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Make it for them
 

Make it for them

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  • Sveiki kolegos. Prieš pradėdama dalintis savo įspūdžiais ir žiniomis apie usability mūsų kasdienybėje, noriu Jus akimirką sustabdyti ir užduoti klausimą.Dėl ko mes dirbame ? Koks pagrindinis mūsų kuriamos vertės tikslas, apart pelno?Galima pabaiga – pinigai, rezultatas, kokybė, ir patenkintas klientas.
  • Yra daug būdų užtikrinti, kad įmonė, kurioje dirbate, kad projektas, kuriame dalyvaujate, įsuktų tokį ratą, kuris tenkina visus. Būtina pakankama programuotojų kvalifikacija, analizės darbo įgūdžiai, atsakingas testavimas, komandos motyvacija. Esi daug technikų, kokiu būdu valdyti projektą. Šiandien sustokime ties usability – orientacija į tai, kaip padaryti kuriamą sistemą patogia.
  • Taigi, Jo didenybėusability.Šiandien aš Jums papasakosiu, kas yra usability, kodėl jis yra naudingas, kaip jį taikyti, ir kokie yra pagrindiniai principai, kuriuos reikia prisiminti norint kurti vartotojui patogią sistemą.
  • Kitaip kalba, usability yra sugebėjimas vietoj to.....
  • Padaryti Tai.Iš esmės tai yra supratimas, kad kuriama sistema turi būti suprantama galutiniam vartotojui, o pagrindinės funkcijos turi būti atliekamos patogiai. Girdėjote – galutiniam vartotojui ir pagrindinės funkcijos.Sistemos kūrimo metu produktas būna aprašytas visokiais dokumentais, pereina per daugelį rankų, sutalpina į save aibę funkcijų ir galimybių. O tikslas? O tikslas vienas - kad kuriama sistema turi būti suprantama galutiniam vartotojui, o pagrindinės funkcijos turi būti atliekamos patogiai.
  • Usability didinajūsų pajamas, kadangi Jūsų klientai gauna tai, ko nori, išvengia įvairių nesklandumų ( pvz garantinis aptarnavimas), nereikalauja didelės pagalbos ir palaikymo darbų, moka daugiau, nes padarote jų gyvenimą lengvesnįUsability sumažina išlaidas, kadangi Jūs skiriate laiko kurti tik tą funkcionalumą, kurio reikia klientui, sužinote apie vartojimo nepatogumus programos kūrimo pradžioje ir ištaisote juos pigiau, sumažinate nesėkmės riziką dėl prastai suprastų reikalavimų, sumažinate arba eliminuojate dokumentacijos poreikį.Usability didina Jūsų rinkos dalį – nes klientui Jus rekomenduoja kitiems klientams.Usability didina pajamas iš esamų klientų – besidžiaugdami vienu sėkmingu užsakymu, jie toliau naudojasi Jūsų paslaugomis
  • Susipažinkime iš arčiau, ką reikia turėti galvoje norint kuriamą produktą padaryti patogų vartotojui.Ar turite kokių minčių? Ar yra tekę su tuo susidurti anksčiau, kažkur skaityti ir domėtis?
  • Mes turime žinoti, kas naudosis sistemaMums svarbu suprasti jo poreikiusMes turime žinoti, ką jis su ta sistema veiksTuime įvertinti kompiuterinio raštingumo lygmenįTurime įvertinti prioritetus ir poreikius
  • Early and continous focus on users and their tasksKą vartotojas darys su programa ar tinklalapiuStudijuoti elgesį, pomėgius ir įpročiusKas yra pagrindinės užduotys, kurios bus atliekamos kiekvieną dieną?Kaip padaryti gyvenimą lengvesnį?
  • Empirical measurements of user behaviourKurkite prototipusDuokite naudotis sistema kaip galima anksčiauStebėkite, kur ieško pagrindinių funkcijųAnalizuokite rezultatus
  • Visibility of system status The system should always keep users informed about what is going on, through appropriate feedback within reasonable time. Match between system and the real world The system should speak the users' language, with words, phrases and concepts familiar to the user, rather than system-oriented terms. Follow real-world conventions, making information appear in a natural and logical order. User control and freedom Users often choose system functions by mistake and will need a clearly marked "emergency exit" to leave the unwanted state without having to go through an extended dialogue. Support undo and redo. Consistency and standards Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions. Error prevention Even better than good error messages is a careful design which prevents a problem from occurring in the first place. Either eliminate error-prone conditions or check for them and present users with a confirmation option before they commit to the action. Recognition rather than recall Minimize the user's memory load by making objects, actions, and options visible. The user should not have to remember information from one part of the dialogue to another. Instructions for use of the system should be visible or easily retrievable whenever appropriate. Flexibility and efficiency of use Accelerators -- unseen by the novice user -- may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions. Aesthetic and minimalist design Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility. Help users recognize, diagnose, and recover from errors Error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution. Help and documentation Even though it is better if the system can be used without documentation, it may be necessary to provide help and documentation. Any such information should be easy to search, focused on the user's task, list concrete steps to be carried out, and not be too large.
  • The system should always keep users informed about what is going on, through appropriate feedback within reasonable time.
  • The system should speak the users' language, with words, phrases and concepts familiar to the user, rather than system-oriented terms. Follow real-world conventions, making information appear in a natural and logical order.
  • Users often choose system functions by mistake and will need a clearly marked "emergency exit" to leave the unwanted state without having to go through an extended dialogue. Support undo and redo.
  • Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions.
  • Even better than good error messages is a careful design which prevents a problem from occurring in the first place. Either eliminate error-prone conditions or check for them and present users with a confirmation option before they commit to the action.
  • Minimize the user's memory load by making objects, actions, and options visible. The user should not have to remember information from one part of the dialogue to another. Instructions for use of the system should be visible or easily retrievable whenever appropriate.
  • Accelerators -- unseen by the novice user -- may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions.
  • Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility.
  • Error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution.
  • Even though it is better if the system can be used without documentation, it may be necessary to provide help and documentation. Any such information should be easy to search, focused on the user's task, list concrete steps to be carried out, and not be too large.
  • http://www.userfocus.co.uk/fable/index.html

Make it for them Make it for them Presentation Transcript

  • Make it for Them Usability thinking© 2012 Tieto Corporation Evelina Rimkute Tieto, Evelina.Rimkute@tieto.com
  • Pelnas Pakartotiniai Geras užsakymai vardas Kliento Pasi- poreikių tenkinimaspatenkinimas Veikiantis Rinkos dalis produktas 2012-02-24
  • Usability is the ease of use andlearnability of a human-made object 2012-02-24
  • 2012-02-24
  • 2012-02-24
  • Why to think about Usability? 2012-02-24
  • Because Usability can make you rich! 2012-02-24
  • How Usability can make you rich? Improved Improved usability usability increases reduces your your costs revenue Improved It increases usability business increases from your market existing share customer 2012-02-24
  • How to do Usability? 2012-02-24
  • Identify your end user 2012-02-24
  • Keep focused 2012-02-24
  • I know you have thousands ideas for all thecool features iTunes could have. So dowe. But we don’t want a thousand features.That would be ugly. Innovation is not aboutsaying ‘Yes’ to everything. It’s about saying‘No’ to all but the most crucial features.Steve Jobs 2012-02-24
  • Measure user behavior 2012-02-24
  • Use prototypes 2012-02-24
  • 10 Usability principles
  • Visibility of system status 2012-02-24
  • Match between system and the real world Contetype’as Delivery Timer jobas Controls’as Preloaderis Saitas Webservisas 2012-02-24
  • User control and freedom 2012-02-24
  • Consistency and standards Start Insert Register Upload Begin Create 2012-02-24
  • Error prevention 2012-02-24
  • Recognition rather than recall 2012-02-24
  • Flexibility and efficiency of use 2012-02-24
  • Aesthetic and minimalist design 2012-02-24
  • Help users recognize, diagnose,and recover from errors 2012-02-24
  • Help and documentation 2012-02-24
  • Make it for them 2012-02-24
  • 2012-02-24
  • http://www.useit.com/ 2012-02-24