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Usability: Part of User Experience (UX) Slide 1 Usability: Part of User Experience (UX) Slide 2 Usability: Part of User Experience (UX) Slide 3 Usability: Part of User Experience (UX) Slide 4 Usability: Part of User Experience (UX) Slide 5 Usability: Part of User Experience (UX) Slide 6 Usability: Part of User Experience (UX) Slide 7 Usability: Part of User Experience (UX) Slide 8 Usability: Part of User Experience (UX) Slide 9 Usability: Part of User Experience (UX) Slide 10 Usability: Part of User Experience (UX) Slide 11 Usability: Part of User Experience (UX) Slide 12 Usability: Part of User Experience (UX) Slide 13 Usability: Part of User Experience (UX) Slide 14 Usability: Part of User Experience (UX) Slide 15 Usability: Part of User Experience (UX) Slide 16 Usability: Part of User Experience (UX) Slide 17 Usability: Part of User Experience (UX) Slide 18 Usability: Part of User Experience (UX) Slide 19 Usability: Part of User Experience (UX) Slide 20 Usability: Part of User Experience (UX) Slide 21 Usability: Part of User Experience (UX) Slide 22 Usability: Part of User Experience (UX) Slide 23 Usability: Part of User Experience (UX) Slide 24 Usability: Part of User Experience (UX) Slide 25 Usability: Part of User Experience (UX) Slide 26 Usability: Part of User Experience (UX) Slide 27 Usability: Part of User Experience (UX) Slide 28 Usability: Part of User Experience (UX) Slide 29 Usability: Part of User Experience (UX) Slide 30 Usability: Part of User Experience (UX) Slide 31 Usability: Part of User Experience (UX) Slide 32 Usability: Part of User Experience (UX) Slide 33 Usability: Part of User Experience (UX) Slide 34 Usability: Part of User Experience (UX) Slide 35 Usability: Part of User Experience (UX) Slide 36 Usability: Part of User Experience (UX) Slide 37 Usability: Part of User Experience (UX) Slide 38 Usability: Part of User Experience (UX) Slide 39 Usability: Part of User Experience (UX) Slide 40 Usability: Part of User Experience (UX) Slide 41 Usability: Part of User Experience (UX) Slide 42
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Usability: Part of User Experience (UX)

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A. Three Main Outcomes of a Usable Interface
B. Five Dimensions of Interactive Design
C. Philosophy of Interaction
D. Usability Test
E. Funnel Analysis

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Usability: Part of User Experience (UX)

  1. 1. USABILITY: PART OF USER EXPERIENCE (UX) ITEC 80: Usabil ity (P art of UX) Edneil D. Jocusol, ECT, MTM Faculty, Dep. of Information Technology Cavite State University - Gen. Trias Soegaard, M. (2020, July 28). Usability: A part of the User Experience. The Interaction Design Foundation. https://www.interaction-design.org/literature/article/usability-a-part-of-the-user-experience
  2. 2. WHAT IS USABILITY? Definition Usability = "user-friendly" (1990s) Usability is a measure of how well a specific user in a specific context can use a product/design to achieve a defined goal effectively, efficiently and satisfactorily. Designers usually measure a design’s usability throughout the development process—from wireframes to the final deliverable—to ensure maximum usability. I T E C 8 0 : U s a b i l i t y ( P a r t o f U X ) | 2 0 2 1
  3. 3. USER EXPERIENCE USABILITY
  4. 4. LEVELS AS WORLD VIEWS Essential. To view a world one needs a view perspective. Empirical. It arises from interaction with the world. Complete. It consistently describes a whole world. Subjective. We choose a view perspective, explicitly or not. Exclusive. You cannot view the world in two different ways at the same time, as you cannot sit in two places at once. Emergent. One world view can emerge from another. A world view is: 1. 2. 3. 4. 5. 6. Q U I C K R E V I E W
  5. 5. “Usability is about human behavior. It recognizes that humans are lazy, get emotional, are not interested in putting a lot of effort into, say, getting a credit card and generally prefer things that are easy to do vs. those that are hard to do.” — DAVID MCQUILLEN, EX-SWISS BANKER AND FOUNDER OF SUFFERFEST CYCLING WORKOUT RESOURCES I T E C 8 0 : U s a b i l i t y ( P a r t o f U X ) | 2 0 2 1
  6. 6. How to Design for Optimum Usability? Work with a clear understanding of users’goals and show it in your design. Mimic the real world regarding concepts, icons and language. Present instantly understandable, jargon-free messages and actions users can take—one chief action per screen. Limit options to give a strong information scent on an uncluttered display—show essential information for completing tasks. Keep content consistent. Follow established norms regarding function and layout (e.g., logo positioning, tappable buttons). Use proper font size, color, contrast, whitespace, etc. to: combine aesthetic appeal with scanning readability, present a clear, logical information hierarchy, design for accessibility. 1. 2. 3. 4. 5. 6. 7.
  7. 7. How to Design for Optimum Usability? 8. Use chunking and emphasize key information at the beginning and end of interactive sequences. 9. Offer informative feedback about system status. 10. Include helpful navigation systems and search functionality. 11. Allow for customizable controls, including shortcuts. 12. Avoid disruptions – e.g., forced logins/pop-ups. 13. Make forms easy to complete. 14. Include warnings and autocorrect features to minimize errors. 15. Make errors easy to diagnose. 16. Offer easy-to-understand help documentation. 17. Show clear contact options. 18. Provide a back button to undo actions. 19. Include ALT tags to show more information about images. 20. Consider server abilities regarding page-loading time and downtime. 21. Beware of in-app browsers and restriction in mobile design. 22. Make links active. Describe links accurately. 23. Use user personas. 24. Do thorough usability testing.
  8. 8. 3 MAIN OUTCOMES OF A USABLE INTERFACE FIRST CONTACT I T E C 8 0 : U s a b i l i t y ( P a r t o f U X ) | 2 0 2 1 It should be easy for the user to become familiar with and competent in using the user interface on the first contact withtheplatform. OBJECTIVE It should be easy for users to achieve their objective in using the platform (e.g. if booking a flight, must be able tobuyaticket). RECALL It should be easy to recall the user interface and how to use it on subsequent visits. (e,g, second visit should be easy andauto-pilot).
  9. 9. USABILITY TEST Compare & Act Users can navigate to “buy” button in 294 seconds, on average. Returning users navigate to “buy” button in 209 seconds, on average. 18% of users bought a ticket on finding landing page. 42% of users went no further than the landing page. Users can navigate to “buy” button in 198 seconds, on average. Returning users navigate to “buy” button in 135 seconds, on average. 32% of users bought a ticket on finding landing page. 12% of users went no further than the landing page. Our design Happy Huzzah’s Getcha There, Inc.
  10. 10. FUNNEL ANALYSIS Bonnie, E. (2020, August 5). Funnel Analysis: How Funnel Analytics Can Increase Conversions. CleverTap. https://clevertap.com/blog/funnel- analysis/ SOURCE:
  11. 11. USABILITY ELEMENTS Author/Copyright holder: yukti.io Copyright terms and license: CC BY-SA 3.0 DISCLAIMER:
  12. 12. WEB DEVELOPMENT & DESIGN CONSIDERATIONS FOR USABILITY SERVER HTML VISUAL FACTORS Speed Downtime Alt Tags 404 Not Found Page Font size, branding, color, navigation, content, headings, & paragraphs
  13. 13. Corona, B. (2020, November 30). Image SEO: How to Optimize Images for Search | Image Alt Tag SEO. Blue Corona. https://www.bluecorona.com/blog/image-seo-alt-tags-title-tags-in-between/
  14. 14. 404 ERROR A 404 page is a landing page that tells your site viewers the requested page is unavailable or, in some cases, doesn’t exist. It tells users the page cannot be accessed – and it can be a major problem. DEAD END! SECOND CHANCES!
  15. 15. COLOR PSYCHOLOGY Alzain, A. (2015). Abdulaziz Alzain on. Twitter. https://twitter.com/aalzain/status/63357514037 5298048 SOURCE:
  16. 16. TAILORBRANDS Tailor Brands is an automated branding platform. We give you all the tools you need to turn your idea and business into a professional brand. Its mission is to democratize branding, and make it simple for anyone to get their business off the ground.
  17. 17. TAILORBRANDS Customizations (Part 1)
  18. 18. TAILORBRANDS Customizations (Part 2)
  19. 19. TAILORBRANDS Customizations (Part 3)
  20. 20. TAILORBRANDS Customizations (Part 4)
  21. 21. TAILORBRANDS Customizations (Part 5)
  22. 22. FIVE (5) DIMENSIONS OF INTERACTIVE DESIGN CORE AREAS Usability Useful Content Desirable and/or Pleasurable Content Accessibility Credibility 1. 2. 3. 4. 5. I T E C 8 0 : U s a b i l i t y ( P a r t o f U X ) | 2 0 2 1
  23. 23. REFLECTION PAPER Assessment INSTRUCTIONS: 1. Write a 1 to 2-page essay/reaction paper. 2. Discuss the 5 Dimensions of Interactive Design (Slide 41) and 3 Main Outcomes of Usable Interface (Slide 10) of www.facebook.com 3. The paper should be integrative (i.e., includes and connects insights from the assigned website/platform) and answers the following questions: a. What did I learn? What resonated with me? b. Why does this learning matter or why is it significant? c. How can I apply this to my project or workplace or how can I benefit from my insights from the articles?

A. Three Main Outcomes of a Usable Interface B. Five Dimensions of Interactive Design C. Philosophy of Interaction D. Usability Test E. Funnel Analysis

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