1. U S A B I L I T Y: M A K I N G T H E
S T U F F B E T T E R F O R U S E R S
“ TA B Ă R A D E T O A M N Ă " , 2 2 - 2 5 S E P T. 2 0 1 6
2. W H O A M I ?
• Cluj-Napoca based (ex-Iasi, ex-Bucharest);
• usability/UX specialist @Evozon
• volunteer @RomaniaSalbatica and speaker
• passionate about photography, hiking and neuroscience
@andreea _popescu
@andreeazpopescu
3. W O R K S H O P O B J E C T I V E S
• to have a better view at what usability means;
• how to make a research;
• testing new tools which will help you in manual testing;
• having a setup about the basic elements to cover in an
usability audit.
4. – R I C H A R D F E Y N M A N
“You can recognise truth by its beauty and
simplicity. When you get it right, it is obvious that it
is right -- at least if you have any experience --
because usually what happens is that more comes
out than goes in.”
5. E X E R C I S E I
• Write what do you think usability is:
• 15 min. brainstorming
• 5 min. presentation/team
• feedback
6. – G E N E V I E V E B E L L , H E A D O F I N T E L’ S U S A U S E R
E X P E R I E N C E G R O U P ( I N “ H O M I N G I N O N T H E H U M A N
E L E M E N T ” )
“It’s not good enough to just keep producing
technology with no notion of whether it’s going to
be useful. You have to create stuff that people
really want, rather than create stuff just because
you can.”
7. E X E R C I S E I I
• Find the particular characteristics of a culture (of the
one you receive in the ticket) on Web:
• 35 min. brainstorming
• 5 min. presentation/team
• feedback
8. – N E H A L S H A H
“It is interesting to note how each of these
dimensions can have a considerable effect on global
web design. From shallow vs. deep information
architectures, access to information, motivation and
trust, security and personal information, navigation,
simplicity, graphical elements, to even colour, among
others. ”
9. E X E R C I S E I I I
• What are the +, - and improvements of the following
website (the one you receive in the ticket) according
with the features of culture you already analized:
• 50 min. brainstorming
• 10 min. presentation/team
• feedback
10. W H AT U S E R S WA N T
• to find a place where their needs are understood
• to easy find the answers to their questions
• to talk their language and to be clear
• to be in a place where they can find patterns and learn in the
same time
• to easy complete tasks
• to be in a consistent place that can be accessed from any
device
11. R E C O M M E N D AT I O N S
• “Usable usability” by Eric Reiss
• “Don’t make me think” by Steve Krug
• “Designing with the mind in mind” by Jeff Johnson
• “Elements of user experience” by Jesse James Garrett
• “The brain and the inner world” by Marc Solms