also allows for the detection of a greater number of usability problems to be found at one time due to the interaction of multiple types of participants (users, developers and usability profession ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Storyboarding
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 ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Usability Inspection
Usability inspection is the name for a set of methods where an evaluator inspects a user interface. This is in contrast to usability testing where the usability of the interface is evaluated by testing it on real users. Usability inspections can generally be used early in the development process by evaluating prototypes or specifications for the system that can't be tested on users. Usability inspection methods are generally considered to be less costly to implement than testing on users. Usability inspection methods include: * Cognitive walkthrough (task-specific) * Pluralistic walkthrough * Heuristic evaluation (general) or (domain or culture-specific ) *Action Analysis * Guideline scoring or testing References {{reflist See also * Heuristic evaluation * Comparison of usability evaluation methods Usability testing methods aim to evaluate the ease of use of a software product by its users. As existing methods are subjective and open to interpretation, scholars have been studying ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Human Factors
Human factors and ergonomics (commonly referred to as human factors) is the application of psychological and physiological principles to the engineering and design of products, processes, and systems. Four primary goals of human factors learning are to reduce human error, increase productivity, and enhance safety, system availability, and comfort with a specific focus on the interaction between the human and the engineered system. The field is a combination of numerous disciplines, such as psychology, sociology, engineering, biomechanics, industrial design, physiology, anthropometry, interaction design, visual design, user experience, and user interface design. Human factors research employs methods and approaches from these and other knowledge disciplines to study human behavior and generate data relevant to the four primary goals above. In studying and sharing learning on the design of equipment, devices, and processes that fit the human body and its cognitive abilities, the ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Cognitive Walkthrough
The cognitive walkthrough method is a usability inspection method used to identify usability issues in interactive systems, focusing on how easy it is for new users to accomplish tasks with the system. A cognitive walkthrough is task-specific, whereas heuristic evaluation takes a holistic view to catch problems not caught by this and other usability inspection methods. The method is rooted in the notion that users typically prefer to learn a system by using it to accomplish tasks, rather than, for example, studying a manual. The method is prized for its ability to generate results quickly with low cost, especially when compared to usability testing, as well as the ability to apply the method early in the design phases before coding even begins (which happens less often with usability testing). Introduction A cognitive walkthrough starts with a task analysis that specifies the sequence of steps or actions required by a user to accomplish a task, and the system responses to those acti ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Interview
An interview is a structured conversation where one participant asks questions, and the other provides answers.Merriam Webster DictionaryInterview Dictionary definition, Retrieved February 16, 2016 In common parlance, the word "interview" refers to a one-on-one conversation between an ''interviewer'' and an ''interviewee''. The interviewer asks questions to which the interviewee responds, usually providing information. That information may be used or provided to other audiences immediately or later. This feature is common to many types of interviews – a job interview or interview with a witness to an event may have no other audience present at the time, but the answers will be later provided to others in the employment or investigative process. An interview may also transfer information in both directions. Interviews usually take place face-to-face and in person but the parties may instead be separated geographically, as in videoconferencing or telephone interviews. I ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Focus Groups
A focus group is a group interview involving a small number of demographically similar people or participants who have other common traits/experiences. Their reactions to specific researcher/evaluator-posed questions are studied. Focus groups are used in market research to understand better people's reactions to products or services or participants' perceptions of shared experiences. The discussions can be guided or open. In market research, focus groups can explore a group's response to a new product or service. As a program evaluation tool, they can elicit lessons learned and recommendations for performance improvement. The idea is for the researcher to understand participants' reactions. If group members are representative of a larger population, those reactions may be expected to reflect the views of that larger population. Thus, focus groups constitute a research or evaluation method that researchers organize to collect qualitative data through interactive and directed discuss ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Remote Testing
Remote may refer to: Arts, entertainment, and media * ''Remote'' (1993 film), a 1993 movie * ''Remote'' (2004 film), a Tamil-language action drama film * ''Remote'' (album), a 1988 album by Hue & Cry * Remote (band), ambient chillout band * ''Remote'' (manga), a 2002 manga * Remote broadcast, commonly known in broadcasting as a person or a live remote Computing and technology * Remote (Apple software), software application made by Apple Inc. for the iOS * Remote control, commonly known as a remote * Remote control car, a car that can be controlled from a distance * Remote desktop or operating system, can be controlled by another system device * Remote operation Places * Remote, Oregon * Remote Peninsula, Canada * Remote Western Australia Other uses * Remote and isolated community, a community in a remote location * Remote learning, distance learning * Remote, to implement a remotion, withdrawal of a ''privatdozent'' academic teaching license See also * Remote access (disa ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Think Aloud Protocol
A think-aloud (or thinking aloud) protocol is a method used to gather data in usability testing in product design and development, in psychology and a range of social sciences (e.g., reading, writing, translation research, decision making, and process tracing). Description Think-aloud protocols involve participants thinking aloud as they are performing a set of specified tasks. Participants are asked to say whatever comes into their mind as they complete the task. This might include what they are looking at, thinking, doing, and feeling. This gives observers insight into the participant's cognitive processes (rather than only their final product), to make thought processes as explicit as possible during task performance. In a formal research protocol, all verbalizations are transcribed and then analyzed. In a usability testing context, observers are asked to take notes of what participants say and do, without attempting to interpret their actions and words, and especially noting ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Comparison Of Usability Evaluation Methods
Usability testing methods aim to evaluate the ease of use of a software product by its users. As existing methods are subjective and open to interpretation, scholars have been studying the efficacy of each method and their adequacy to different subjects, comparing which one may be the most appropriate in fields like e-learning, e-commerce, or mobile applications. See also * Usability inspection * Partial concurrent thinking aloud Partial concurrent thinking aloud (or partial concurrent think-aloud, or PCTA) is a method used to gather data in usability testing with screen reader users. It is a particular kind of think aloud protocol (or TAP) created by Stefano Federici and S ... References {{Reflist External links Exploring two methods of usability testing: concurrent versus retrospective think-aloud protocols Usability Human–computer interaction Computing comparisons ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |