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Usability Principles


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Usability Principles

  1. 1. USABILITY PRINCIPLES<br />Presented by: Prameela Jeppu<br />
  2. 2. Design for people<br />2/26/2010<br />USABILITY PRINCIPLES<br />2<br />Know your AUDIENCE<br />Understand their GOALS<br />Understand the TASKSnecessary to achieve those goals<br />
  3. 3. Don't limit your User Base<br />2/26/2010<br />USABILITY PRINCIPLES<br />3<br />Internationalization<br />Localization<br />Accessibility<br />
  4. 4. Match Application & Real World<br />2/26/2010<br />USABILITY PRINCIPLES<br />4<br />Always use words, phrases, and concepts that are FAMILIARto the user rather than terms from the underlying system. <br />Use TERMSthat relate to the USER'S KNOWLEDGE of the tasks your application supports.<br />
  5. 5. Make the application consistent<br />2/26/2010<br />USABILITY PRINCIPLES<br />5<br />Consistency: one of the most important design principle, also the most ignored<br /><ul><li>Allows the user to become FAMILIARwith new applications more quickly
  6. 6. Creates a sense of COMFORT & TRUST</li></ul>Application should be consistent in both APEARANCE& BEHAVIOR<br />
  7. 7. Keep the user informed<br />2/26/2010<br />USABILITY PRINCIPLES<br />6<br />Always let the user know what is happening in your application by using appropriate FEEDBACKat an appropriate time. <br />When the user performs an action, provide feedback to indicate that the system has received the input and is operating on it.<br />Feedback can be visual, audio, or both.<br />
  8. 8. Put the User in Control<br />2/26/2010<br />USABILITY PRINCIPLES<br />7<br />A user should always FEEL IN CONTROL, able to do what they want when they want<br />MODALITY - should be able to switch between different tasks at any time<br />
  9. 9. Forgive the User<br />2/26/2010<br />USABILITY PRINCIPLES<br />8<br />Allow users to quickly UNDOthe results of their actions<br />If an action is very dangerous, and there is no way to undo the result, WARNthe user and ask for confirmation.<br />
  10. 10. Provide Direct Manipulation<br />2/26/2010<br />USABILITY PRINCIPLES<br />9<br />Wherever possible, allow users to act on objects and data directly, rather than through dialogs or explicit commands<br />
  11. 11. QUESTIONS?<br />2/26/2010<br />USABILITY PRINCIPLES<br />10<br />THANK YOU!<br /><br />