3rd

Cards (72)

  • User Modelling

    Understanding your target audience and delivering relevant content to them is one of the strategic priorities of any business operation
  • Types of user model

    • Psychological theories
    • Task Analysis
    • Cut-down psychological theories
    • Simplistic psychological theories
    • Simplex One as a simplistic theory
  • User models and Evaluation

    • Using design principles or heuristics for evaluation
    • Evaluating user requirements with Simplex One
    • Evaluating design options with Simplex One
  • Simplex One

    A simplistic theory
  • Well-known Design Principles

    • Principles to Support Usability
    • Principles to Support Learnability
    • Principles to Support Robustness
  • Learnability
    • The ease with which new users can begin effective interaction and achieve maximal performance
  • Flexibility
    • The multiplicity of ways the user and system exchange information
  • Robustness
    • The level of support provided the user in determining successful achievement and assessment of goal-directed behavior
  • Predictability
    • Determining effect of future actions based on past interaction history operation visibility
  • Synthesizability
    • Assessing the effect of past actions
    • Immediate vs. eventual honesty
  • Familiarity
    • How prior knowledge applies to new system guessable; affordance
  • Generalizability
    • Extending specific interaction knowledge to new situations
  • Consistency
    • Likeness in input/output behavior arising from similar situations or task objectives
  • Dialogue initiative

    • Freedom from system-imposed constraints on input dialogue
    • System vs. user pre-emptiveness
  • Multithreading
    • Ability of system to support user interaction for more than one task at a time
    • Concurrent vs. interleaving; multimodality
  • Task Migratability
    • Passing responsibility for task execution between user and system
  • Substitutivity
    • Allowing equivalent values of input and output to be substituted for each other
    • Representation multiplicity; equal opportunity
  • Customizability
    • Modifiability of the user interface by user (adaptability) or system (adaptivity)
  • Observability
    • Ability of user to evaluate the internal state of the system from its perceivable representation
    • Browsability; defaults; reachability; persistence; operation visibility
  • Recoverability
    • Ability of user to take corrective action once an error has been recognized
    • Reachability; forward/backward recovery; commensurate effort
  • Responsiveness
    • How the user perceives the rate of communication with the system
  • Task conformance
    • Degree to which system services support all of the user's tasks
    • Task completeness; task adequacy
  • Nielsen's Heuristics
    • Visibility of System Status
    • Match between system and the real world
    • User control and freedom
    • Consistency and Standards
    • Error Prevention
    • Help users recognize, diagnose and recover from errors
    • Recognition rather than recall
    • Flexibility and efficiency of use
    • Aesthetic and minimalist design
    • Help and Documentation
  • Waterfall Model

    A traditional model that focuses more on the technical side of what's being done, with little consideration to the user
  • User-Centered System Design (UCSD)

    A design process that focuses on usability goals, user characteristics, environment, tasks, and workflow
  • Task Analysis
    1. Consider the task or tasks for which the new or revised system is to be used
    2. Understand and analyze the tasks systematically and impartially
  • Inputs to task analysis

    • Problem statement
    • Observations of existing systems
    • Analysis of user population
  • Outputs of task analysis

    • Hierarchical task analysis (or an analysis based on structure, for example a matrix)
  • Requirements Gathering (RG)

    Gathering information by probing potential users and the environment in which the system will be used
  • Types of Requirement

    • Functional
    • Data
    • Environmental
    • User
    • Usability
  • Useful
    The system can do the task (functional requirements)
  • Usable
    Using the system makes the task easy to do (usability requirements)
  • Mobile Application Design

    The process of designing the user interface (UI) and user experience (UX) of mobile applications
  • RED GENOTIVA
  • Lesson Topic

    • Introduction
    • Rules of Mobile Design
    • Type of Mobile apps
    • Categories
    • Do's and Don't
    • How to Start
  • Mobile app design

    Designers are responsible for the overall style of the app, including things like the color scheme, font selection, and the types of buttons and widgets the user will use
  • Main Responsibilities of a Mobile App Designer
    • Designing visually appealing, user-friendly interfaces for iOS and Android apps
    • Managing the entire design process, from strategy to execution
    • Presenting and refining UI concepts for development
    • Ensuring seamless implementation with front-end engineers
    • Maintaining design consistency with style guides
    • Continuously improving UI based on feedback and research
    • Conducting usability testing and research
    • Collaborating with Product Manager, Developers and other stakeholders for cohesive app designs
    • Keeping up with UI/UX trends and best practices
  • Rules of Mobile Design
    • Provide Simple Navigation
    • Make Large Touch Area
    • Reduce Clutter
    • Display Large Text
    • Use Touch Controls
    • Use Simple Forms
    • Take Care of Thumb Position
    • Design Consistent Experience
  • Types of Mobile Apps

    • Native Apps
    • Web Apps
    • Hybrid Apps
  • Categories of Mobile Apps
    • Lifestyle Mobile Apps
    • Social Media Mobile Apps
    • Utility Mobile Apps
    • Productivity Mobile Apps
    • Games/Entertainment Mobile Apps
    • News/Information Outlets Mobile Apps