user-experience-elements.wiki (1913B)
1 %template math 2 == User experience (UX) elements == 3 * form: graphic design, product design 4 * content: information architecture, audio-visual, text 5 * behaviour: interaction design observation 6 7 UX deliverables: 8 * analysis & research: personas, qualitative user research/reports, user stories, competitive analysis, scorecards 9 * design: functional specs, flow diagrams, UI specs 10 * prototypes: clickable prototypes, mockups 11 * visual design: polished design & layout, icons & graphic things 12 * technical communications: web content, help, guides, videos, localization 13 14 Terms of interaction: 15 * domain: area of work under study (like graphic design) 16 * goal: what you want to achieve 17 * task: how you go about doing it, in terms of operations/actions 18 19 gulf of execution: user's formulation of actions ≠ actions allowed by the system 20 gulf of evaluation: user's expectation of changed system state ≠ actual presentation of that state 21 22 human errors: 23 * slip: incorrect action (need better interface design) 24 * mistake: may not have the right goal (need better understanding of system) 25 26 goals: 27 * efficiency/productivity? effective learning? 28 * usability goals: meeting specific usability criteria 29 * effectiveness 30 * efficiency (minimal steps, simple) 31 * safety (does the system prevent users from fuckin up?) 32 * learnability: people are impatient, manuals are tedious, nobody wants to fuckin do it. they should be able to learn the system in under 10 minutes. 33 * utility: the extent to which system provides functionality that user needs 34 * memorability: meaningful icons, command names, menus, so that the user can remember shit without always having to go back to the manual 35 * user experience goalz: develop the quality of the user experience (a e s t h e t i c, games) 36 * design isn't just about efficiency and productivity 37 * the point is, do you feel nice and warm inside while using the system? 38