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design:usability_-_design [2017/11/14 09:48] – created mmccdesign:usability_-_design [2021/06/25 10:09] (current) – external edit 127.0.0.1
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 +====== Usability - Design ======
 +
 +Author: Michelle McCausland
 +
 +This page contains the notes taken from the UX training course "UX Foundation Online" provided by [[http://uxtraining.com|UXTraining.com]]
 +
 +----
 +
 +**Information Architecture**
 +  * Like a skeleton
 +  * Determines where content lives and is organised
 +  * Site map - site structure
 +  * Site structure has a big impact on user experience
 +
 +Where to start:
 +  - Follow conventions, benchmarks, peers
 +  - Look at web traffic data
 +  - Look at search data
 +  - Define hypothesis
 +  - Card sort
 +
 +----
 +
 +**User flow**
 +Consider different scenarios of people using software
 +
 +Before you design a screen:
 +  * Understand its sequence in main flow
 +  * Be conscious of different screen states
 +
 +----
 +
 +**Navigation**
 +  * By product of information architecture
 +  * Primary nav should be global
 +  * Secondary nav - more specific
 +
 +Linear sequence - Natural, each step flows logically to the next step, for quick tasks
 +
 +Hub and spoke - non-linear, no natural sequence, for longer tasks
 +
 +----
 +
 +**Interaction Design**
 +Interaction = Intent + Action + Result
 +
 +Like a sentence = Subject + Verb + Object
 +
 +User = Intent > Action > Result
 +
 +Product = Controls > Rules > Feedback
 +
 +  - Controls 
 +     * like a steering wheel - web controls (checkboxes, radio buttons etc)
 +  - Rules 
 +     * Rules define how the interface works
 +     * Defines success and failure
 +     * Defines the feedback given
 +     * Defines what data is produced and where it goes
 +     * Use "if, then" statements
 +     * Rule guidelines - should be easy to understand and learn, facilitate overall flow
 +     * Reduces guesswork - everybody knows how it works
 +   - Feedback
 +     * Every interaction requires feedback
 +     * Confirms an action has taken place
 +     * Communicates results
 +
 +----
 +
 +**Wireframes**
 +  * Communicate controls, rules, feedback
 +  * Provides more critical detail than prototypes
 +  * Start with a rough sketch
 +
 +