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Flashcards in Web Usability Deck (13)
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1
Q

User-Centered Design

A
  • Product development often leaves out UX
    • Just it works and looks good doesnt mean it has a great UX!
  • A philosophy of product development
  • The product is not an end in itself
  • The product is a method of providing a good user experience
  • Suite of methods emphasizing understanding people rather than technology
2
Q

User Experience

A

How a product behaves and is used in the real world, incorporating a range of factors.

Users need products that:

  • work
  • are usuable
  • meet expectations

Different user expectation, whether wanting to read information (e.g. news), or manipulate information (web application).

Important because people rarely read web pages word by word; instead, scane, bounce, jump… for about 10 seconds per page.

UX should be useful, desirable, usable, accessible, credible, findable

3
Q

5 Elements of User Experience

A
  1. Surface (most concrete)
  2. Skeleton
  3. Structure
  4. Scope
  5. Strategy (most abstract)
4
Q

The Basic Duality

A

Web as an application / Web as information

5
Q

The Strategy Plane

A

User Needs: what the site must do for the people who use it

Site Objectives: what the site must do for the people who build it

6
Q

Researching Users (part of Strategy Plane)

A

User Segmentation breaks audience down into manageable segments based on shared characteristics

Create Personas, extrapolations from a general set of characteristics based on research

Monitoring success using web analytics to see if changes made a difference

7
Q

Possible Segmentation (part of Strategy Plane)

A

– By level of familiarity with the site

– By use-requirement context

– By characteristics such as literacy level

– ‘Users’ can be human or computer

8
Q

The Scope Plane

A

Functional Specifications: application features the site must include

Content Requirements: content elements the site must include (expectations, format, etc.)

  • What do users need and want?
  • What are their abilities and limitations?
9
Q

The Structure Plane

A

the hierarchy of different pages

Interaction Design: how users move from one step in a process to the next (system inputs & outputs)

Information Architecture: how users move from one content element to the next (conceptual relationships between elements)

  • Architecture can be top-down, bottom-up, diagrams, etc.
  • Most important information at the top
10
Q

The Skeleton Plane

A

Information Design: comprehension of information (attention management, communicating relationships and importance, …)

Interface Design: user input and system output

Navigation Design: movement through the site

Wireframe brings all skeleton issues together into one high-level sketch

11
Q

The Surface Plane

A

Visual Design (color, fonts, …)

12
Q

Usability Evaluation Methods

A

With user input:

  • clickstream analysis - users journey through pages
  • think aloud protocol
  • realistic tasks
  • open neutral questions
13
Q

Planning a usability test

A
  • Set testing goals (what, why, with whom)
  • Prepare participant profile (e.g. demographics, geographic, user groups)
  • Recruit users
  • Create scenarios and tasks to be tested
  • Test environment, equipment and logistics
  • Time for analysis
  • Report