A Design Rationale is important during iterative development and during development of any future releases of the product.
Categoriearchief: Develop
WebSAT
WebSAT is a definition of The Web Static Analyzer Tool
Experience Prototyping
Experience Prototyping is a form of prototyping that allows shareholders on a design team to understand existing and future conditions through engagement with prototypes.
(Buchenau, M., & Fulton Suri, J. Experience prototyping. In Proceedings of the 3rd Conference on Designing Interactive Systems pp. 424-433)
Wireframes (High-End Prototypes)
Wireframes are often simple HTML pages (or other simulated pages) with a minimum of information and links that can be produced quickly with a site design program.
(Brinck, Gergle. Usability for the Web, p 241)
High-Fidelity Prototypes
High-fidelity Prototypes, which are based on software, provide a functional version of the system that users can interact with.
(Stone, Jarret, Woodroffe, Minocha. User Interface Design and Evaluation p120)
Wizard of Oz Technique
The Wizard of Oz technique enables unimplemented technology to be evaluated by using a human to simulate the response of a system.
“Wizard of Oz”. UsabilityNet. 2006. http://www.usabilitynet.org/tools/wizard.htm
Interface Design Patterns
Interface design patterns are solutions to frequently-occurring problems and situation in the design of interfaces. The end users and the implementation teams conceptualise the interfaces in terms of interface design patterns.
Low-Fidelity Prototypes
Low fidelity prototypes are generally paper based and include sketches, screen mockups and storyboards.
(Stone, Jarret, Woodroffe, Minocha. User Interface Design and Evaluation p115)
Performance testing
Performance testing is a rigorous usability evaluation of a working system under realistic conditions to identify usability problems and to compare measures such as success rate, task time and user satisfaction with requirements.
“Performance Testing”. UsabilityNet. 2006. http://www.usabilitynet.org/tools/testing.htm
Test Plan for Usability Testing
The Usability Test Plan describes the goals, method, and approach for usability test. The test plan includes several different components, from profiles of participants to an outline of a discussion with users.
A simplest test plan consists of a set of goals, a description of the logistics and methods and a set of questions to ask the participants.
(Communication Design, Dan Brown p49,p52 2006)
Usability Goals
A set of goals to determine the usability of a product.
Acceptance Tests
“For large implementation projects, the customer or manager usually sets objective and measurable goals for hardware and software performance. Acceptance tests are a set of test cases specified for the software, with possible response-time requirements for the hardware/software combination.” (Shneiderman, 2005, p. 162)
User Data Logging
The practice of recording user data to then analyze the results to help improve the software/hardware.
Co-discovery Learning
During a usability test, two test users attempt to perform tasks together while being observed. They are to help each other in the same manner as they would if they were working together to accomplish a common goal using the product. They are encouraged to explain what they are thinking about while working on the tasks.
User Experience Goals
Similar to ‘usability goals’, user experience goals are a set of goals to measure the experience a user has with an interactive product.
Consistency Inspections
Consistency inspections ensure consistency across multiple products from the same development effort.
User Surveys
User surveys are a means of finding out how the software or web site is likely to be used by a specific set of users, and who these users are likely to be.
“User Surveys”. UsabilityNet. 2006. http://www.usabilitynet.org/tools/surveys.htm