Usability
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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 anal ...
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Web Usability
Web usability of a website are broad goals of usability and presentation of information and choices in a clear and concise way, a lack of ambiguity and the placement of important items in appropriate areas as well as ensuring that the content works on various devices and browsers. The end-goal a website creator wants to achieve is to provide the users of the website a better experience. ''˝Unless a web site meets the needs of the intended users it will not meet the needs of the organization providing the web site. Web site development should be user-centred, evaluating the evolving design against user requirements˝'' Web Usability definition and components Web Usability includes a small learning curve, easy content exploration, findability, task efficiency, user satisfaction, and automation. These new components of usability are due to the evolution of the Web and personal devices. Examples: automation: auto fill, databases, personal account; efficiency: voice command (Siri, A ...
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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 ...
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Contextual Inquiry
Contextual inquiry (CI) is 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. Description Contextual inquiry defines four principles to guide the interaction: * Context—Interviews are conducted in the user's actual workplace. The researcher watches users do their own work tasks and discusses any artifacts they generate or use with them. In addition, the researcher gathers detailed re-tellings of specific past events when they are relevant to the project focus. * Partnership—User and researcher collaborate to understand the user's work. The interview alternates between observing the user as he or she works and discussing what the user did and why. * Interpretation—The researcher shares interpretations ...
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Nielsen Norman Group
The Nielsen Norman Group (NN/g) is an American computer user interface and user experience consulting firm, founded in 1998 by Jakob Nielsen and Don Norman. Their work includes an analysis of the interface of Microsoft's Windows 8 operating system. They have done analyses of the user experience of mobile devices (including the iPad) and intranets. As of 2000, Bruce Tognazzini Bruce "Tog" Tognazzini (born 1945) is an American usability consultant and designer. He is a partner in the Nielsen Norman Group, which specializes in human-computer interaction. He was with Apple Computer for fourteen years, then with Sun ... joined Nielsen Norman Group as a partner. References External links * Companies based in Fremont, California 1998 establishments in California Consulting firms established in 1998 User interfaces {{US-company-stub ...
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Technical Writer
A technical writer is a professional information communicator whose task is to transfer information between two or more parties, through any medium that best facilitates the transfer and comprehension of the information. Technical writers research and create information through a variety of delivery media (electronic, printed, audio-visual, and even touch). Example types of information include online help, manuals, white papers, design specifications, project plans, and software test plans. With the rise of e-learning, technical writers are increasingly becoming involved with creating online training material. According to the Society for Technical Communication (STC): In other words, technical writers take advanced technical concepts and communicate them as clearly, accurately, and comprehensively as possible to their intended audience, ensuring that the work is accessible to its users. Kurt Vonnegut described technical writers as: Engineers, scientists, and other prof ...
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Iterative Design
Iterative design is a design methodology based on a cyclic process of prototyping, testing, analyzing, and refining a product or process. Based on the results of testing the most recent iteration of a design, changes and refinements are made. This process is intended to ultimately improve the quality and functionality of a design. In iterative design, interaction with the designed system is used as a form of research for informing and evolving a project, as successive versions, or iterations of a design are implemented. History Iterative design has long been used in engineering fields. One example is the plan–do–check–act cycle implemented in the 1960s. Most New product development or existing product improvement programs have a checking loop which is used for iterative purposes. DMAIC uses the Six Sigma framework and has such a checking function. Object-Oriented Programming Iterative design is connected with the practice of object-oriented programming, and the ...
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Aula Torcao
The Canadian Aviation Regulations define two types of ultralight aircraft: basic ultra-light aeroplane (BULA), and advanced ultra-light aeroplane (AULA). Definition Regulation of ultra-light aircraft in Canada is covered by the Canadian Aviation Regulations. An earlier definition of "ultra-light aeroplane", effective October 10, 1996, meant: * a single-seat aeroplane that has a launch weight of 165 kg (364 pounds) or less, and a wing area, expressed in square metres, of not less than the launch weight in kilograms minus 15, divided by 10, and in no case less than , * a two-seat instructional aeroplane that has a launch weight of 195 kg (430 pounds) or less, and a wing area, expressed in square metres, of not less than 10 m2 and a wing loading of not more than 25 kg/m2 (5.12 lb/ft2), the wing loading being calculated using the launch weight plus the occupant weight of 80 kg (176 pounds) per person, or * an advanced ultra-light aeroplane; On June 1 ...
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Participatory Design
Participatory design (originally co-operative design, now often co-design) is an approach to design attempting to actively involve all stakeholders (e.g. employees, partners, customers, citizens, end users) in the design process to help ensure the result meets their needs and is usable. Participatory design is an approach which is focused on processes and procedures of design and is not a design style. The term is used in a variety of fields e.g. software design, urban design, architecture, landscape architecture, product design, sustainability, graphic design, planning, and even medicine as a way of creating environments that are more responsive and appropriate to their inhabitants' and users' cultural, emotional, spiritual and practical needs. It is also one approach to placemaking. Recent research suggests that designers create more innovative concepts and ideas when working within a co-design environment with others than they do when creating ideas on their own. Partic ...
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Paradigm
In science and philosophy, a paradigm () is a distinct set of concepts or thought patterns, including theories, research methods, postulates, and standards for what constitute legitimate contributions to a field. Etymology ''Paradigm'' comes from Greek παράδειγμα (''paradeigma''), "pattern, example, sample" from the verb παραδείκνυμι (''paradeiknumi''), "exhibit, represent, expose" and that from παρά (''para''), "beside, beyond" and δείκνυμι (''deiknumi''), "to show, to point out". In classical (Greek-based) rhetoric, a paradeigma aims to provide an audience with an illustration of a similar occurrence. This illustration is not meant to take the audience to a conclusion, however it is used to help guide them get there. One way of how a ''paradeigma'' is meant to guide an audience would be exemplified by the role of a personal accountant. It is not the job of a personal accountant to tell a client exactly what (and what not) to spend money ...
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Market Research
Market research is an organized effort to gather information about target markets and customers: know about them, starting with who they are. It is an important component of business strategy and a major factor in maintaining competitiveness. Market research helps to identify and analyze the needs of the market, the market size and the competition. Its techniques encompass both qualitative techniques such as focus groups, in-depth interviews, and ethnography, as well as quantitative techniques such as customer surveys, and analysis of secondary data. It includes social and opinion research, and is the systematic gathering and interpretation of information about individuals or organizations using statistical and analytical methods and techniques of the applied social sciences to gain insight or support decision making. Market research, marketing research, and marketing are a sequence of business activities; sometimes these are handled informally. The field of ''marketing resea ...
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Technology
Technology is the application of knowledge to reach practical goals in a specifiable and reproducible way. The word ''technology'' may also mean the product of such an endeavor. The use of technology is widely prevalent in medicine, science, industry, communication, transportation, and daily life. Technologies include physical objects like utensils or machines and intangible tools such as software. Many technological advancements have led to societal changes. The earliest known technology is the stone tool, used in the prehistoric era, followed by fire use, which contributed to the growth of the human brain and the development of language in the Ice Age. The invention of the wheel in the Bronze Age enabled wider travel and the creation of more complex machines. Recent technological developments, including the printing press, the telephone, and the Internet have lowered communication barriers and ushered in the knowledge economy. While technology contributes ...
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Brand
A brand is a name, term, design, symbol or any other feature that distinguishes one seller's good or service from those of other sellers. Brands are used in business, marketing, and advertising for recognition and, importantly, to create and store value as brand equity for the object identified, to the benefit of the brand's customers, its owners and shareholders. Brand names are sometimes distinguished from generic or store brands. The practice of branding - in the original literal sense of marking by burning - is thought to have begun with the ancient Egyptians, who are known to have engaged in livestock branding as early as 2,700 BCE. Branding was used to differentiate one person's cattle from another's by means of a distinctive symbol burned into the animal's skin with a hot branding iron. If a person stole any of the cattle, anyone else who saw the symbol could deduce the actual owner. The term has been extended to mean a strategic personality for a product or com ...
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