Usability (User-Centered Interaction)
- Origins: WWII, Internet, Nielsen Shopping Chart Research,
- 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.
- 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.
- 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.
- 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.
- --Microwave (two modes) vs. Violin (one mode).
- --Traditional key vs. Smart key
- 1. Design before you build.
- 2. Create Personas
- 3. Define Scenarios
- 4. Take back the power (Take a longer view, Take responsibility, Take time)