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User Centered Design (Effectiveness -- A measure of the performance or …
User Centered Design
Effectiveness -- A measure of the performance or the capabilities of a product.
Affordance -- Property of an object that indicates how it can be used. Buttons afford pushing, knobs afford turning.
Task -- The thing that the product is supposed to do, however the user may have several sub uses for the product.
Good User-Product Interface
Learnability -- The extent to which a user can operate a product or system at a defined level of competence after a pre-determined period of training.
Visibility
User Experiance
Enhanced Usability
Inclusive Design
Ubiquitous
Behavioural Design
Ideo-Pleasure
Function -- an activity or purpose natural to or intended for a prodcut.
Obsolesence -- the process of becoming obsolete or outdated and no longer used
Dominant Design --The design contains those implicit features of a product that are recognized as essential by a majority of manufacturers and purchasers.
Status
Design Classic
Ominpresence
Retro-Styling
Ubiquitous -- In the context of classic design, a product that is ubiquitous is one that can be found almost everywhere. For example, a mobile phone.
Design for Emotion
Design -- purpose, planning, or intention that exists in a material object.
Task
Field Research
Feedback
Testing House -- A company that will test products on their site.
Usability Laboratory
Usability Objectives -- Enhanced usability increases product acceptance, user experience, and productivity while decreasing user error and required training and support.
Design for Emotion
Market -- a regular gathering of people for purchase
Personae -- A profile of the primary target audience for a product.
Secondary Personae
Population Stereotype