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Main Page Usability
Usability
Usability
is the ease of use and learnability of a human-made object such as a tool or device.[1] 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.[2] 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
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User Friendly
Usability
Usability
is the ease of use and learnability of a human-made object such as a tool or device.[1] 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.[2] 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
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International Organization For Standardization
The International Organization for Standardization
Standardization
(ISO) is an international standard-setting body composed of representatives from various national standards organizations. Founded on 23 February 1947, the organization promotes worldwide proprietary, industrial and commercial standards
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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.Contents1 Description 2 Advantages 3 Limitations 4 History of the method 5 See also 6 References 7 Further reading 8 External linksDescription[edit] 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
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User-centered Design
User-centered design (UCD) or user-driven development (UDD) is a framework of processes (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. User-centered design can be characterized as a multi-stage problem-solving process that not only requires designers to analyze and envision the way users are likely to consume a product, but also to validate their assumptions with regard to the user behavior in real world tests
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Paradigm
In science and philosophy, a paradigm /ˈpærədaɪm/ is a distinct set of concepts or thought patterns, including theories, research methods, postulates, and standards for what constitutes legitimate contributions to a field.Contents1 Etymology 2 Scientific paradigm 3 Paradigm shifts3.1 Paradigm paralysis4 Incommensurability 5 Subsequent developments5.1 Imre Lakatos
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Participatory Design
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
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
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De Facto
In law and government, de facto (/deɪ ˈfæktoʊ/ or /di ˈfæktoʊ/[1]; Latin: de facto, "in fact"; Latin pronunciation: [deː ˈfaktoː]), describes practices that exist in reality, even if not legally recognised by official laws.[2][3][4] It is commonly used to refer to what happens in practice, in contrast with de jure ("in law"), which refers to things that happen according to law
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Accessibility
Accessibility
Accessibility
refers to the design of products, devices, services, or environments for people who experience disabilities.[1] The concept of accessible design and practice of accessible development ensures both "direct access" (i.e. unassisted) and "indirect access" meaning compatibility with a person's assistive technology (for example, computer screen readers). Accessibility
Accessibility
can be viewed as the "ability to access" and benefit from some system or entity
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Ergonomic
Human factors and ergonomics
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. The goal of human factors is to reduce human error, increase productivity, enhance safety and comfort with a specific focus on the interaction between the human and the thing of interest. [1] 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. In research, human factors employs the scientific method to study human behavior so that the resultant data may be applied to the four primary goals. In essence, it is the study of designing equipment, devices and processes that fit the human body and its cognitive abilities
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Human Factors
Human factors and ergonomics
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. The goal of human factors is to reduce human error, increase productivity, enhance safety and comfort with a specific focus on the interaction between the human and the thing of interest. [1] 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. In research, human factors employs the scientific method to study human behavior so that the resultant data may be applied to the four primary goals. In essence, it is the study of designing equipment, devices and processes that fit the human body and its cognitive abilities
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Computer Software
Computer software, or simply software, is a part of a computer system that consists of data or computer instructions, in contrast to the physical hardware from which the system is built. In computer science and software engineering, computer software is all information processed by computer systems, programs and data. Computer software includes computer programs, libraries and related non-executable data, such as online documentation or digital media. Computer hardware
Computer hardware
and software require each other and neither can be realistically used on its own. At the lowest level, executable code consists of machine language instructions specific to an individual processor—typically a central processing unit (CPU). A machine language consists of groups of binary values signifying processor instructions that change the state of the computer from its preceding state
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Jakob Nielsen (usability Consultant)
Jakob Nielsen (born 5 October 1957) is a Danish web usability consultant.[1] He holds a Ph.D. in human–computer interaction from the Technical University of Denmark in Copenhagen.Contents1 Background 2 Career2.1 Sun Microsystems 2.2 Other activities3 Contributions 4 Recognition 5 Bibliography 6 See also 7 References 8 External linksBackground[edit] Nielsen's earlier affiliations include Bellcore (now Telcordia Technologies) (Bell Communications Research), the Technical University of Denmark, and the IBM User Interface Institute at the Thomas J. Watson Research Center.[citation needed] Career[edit] Sun Microsystems[edit] 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
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Ben Shneiderman
Ben Shneiderman
Ben Shneiderman
(born August 21, 1947) is an American computer scientist, a Distinguished University Professor in the Department of Computer Science, which is part of the University of Maryland College of Computer, Mathematical, and Natural Sciences at the University of Maryland, College Park, and the founding director (1983-2000) of the University of Maryland Human-Computer Interaction Lab
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Technology
Technology
Technology
("science of craft", from Greek τέχνη, techne, "art, skill, cunning of hand"; and -λογία, -logia[2]) is the collection of techniques, skills, methods, and processes used in the production of goods or services or in the accomplishment of objectives, such as scientific investigation. Technology
Technology
can be the knowledge of techniques, processes, and the like, or it can be embedded in machines to allow for operation without detailed knowledge of their workings. The simplest form of technology is the development and use of basic tools. The prehistoric discovery of how to control fire and the later Neolithic Revolution
Neolithic Revolution
increased the available sources of food, and the invention of the wheel helped humans to travel in and control their environment
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Learnability
In a labor market increasingly dictated by skills, individuals need to develop and demonstrate learnability — the desire and ability to quickly grow and adapt one’s skill set — in order to stay relevant and succeed. Software testing[edit] In software testing learnability, according to ISO/IEC 9126, is the capability of a software product to enable the user to learn how to use it. Learnability may be considered as an aspect of usability, and is of major concern in the design of complex software applications. Learnability is defined in the Standard glossary of terms used in software testing published by the International Software Testing Qualifications Board. Computational learning theory[edit] In computational learning theory, learnability is the mathematical analysis of machine learning. It is also employed in language acquisition in arguments within linguistics. Frameworks include:Language identification in the limit proposed in 1967 by E
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