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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. http://www.w3.org/WAI/
    • 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. http://www.uxbooth.com/ http://www.uxmag.com/
    • 6. Universal Usability <ul><li>User-centered design with a broad and inclusive view of users, platforms, and usage context. </li></ul>
    • 7. Universal Design <ul><li>Universal design incorporates access requirements into a design rather than providing alternate designs to meet specific needs. </li></ul>http://www.ncsu.edu/www/ncsu/design/sod5/cud/
    • 8. Universal Design Principles <ul><li>Equitable Use </li></ul><ul><li>Flexibility in Use </li></ul><ul><li>Simple and Intuitive Use </li></ul><ul><li>Perceptible Information </li></ul>
    • 9. Universal Usability Guidelines <ul><li>Move beyond the “typical” user </li></ul><ul><li>Use adaptive design </li></ul><ul><ul><li>Flexible </li></ul></ul><ul><ul><li>Provide user control </li></ul></ul><ul><ul><li>Provide keyboard functionality </li></ul></ul><ul><ul><li>And text equivalents </li></ul></ul>
    • 10. Usability Design Tools <ul><li>User Research </li></ul><ul><ul><li>Surveys </li></ul></ul><ul><ul><li>Interviews </li></ul></ul><ul><ul><li>Focus Groups </li></ul></ul><ul><ul><li>Field Studies </li></ul></ul><ul><li>Web metrics and analytics </li></ul><ul><ul><li>User Web history, search keywords, sequence and time of page views, browser, OS, screen resolution, return user </li></ul></ul>
    • 11.  
    • 12. Design and Evaluation <ul><li>Personas </li></ul><ul><li>Goal Analysis </li></ul><ul><li>Scenarios & use Cases </li></ul><ul><li>Prototypes & Wireframes </li></ul><ul><li>User Testing </li></ul>
    • 13. The Development Cycle <ul><li>Requirements > Design > Development > Testing > Maintenance </li></ul><ul><li>A hybrid approach that utilizes both “waterfall” development and the iterative model is recommended. </li></ul>

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