
| Most users don't really read Web pages. Instead, they scan text for specific pieces of information in a process called information retrieval. With user-centered design (UCD), you can improve the usefulness (relevance) and usability (ease of use) of Web sites by considering information retrieval and other factors. | |||
| Visibility | Memory Load | Feedback | 7+2 Principle |
| 3-Click-Rule | 2-Second-Rule | Fitts' Law | Inverted Pyramid |
| 80/20 Rule | Errors | Language | Orientation/Navigation |
| Usability is a quality attribute that assesses how easy user interfaces are to use. The word usability also refers to methods for improving ease-of-use during the design process. | ||||
| Eye-Tracking | Baby-sandrum | Banner-blindness | Fold | Fobeal |
| Gloss | Graceful | Hotspot | Legitibility | Mindsweeping |
| Mystery | Physical-consistency | Progressive | Proximity | Readability |
| There are many basic concepts that underly the field of design. They are often categorized differently depending on philosophy or teaching methodology. The first thing we need to do is organize them, so that we have a framework for this discussion. We can group all of the basic tenets of design into two categories: principles and elements. | |||
| Balance | Symmetrical | Rhythm | Proportion |
| Dominance | Unity | Closure | Positive and Negative Space |
| Prototyping is the process of building a model of a system. In terms of an information system, prototypes are employed to help system designers build an information system that intuitive and easy to manipulate for end users. Prototyping is an iterative process that is part of the analysis phase of the systems development life cycle. | |||
| Some Advantages of Prototyping: Reduces development costs. Requires user involvement. Developers receive quantifiable user feedback. Facilitates system implementation since users know what to expect. Results in higher user satisfaction. Exposes developers to potential future system enhancements. | |||
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Prototyping does have its perils. These include: 1)Standardization--Prototypes, particularly in a high-technology prototyping environment, tend to be shaped by the tools that are available, rather than by users' needs. 2)Distraction--Work on the prototype can take attention away from the problems to be solved. 3)Seduction--Developers can be trapped in an endless loop of refinement. 4)Rejection--If the cost of implementing an idea is too high, ideas will be rejected too early in the cycle. 5)Obscured historical perspective--Prototypes tend to lose the reasoning that went into them--why decisions were made, for example, or which requirements led to a set of behaviors or functions. |