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2 Usability
2 Usability
2 Usability
2 Usability
2 Usability
2 Usability
2 Usability
2 Usability
2 Usability
2 Usability
2 Usability
2 Usability
2 Usability
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2 Usability


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Usability Chapter Notes

Usability Chapter Notes

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  • How many College Intro teachers? How many K-12 teachers? Overview of how this presentation will be valuable to both groups. New advances in technology standards in K-12 that will impact what is taught in college. Challenge you to look beyond today’s focus in college computer literacy to what lies down the road.
  • So you can consider the source!
  • So you can consider the source!
  • So you can consider the source!
  • Transcript

    • 1. Universal Usability CGS2826 Web Design Program in Interdisciplinary Computing Florida State University From Web Style Guide, Chapter 2: Universal Usability
    • 2. “ Usability is a measure of effectiveness. It describes how effective tools and information sources are in helping us accomplish tasks.”
    • 3. Usability Quantitative measures: time taken to complete tasks, mistakes made Qualitative measures: satisfaction, learnability,
    • 4. Accessibility Accessibility is concerned with making content and services available to EVERYONE with a special focus on including individuals with disabilities.
    • 5. User-Centered Design (UCD) User-oriented methods of design including task analysis, focus groups, user testing. Development is an iterative process that continuously returns to the user. User experience (UX) is everything.
    • 6. Universal Usability
      • User-centered design with a broad and inclusive view of users, platforms, and usage context.
    • 7. Universal Design
      • Universal design incorporates access requirements into a design rather than providing alternate designs to meet specific needs.
    • 8. Universal Design Principles
      • Equitable Use
      • Flexibility in Use
      • Simple and Intuitive Use
      • Perceptible Information
    • 9. Universal Usability Guidelines
      • Move beyond the “typical” user
      • Use adaptive design
        • Flexible
        • Provide user control
        • Provide keyboard functionality
        • And text equivalents
    • 10. Usability Design Tools
      • User Research
        • Surveys
        • Interviews
        • Focus Groups
        • Field Studies
      • Web metrics and analytics
        • User Web history, search keywords, sequence and time of page views, browser, OS, screen resolution, return user
    • 11.  
    • 12. Design and Evaluation
      • Personas
      • Goal Analysis
      • Scenarios & use Cases
      • Prototypes & Wireframes
      • User Testing
    • 13. The Development Cycle
      • Requirements > Design > Development > Testing > Maintenance
      • A hybrid approach that utilizes both “waterfall” development and the iterative model is recommended.