“Learn the rules so you know how to break them properly”—The Dalia Lama

Sunday, February 17, 2013

Terms & Definitions

High-Fidelity Prototype a prototype that is quite close to the final product, with lots of detail and functionality. From a user testing point of view, a high-fidelity prototype is close enough to a final product to be able to examine usability questions in detail and make strong conclusions about how behavior will relate to use of the final product.


Card sorting is a simple technique in user experience design where a group of subject experts or "users", however inexperienced with design, are guided to generate a category tree or folksonomy. It is a useful approach for designing information architecture, workflows, menu structure, or web site navigation paths.


Chrome The visible graphical interface features of an application are sometimes referred to as "chrome".


Comp (graphic design) a rapidly-drawn but high-quality sketch intended for presentation purposes. Traditionally comps are created as quick color sketches done in marker, often used for client presentations especially in advertising and architecture. A comp is usually intended to be a very close approximation to the final production image so that it can easily be evaluated without the ambiguity of a rough sketch.


EM Used in measurement of type; 1 EM = 12 points; 0.5 EM = 6 points, 2 EM = 24 points.

Heuristic Evaluation is a usability inspection method for computer software that helps to identify usability problems in the user interface (UI) design. It specifically involves evaluators examining the interface and judging its compliance with recognized usability principles (the "heuristics"). These evaluation methods are now widely taught and practiced in the New Media sector, where UIs are often designed in a short space of time on a budget that may restrict the amount of money available to provide for other types of interface testing.


Horizontal Prototypes display a wide range of features but without fully implementing all of those features; they are appropriate for understanding relationships across a broad system and for showing the range of abilities of a system.


Human–Computer Interaction (HCI) involves the study, planning, and design of the interaction between people (users) and computers. It is often regarded as the intersection of computer science, behavioral sciences, design and several other fields of study. The term was popularized by Card, Moran, and Newell in their seminal 1983 book, "The Psychology of Human-Computer Interaction", although the authors first used the term in 1980,[1] and the first known use was in 1975.[2] The term connotes that, unlike other tools with only limited uses (such as a hammer, useful for driving nails, but not much else), a computer has many affordances for use and this takes place in an open-ended dialog between the user and the computer.

Because human–computer interaction studies a human and a machine in conjunction, it draws from supporting knowledge on both the machine and the human side. On the machine side, techniques in computer graphics, operating systems, programming languages, and development environments are relevant. On the human side, communication theory, graphic and industrial design disciplines, linguistics, social sciences, cognitive psychology, and human factors such as computer user satisfaction are relevant. Engineering and design methods are also relevant. Due to the multidisciplinary nature of HCI, people with different backgrounds contribute to its success. HCI is also sometimes referred to as man–machine interaction (MMI) or computer–human interaction (CHI).

Attention to human-machine interaction is important because poorly designed human-machine interfaces can lead to many unexpected problems. A classic example of this is the Three Mile Island accident, a nuclear meltdown accident, where investigations concluded that the design of the human–machine interface was at least partially responsible for the disaster.[3][4][5] Similarly, accidents in aviation have resulted from manufacturers' decisions to use non-standard flight instrument and/or throttle quadrant layouts: even though the new designs were proposed to be superior in regards to basic human–machine interaction, pilots had already ingrained the "standard" layout and thus the conceptually good idea actually had undesirable results.


Interface Design deals with the process of developing a method for two (or more) modules in a system to connect and communicate. These modules can apply to hardware, software or the interface between a user and a machine.[1][2][3] An example of a user interface could include a GUI, a control panel for a nuclear power plant,[4] or even the cockpit of an aircraft.


iterative design the idea that design should be done in repeated cycles where, in each cycle, the design is elaborated, refined, and tested, and the results of testing at each cycle feed into the design focus of the next cycle.

This is identical in spirit to the notion of developing a software product through a series of continually-refined prototypes, and the idea of developing generations of a software product through an iterative development cycle (such as the Spiral model of development).


Folksonomy is a system of classification derived from the practice and method of collaboratively creating and managing tags to annotate and categorize content;[1][2] this practice is also known as collaborative tagging,[3] social classification, social indexing, and social tagging. Folksonomy, a term coined by Thomas Vander Wal, is a portmanteau of folk and taxonomy.


Interaction Design, often abbreviated IxD, is "about shaping digital things for people’s use",[1] alternately defined as "the practice of designing interactive digital products, environments, systems, and services."[2]:xxxi,1 Like many other design fields interaction design also has an interest in form but its main focus is on behavior.[2]:1 What clearly marks interaction design as a design field as opposed to a science or engineering field is that it is synthesis and imagining things as they might be, more so than focusing on how things are.[2]:xviii
Interaction design is heavily focused on satisfying the needs and desires of the people who will use the product.[2]:xviii Where other disciplines like software engineering have a heavy focus on designing for technical stakeholders of a project.


Low-Fidelity Prototype a prototype that is sketchy and incomplete, that has some characteristics of the target product but is otherwise simple, usually in order to quickly produce the prototype and test broad concepts.


Responsive Web Design (often abbreviated to RWD) is a web design approach aimed at crafting sites to provide an optimal viewing experience—easy reading and navigation with a minimum of resizing, panning, and scrolling—across a wide range of devices (from desktop computer monitors to mobile phones)


Taxonomy Almost anything—animate objects, inanimate objects, places, concepts, events, properties, and relationships—may be classified according to some taxonomic scheme. Taxonomies of the more generic kinds of things typically stem from philosophical investigations. Starting with the work of Aristotle in his work 'Categories' several philosophers, especially ontologists, arranged generic categories (also called types or classes) in a hierarchy that more or less satisfy the criteria for being a true taxonomy.
Taxonomy, or categorization, in human cognition has been a major area of research in psychology. Social psychologists have sought to model the manner in which the human mind categorizes social stimuli (Self-categorization theory is a prototypical example).[16][17] Some have argued that the adult human mind naturally organizes its knowledge of the world into such systems. Anthropologists have observed that taxonomies are generally embedded in local cultural and social systems, and serve various social functions.
Other taxonomies, such as those analyzed by Durkheim and Lévi-Strauss, are sometimes called folk taxonomies to distinguish them from scientific taxonomies. Baraminology is a taxonomy used in creation science which in classifying form taxa resembles folk taxonomies. The phrase "enterprise taxonomy" is used in business (see economic taxonomy) to describe a very limited form of taxonomy used only within one organization. For example, a method of classifying boxes as "Type A", "Type B" and "Type C" used within a box company for categorizing box shipments. The military and health care/safety science fields also have their own taxonomies. In the field of modern computing, the semantic web requires formal XML extension taxonomies (like XBRL) often containing a collection of elements and attributes and qualified by an namespaces to help distinguish identically named elements.


Usability inspection is the name for a set of methods where an evaluator inspects a user interface. This is in contrast to usability testing where the usability of the interface is evaluated by testing it on real users. Usability inspections can generally be used early in the development process by evaluating prototypes or specifications for the system that can't be tested on users. Usability inspection methods are generally considered to be cheaper to implement than testing on users.[1]


Usability Testing is a 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.[1] This is in contrast with usability inspection methods where experts use different methods to evaluate a user interface without involving users.


User-Centered Design (UCD) is a type of user interface design and a process in which the needs, wants, and limitations of end users of a product are given extensive attention at each stage of the design process. User-centered design can be characterized as a multi-stage problem solving process that not only requires designers to analyse and foresee how users are likely to use a product, but also to test the validity of their assumptions with regards to user behaviour in real world tests with actual users. Such testing is necessary as it is often very difficult for the designers of a product to understand intuitively what a first-time user of their design experiences, and what each user's learning curve may look like.
The chief difference from other product design philosophies is that user-centered design tries to optimize the product around how users can, want, or need to use the product, rather than forcing the users to change their behavior to accommodate the product.


User Experience Design (UXD or UED) is a broad term used to explain all aspects of a person’s experience with the system, including the interface, graphics, industrial design, physical interaction, and the manual. [1] It also refers to the application of user-centered design practices to generate cohesive, predictive and desirable designs based on holistic consideration of users’ experience. In most cases, User Experience Design fully encompasses traditional Human-Computer Interaction (HCI) design, and extends it by addressing all aspects of a product or service as perceived by users.


User interface design or user interface engineering is the design of computers, appliances, machines, mobile communication devices, software applications, and websites with the focus on the user's experience and interaction. The goal of user interface design is to make the user's interaction as simple and efficient as possible, in terms of accomplishing user goals—what is often called user-centered design. Good user interface design facilitates finishing the task at hand without drawing unnecessary attention to itself. Graphic design may be utilized to support its usability. The design process must balance technical functionality and visual elements (e.g., mental model) to create a system that is not only operational but also usable and adaptable to changing user needs.

Interface design is involved in a wide range of projects from computer systems, to cars, to commercial planes; all of these projects involve much of the same basic human interactions yet also require some unique skills and knowledge. As a result, designers tend to specialize in certain types of projects and have skills centered around their expertise, whether that be software design, user research, web design, or industrial design.


Vertical Prototypes do not attempt to show all that will be in a system but instead focus on implementing a small set of features in a nearly-complete fashion; they are most appropriate when a certain complex feature of a system is poorly-understood and needs to be explored, e.g. as a proof-of-concept.

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