Usability Engineering
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Usability Engineering
Usability engineering is a field that is concerned generally with human–computer interaction and specifically with devising human–computer interfaces that have high usability or user friendliness. It provides structured methods for achieving efficiency and elegance in interface design. Several broad disciplines including Psychology, Human Factors and Cognitive Science subsume usability engineering, but the theoretical foundations of the field come from more specific domains: human perception and action; human cognition; behavioral research methodologies; and, to a lesser extent, quantitative and statistical analysis techniques. When usability engineering began to emerge as a distinct area of professional practice in the mid to late 1980s, many usability engineers had a background in Computer Science or in a sub-field of Psychology such as Perception, Cognition or Human Factors. Today, these academic areas still serve as springboards for the professional practitioner of usabil ...
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Human–computer Interaction
Human–computer interaction (HCI) is research in the design and the use of computer technology, which focuses on the interfaces between people (users) and computers. HCI researchers observe the ways humans interact with computers and design technologies that allow humans to interact with computers in novel ways. A device that allows interaction between human being and a computer is known as a "Human-computer Interface (HCI)". As a field of research, human–computer interaction is situated at the intersection of computer science, behavioral sciences, design, media studies, and several other fields of study. The term was popularized by Stuart K. Card, Allen Newell, and Thomas P. Moran in their 1983 book, ''The Psychology of Human–Computer Interaction.'' The first known use was in 1975 by Carlisle. The term is intended to convey that, unlike other tools with specific and limited uses, computers have many uses which often involve an open-ended dialogue between the user and t ...
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Heuristic Evaluation
A heuristic evaluation is a usability inspection method for computer software that helps to identify usability problems in the user interface (UI) design. It specifically involves evaluators examining the interface and judging its compliance with recognized usability principles (the "heuristics"). These evaluation methods are now widely taught and practiced in the new media sector, where UIs are often designed in a short space of time on a budget that may restrict the amount of money available to provide for other types of interface testing. Introduction The main goal of heuristic evaluations is to identify any problems associated with the design of user interfaces. Usability consultants Rolf Molich and Jakob Nielsen developed this method on the basis of several years of experience in teaching and consulting about usability engineering. Heuristic evaluations are one of the most informal methodsNielsen, J., and Molich, R. (1990). Heuristic evaluation of user interfaces, Proc. ...
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World Usability Day
Established in 2005 by the Usability Professionals Association, (now the User Experience Professionals Association), World Usability Day (WUD) or Make Things Easier Day occurs annually to promote the values of usability, usability engineering, user-centered design, universal usability Universal usability refers to the design of information and communications products and services that are usable for every citizen. The concept has been advocated by Professor Ben Shneiderman, a computer scientist at the Human-Computer Interaction ..., and every user's responsibility to ask for things that work better. The day adopts a different theme each year. Organizations, groups, or individuals are encouraged to hold events to mark the day, optionally according to that year's theme. World Usability Day started as an idea springing from a discussion in the fall of 2004 between two UPA board member, Elizabeth Rosenzweig and Nigel Bevan. They worked together with the UPA board to start World U ...
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User Experience Design
User experience design (UX design, UXD, UED, or XD) is the process of defining the experience a user would go through when interacting with a digital product or website. Design decisions in UX design are often driven by research, data analysis, and test results rather than aesthetic preferences and opinions. Unlike user interface design, which focuses solely on the design of a computer interface, UX design encompasses all aspects of a user's perceived experience with a product or website, such as its usability, usefulness, desirability, brand perception, and overall performance. UX design is also an element of the customer experience (CX), which encompasses all aspects and stages of a customer's experience and interaction with a company. History The field of user experience design is a conceptual design discipline and has its roots in human factors and ergonomics, a field that, since the late 1940s, has focused on the interaction between human users, machines, and the contextual en ...
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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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User Interface Design
User interface (UI) design or user interface engineering is the design of user interfaces for machines and software, such as computers, home appliances, mobile devices, and other electronic devices, with the focus on maximizing usability and the user experience. In computer or software design, user interface (UI) design primarily focuses on information architecture. It is the process of building interfaces that clearly communicates to the user what's important. UI design refers to graphical user interfaces and other forms of interface design. The goal of user interface design is to make the user's interaction as simple and efficient as possible, in terms of accomplishing user goals (user-centered design). User interfaces are the points of interaction between users and designs. There are three types: * Graphical user interfaces (GUIs) - Users interact with visual representations on a computer's screen. The desktop is an example of a GUI. * Interfaces controlled through voice - Us ...
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Larry Constantine
Larry LeRoy Constantine (born 1943) is an American software engineer, professor in the Center for Exact Sciences and Engineering at the University of Madeira Portugal, and considered one of the pioneers of computing. He has contributed numerous concepts and techniques forming the foundations of modern practice in software engineering and applications design and development. Biography Constantine grew up in Anoka, Minnesota, and graduated from Anoka High School in 1961 after being active in debate and thespians as well as other extra curricular activities. He was named "Most Likely to Succeed" by his classmates. Constantine received an S.B. in management from the MIT Sloan School of Management in 1967 with a specialization in information systems and psychology. He received a certificate in family therapy 1973 from the Boston Family Institute, two-year post graduate training program.
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John M
John is a common English name and surname: * John (given name) * John (surname) John may also refer to: New Testament Works * Gospel of John, a title often shortened to John * First Epistle of John, often shortened to 1 John * Second Epistle of John, often shortened to 2 John * Third Epistle of John, often shortened to 3 John People * John the Baptist (died c. AD 30), regarded as a prophet and the forerunner of Jesus Christ * John the Apostle (lived c. AD 30), one of the twelve apostles of Jesus * John the Evangelist, assigned author of the Fourth Gospel, once identified with the Apostle * John of Patmos, also known as John the Divine or John the Revelator, the author of the Book of Revelation, once identified with the Apostle * John the Presbyter, a figure either identified with or distinguished from the Apostle, the Evangelist and John of Patmos Other people with the given name Religious figures * John, father of Andrew the Apostle and Saint Peter * Pope Joh ...
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Jakob Nielsen (usability Consultant)
Jakob Nielsen (born 5 October 1957) is a Danish web usability consultant, human–computer interaction researcher, and co-founder of Nielsen Norman Group. He was named the ''“guru of Web page usability”'' in 1998 by The New York Times and the ''“king of usability”'' by Internet Magazine. Background Jakob Nielsen was born 5 October 1957 in Copenhagen, Denmark. He holds a Ph.D. in 1988 in human–computer interaction from the Technical University of Denmark. Nielsen's earlier affiliations include Bellcore (now known as Telcordia Technologies, formally Bell Communications Research), teaching at the Technical University of Denmark, and the IBM User Interface Institute at the Thomas J. Watson Research Center. Career Sun Microsystems From 1994 to 1998, he was a Sun Microsystems Distinguished Engineer. He was hired to make heavy-duty enterprise software easier to use, since large-scale applications had been the focus of most of his projects at the phone company and IBM. But ...
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Donald Norman
Donald Arthur Norman (born December 25, 1935) is an American researcher, professor, and author. Norman is the director of The Design Lab at University of California, San Diego. He is best known for his books on design, especially ''The Design of Everyday Things''. He is widely regarded for his expertise in the fields of design, usability engineering, and cognitive science, and has shaped the development of the field of cognitive systems engineering. He is a co-founder of the Nielsen Norman Group, along with Jakob Nielsen. He is also an IDEO fellow and a member of the Board of Trustees of IIT Institute of Design in Chicago. He also holds the title of Professor Emeritus of Cognitive Science at the University of California, San Diego. Norman is an active Distinguished Visiting Professor at the Korea Advanced Institute of Science and Technology (KAIST), where he spends two months a year teaching. Much of Norman's work involves the advocacy of user-centered design. His books all ha ...
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Card Sorting
Card sorting is a technique in user experience design in which a person tests a group of subject experts or users to generate a dendrogram (category tree) or folksonomy. It is a useful approach for designing information architecture, workflows, menu structure, or web site navigation paths. Card sorting uses a relatively low-tech approach. The person conducting the test (usability analyst, user experience designer, etc.) first identifies key concepts and writes them on index cards or Post-it notes. Test subjects, individually or sometimes as a group, then arrange the cards to represent how they see the structure and relationships of the information. Groups can be organized as collaborative groups (focus groups) or as repeated individual sorts. The literature discusses appropriate numbers of users needed to produce trustworthy results. A card sort is commonly undertaken when designing a navigation structure for an environment that offers a variety of content and functions, such as ...
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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 ...
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