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A short history of interfaces: Lochkarten, Kommandozeile, Guis, moderne Paradigmen | A short history of interfaces: Lochkarten, Kommandozeile, Guis, moderne Paradigmen | ||
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==Foundations== | ==Foundations== | ||
===Iterative Design Process=== | ===Iterative Design Process=== | ||
===Usability Goals=== | ===Usability Goals=== | ||
The usability goals are a small collection of basic user needs. They are broad, but you will have no trouble to understand them. | |||
====Utility==== | |||
If your product's functionality matches the needs of your users and enables them to reach their goals it has a good utility. | |||
You can find out your users needs and goals by doing "user research" which means that you apply some research methods. One of these methods is doing a special kind of interview with some users. I will cover this technique in a latter chapter. | |||
====Learnability==== | |||
A good learnability exists if the users you target can use your product without putting a lot of effort learing. This is especially important for the very basic functions. | |||
Ideally users don't have to bother about new concepts and unknown terms. | |||
Learnability is what will be the first thing that comes into your mind if you think about interaction design. Paradoxically it is a principle that is ignored in many products: Industry often uses a lot of functions that dimish learnability and many student projects ignore learnablity and focus on efficiency. | |||
====Efficiency==== | |||
====Savety==== | |||
==Get to know what your users need== | ==Get to know what your users need== | ||
==Formulate | ===What we want to archive=== | ||
===User Goals=== | |||
===Planning Interviews=== | |||
===Asking questions=== | |||
==Using User research== | |||
===Review the Interviews=== | |||
===Formulate Your Goals=== | |||
==Early Design== | ==Early Design== | ||
===Requirements=== | |||
===Sketches=== | |||
==Basics of Psychology== | ==Basics of Psychology== | ||
===Know the Brain=== | ===Know the Brain=== |