3. Definition „Usability“
degree of difficulty:
intuitive handling (ease of use)
and learnability (user adoption)
also: user-friendliness
4. Definition „Usability“
Quality of user interaction with a system.
User interface is defined as user-friendly, if it is simple
and intuitive, suits for use case and user scenario.
This includes methods of measurability:
practicability (suitable), efficiency (quick),
accessibility (barrier-free), typography, ergonomics,
etc.
Only since 2010 there are international common
6. Definition „User Experience“
Combination and interaction of anticipation &
expectations, impressions, practical experience and
evaluation
(incl. both, usability and fun factor)
of a product, system or service (or sum of them),
involving or integrating context, with subjectively
imposed standards and user estimation, fluctuating and
varying.
7. Definition „User Interface“
Interface of human-machine
interaction
also: UI =
graphical design and control concept
8. Definition „User Interface“
Human-machine interaction (HMI) interface
based on and optimized for human capabilities and needs,
enabling the user to control and operate a machine or
system with mutual input / output interpretation.
This includes graphical design, display (visual),
microphone and speakers (audio), human-device interface
(HDI) accessories like keyboard, mouse or pen, haptic
feedback, finger touch and gestures, etc.
9. User Experience
Usability + User Interface + their consistency
Functionalities + added value
Individual expectations
Components of communication
Fun factor (gamification)
Context
10. UX: Consistency
Inconsistency of control concept and
graphical design of mobile OS,
esp. BlackBerry, Symbian and Android
e.g. on Android:
allocation of „Back“ and „Menu“ buttons,
insufficient definition of style guides
11. UX: Don‘ts
Request user input for self-evident or
unnecessary information (waiver of
prefill)
Violation of OS style guide
Adopt or copy concepts from other OS
Unacceptably long start and reaction
12. UX: Do‘s
Consistent, clear and obvious structure
Intuitive controls (not requiring manuals)
Short distances for clicks
Obvious Use Cases (smartphone vs. tablet !)
and
dedicated added value versus mobile web site
Reasonable and complete standard settings
20. UX: Context
UX may also significantly depend on
context.
E.g.: a banking app must not be playful or
higgledy-piggledy, but serious and lucid,
the design must suit to the banking and
security use case and claims.
21. UX: Context
App Store: app description and
pics
Information politics
Update frequency
Extensions: Social Plugins,
sharing
Utilization of app ecosystem
22. Golden Ratio
Since ≈ 2400 years,
in mathematics and arts,
the Golden Ratio or Divine Proportion
applies to 2 quantities as follows:
This ratio is the golden figure
ⱷ (Phi) ≈ 1.618
23. Rule of Thirds
Every photographer knows that
desired objects are to be placed
in thirds.
Laying such a pattern of lines
onto a WP7 display you can
easily see that elements are
placed in an optimal way.
24. Golden Ratio
Laying the Golden Ratio‘s helix
onto the display you can see
that empty spaces are also set
in an optimal way.
Live Tiles are especially
emphasized and the total
composition looks balanced.