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The steps are: | The steps are: | ||
# '''Research:''' in which you gather informations about user goals, existing problems and already existing solutions. | # '''Research:''' in which you gather informations about user goals, existing problems and already existing solutions. | ||
#'''Formulating you | #'''Formulating you aims:''' Helps you to know what you actually want to archive with your design (and what not!). This can be seen as belonging to research but it is crucial to make the research useful, so it's got its own bullet-point! | ||
#'''Design:''' Is creating solutions for what you want to archive. You start with a broad design of that is fairly abstract and make your ideas more concrete over time. | #'''Design:''' Is creating solutions for what you want to archive. You start with a broad design of that is fairly abstract and make your ideas more concrete over time. | ||
#'''Testing:''' After you designed you need to test if your ideas work as you expected. This is can be a hard thing to do because some things that seem to be great turn out to be unsuitable for your users. Otherwise you will get all sorts of interesting insights that will help you in improving your ideas. | #'''Testing:''' After you designed you need to test if your ideas work as you expected. This is can be a hard thing to do because some things that seem to be great turn out to be unsuitable for your users. Otherwise you will get all sorts of interesting insights that will help you in improving your ideas. | ||
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==Usability Goals== | ==Usability Goals== | ||
The usability goals are a collection of the very basic user needs. They are broad, but you will have no trouble to understand them. | The usability goals are a collection of the very basic user needs that need to be met. They are broad, but you will have no trouble to understand them. | ||
===Utility=== | ===Utility=== | ||
If your product's functionality matches the needs of your users and enables them to reach their goals it has a good utility. | If your product's functionality matches the needs of your users and enables them to reach their goals it has a good utility. | ||
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=Basic Principles& Best Practices= | =Basic Principles& Best Practices= | ||
There are some principles in interaction design that should be followed. It is no crime to break the rules – but you should have a good reason to do so. During the years quite may of them emerged. I collected and explained the ones that I consider as important and easy to apply. | |||
==Standards and Consistency== | ==Standards and Consistency== | ||
==Metaphors== | ==Metaphors== | ||
==Visibility== | ==Visibility== | ||
==Modeless Design== | ==Modeless Design== | ||
=Get to know if your ideas work!= | =Get to know if your ideas work!= | ||
==Heuristic Evaluation== | |||
==Introduction to prototypes== | |||
After we developed ideas it is again time to check with reality! This is known as prototyping and testing. | After we developed ideas it is again time to check with reality! This is known as prototyping and testing. | ||
First you look what you need to test, like ''"does or Web-Page navigation work?", "Do people find the preference dialogue?", "do people get along with a totally direct Manipulation approach or are we better of implementing it point-and-click?"'' | First you look what you need to test, like ''"does or Web-Page navigation work?", "Do people find the preference dialogue?", "do people get along with a totally direct Manipulation approach or are we better of implementing it point-and-click?"'' | ||
For answering your questions you will need to build a prototype. (You can and should test finished products too, but I assume you design) Prototyping is creating a "model" of your software that enables you to try out certain things. Think of building a model aircraft: It will be sufficient to show if an engineers idea will be work in general. There are several techniques to create a prototype. You will read about paper prototypes and coded prototypes. Paper prototypes can be made by everybody who can use a pen and scissors. The system responses are simulated by you as you will change the prototype manually. Coded prototypes need to be programmed and are therefore more difficult to make. They can simulate some more things in hi-fidelity and you can test them remotely via screensharing as you don't have to be with your tester as you don't have to change anything manually. | For answering your questions you will need to build a prototype. (You can and should test finished products too, but I assume you design) Prototyping is creating a "model" of your software that enables you to try out certain things. Think of building a model aircraft: It will be sufficient to show if an engineers idea will be work in general. There are several techniques to create a prototype. You will read about paper prototypes and coded prototypes. Paper prototypes can be made by everybody who can use a pen and scissors. The system responses are simulated by you as you will change the prototype manually. Coded prototypes need to be programmed and are therefore more difficult to make. They can simulate some more things in hi-fidelity and you can test them remotely via screensharing as you don't have to be with your tester as you don't have to change anything manually. | ||