lectures.alex.balgavy.eu

Lecture notes from university.
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     30     <span id="name">Alex Balgavy</span>
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     35 <div id="User experience (UX) elements"><h2 id="User experience (UX) elements" class="header"><a href="#User experience (UX) elements">User experience (UX) elements</a></h2></div>
     36 <ul>
     37 <li>
     38 form: graphic design, product design
     39 
     40 <li>
     41 content: information architecture, audio-visual, text
     42 
     43 <li>
     44 behaviour: interaction design observation
     45 
     46 </ul>
     47 
     48 <p>
     49 UX deliverables:
     50 </p>
     51 <ul>
     52 <li>
     53 analysis &amp; research: personas, qualitative user research/reports, user stories, competitive analysis, scorecards
     54 
     55 <li>
     56 design: functional specs, flow diagrams, UI specs
     57 
     58 <li>
     59 prototypes: clickable prototypes, mockups
     60 
     61 <li>
     62 visual design: polished design &amp; layout, icons &amp; graphic things
     63 
     64 <li>
     65 technical communications: web content, help, guides, videos, localization
     66 
     67 </ul>
     68 
     69 <p>
     70 Terms of interaction:
     71 </p>
     72 <ul>
     73 <li>
     74 domain: area of work under study (like graphic design)
     75 
     76 <li>
     77 goal: what you want to achieve
     78 
     79 <li>
     80 task: how you go about doing it, in terms of operations/actions
     81 
     82 </ul>
     83 
     84 <p>
     85 gulf of execution: user's formulation of actions ≠ actions allowed by the system
     86 gulf of evaluation: user's expectation of changed system state ≠ actual presentation of that state
     87 </p>
     88 
     89 <p>
     90 human errors:
     91 </p>
     92 <ul>
     93 <li>
     94 slip: incorrect action (need better interface design)
     95 
     96 <li>
     97 mistake: may not have the right goal (need better understanding of system)
     98 
     99 </ul>
    100 
    101 <p>
    102 goals:
    103 </p>
    104 <ul>
    105 <li>
    106 efficiency/productivity? effective learning?
    107 
    108 <li>
    109 usability goals: meeting specific usability criteria
    110 
    111 <ul>
    112 <li>
    113 effectiveness
    114 
    115 <li>
    116 efficiency (minimal steps, simple)
    117 
    118 <li>
    119 safety (does the system prevent users from fuckin up?)
    120 
    121 <li>
    122 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.
    123 
    124 <li>
    125 utility: the extent to which system provides functionality that user needs
    126 
    127 <li>
    128 memorability: meaningful icons, command names, menus, so that the user can remember shit without always having to go back to the manual
    129 
    130 </ul>
    131 <li>
    132 user experience goalz: develop the quality of the user experience (a e s t h e t i c, games)
    133 
    134 <ul>
    135 <li>
    136 design isn't just about efficiency and productivity
    137 
    138 <li>
    139 the point is, do you feel nice and warm inside while using the system?
    140 
    141 </ul>
    142 </ul>
    143 
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