UX, UI, Usability, and Information Archicture


  1. Success Stories

  2. Usability (User-Centered Interaction)

  3. Origins: WWII, Internet, Nielsen Shopping Chart Research,
  4. Definition: The ease of use and learnability of a human-made object. The object of use can be a software application, website, book, tool, machine, process, or anything a human interacts with.
  5. Usability Testing: Technique used in user-centered interaction design to evaluate a product by testing it on users. This can be seen as an irreplaceable usability practice, since it gives direct input on how real users use the system.
  6. Cognitive Friction: It is the resistance encountered by a human intellect when it engages with a complex system of rules that change as the problem changes. (coined by Alan Cooper). Dramatic change with lack of sensory feedback results in high cognitive friction.
  7. Like friction in the physical world—is not necessarily a bad thing in small quantities, but as it builds up, its negative effects grow exponentially. Of course, friction is a physical force and can be detected and measured, whereas cognitive friction is a forensic tool and cannot be taken literally.
  8. Examples:
  9. --Microwave (two modes) vs. Violin (one mode).
  10. --Traditional key vs. Smart key
  11. Strategies:

  12. 1. Design before you build.
  13. 2. Create Personas
  14. 3. Define Scenarios
  15. 4. Take back the power (Take a longer view, Take responsibility, Take time)
  16. Methods

  17. Value