This document discusses user experience design and assistive technology. It covers the key aspects of UX design including understanding users, specifying problems to solve, designing solutions, and evaluating designs. It emphasizes the importance of iterative design and testing. The document also discusses considerations for understanding users, such as disabilities, technology familiarity, and how/where users access products. Finally, it covers various types of assistive technologies like color modification, voice control, switch devices, screen readers, and speech-to-text software. The overall message is that inclusive design can help reach more users and build better products.
Case study 2 Human Computer Interactionkhairulaidid
This Presentation is about how to make a web that suit for some individuals. Also about Flexibility in use, Universal Desing and software that help students to interact or study even covid-19 happen.
Hope give you some idea about this chapter
Ben Shneiderman defines universal usability as enabling all citizens to successfully use technology in their tasks and having over 90% of households use technology at least weekly. Universal usability is the design of products and environments to be usable by all people without specialized design. It accounts for users of all abilities and ensures accessibility through flexible design, user control, keyboard functionality, and text equivalents.
Andolfatto Filippo Master Thesis - The modern store: usage of multimodal tech...Filippo Andolfatto
The whole overview on the development processes listed explained before gave me a clear idea of different problems involved in this kind of modern and innovative product development and this thesis aims to summarizing them.
User Experience & Design…Designing for others…UEDPreeti Chopra
The document discusses user-centered design (UCD) and its multistage process of analyzing how users will interact with a product. It outlines the key phases of UCD - analysis, design, implementation, and deployment. It then provides descriptions and definitions of many important concepts in user experience design, human-computer interaction, and usability testing.
The document discusses universal design and accessibility in user interfaces. It covers seven principles of universal design for interactive systems: equitable use, flexibility in use, simple and intuitive use, perceptible information, tolerance for error, low physical effort, and size and space for approach and use. It also discusses multi-modal technology, including using sight, sound, touch, taste and smell to provide alternative modes of interaction. Emerging technologies that could impact interface design are mentioned, such as mobile and wearable computing, augmented reality and virtual reality. The impacts of emerging technologies on users and society are wide-ranging.
Dashboard UX Design - Whitepaper for Volkswagen AGAsis Panda
This document discusses the importance of designing for user experience, especially in the context of dashboards. It provides definitions of key concepts like user experience, human-computer interaction, and experience. User experience needs to be deliberately designed because how a user perceives a product is now more important than technical specifications. Well-designed user experiences can make products more useful, usable, and desirable for customers. The document uses examples from companies like Apple to illustrate how focusing on user experience through clear and understandable designs can lead to high customer satisfaction.
Short introduction of main concepts in healthcare and eyecare startups for UX-naïve audience building their startups
External download link: https://www.dropbox.com/s/8zp2w5bk2hjcbxh/healthcare_UX.pdf?dl=0
Case study 2 Human Computer Interactionkhairulaidid
This Presentation is about how to make a web that suit for some individuals. Also about Flexibility in use, Universal Desing and software that help students to interact or study even covid-19 happen.
Hope give you some idea about this chapter
Ben Shneiderman defines universal usability as enabling all citizens to successfully use technology in their tasks and having over 90% of households use technology at least weekly. Universal usability is the design of products and environments to be usable by all people without specialized design. It accounts for users of all abilities and ensures accessibility through flexible design, user control, keyboard functionality, and text equivalents.
Andolfatto Filippo Master Thesis - The modern store: usage of multimodal tech...Filippo Andolfatto
The whole overview on the development processes listed explained before gave me a clear idea of different problems involved in this kind of modern and innovative product development and this thesis aims to summarizing them.
User Experience & Design…Designing for others…UEDPreeti Chopra
The document discusses user-centered design (UCD) and its multistage process of analyzing how users will interact with a product. It outlines the key phases of UCD - analysis, design, implementation, and deployment. It then provides descriptions and definitions of many important concepts in user experience design, human-computer interaction, and usability testing.
The document discusses universal design and accessibility in user interfaces. It covers seven principles of universal design for interactive systems: equitable use, flexibility in use, simple and intuitive use, perceptible information, tolerance for error, low physical effort, and size and space for approach and use. It also discusses multi-modal technology, including using sight, sound, touch, taste and smell to provide alternative modes of interaction. Emerging technologies that could impact interface design are mentioned, such as mobile and wearable computing, augmented reality and virtual reality. The impacts of emerging technologies on users and society are wide-ranging.
Dashboard UX Design - Whitepaper for Volkswagen AGAsis Panda
This document discusses the importance of designing for user experience, especially in the context of dashboards. It provides definitions of key concepts like user experience, human-computer interaction, and experience. User experience needs to be deliberately designed because how a user perceives a product is now more important than technical specifications. Well-designed user experiences can make products more useful, usable, and desirable for customers. The document uses examples from companies like Apple to illustrate how focusing on user experience through clear and understandable designs can lead to high customer satisfaction.
Short introduction of main concepts in healthcare and eyecare startups for UX-naïve audience building their startups
External download link: https://www.dropbox.com/s/8zp2w5bk2hjcbxh/healthcare_UX.pdf?dl=0
Design thinking is a process that keeps the user at the center and builds a solution around their needs and experiences. It focuses on creating products that are viable, feasible, and desirable for at least 25-30 years. Design thinking emphasizes understanding the user through constant interaction to prioritize features and evolve the product over time based on usage behaviors. It aims to create adaptable products through a user-centered approach that can meet new requirements as needs change.
Basic Visual Design Principles and UI Design Best PracticesAvijit Chinara
On these slides I have explained visual design principles and UI design best practices. This will help you to improve your visualization and UI Designing skills.
User experience (UX) is defined as a person's perceptions and responses resulting from use or anticipated use of a product, system or service. UX considers all aspects of a user's interaction with a company, its services, and its products. It includes factors like usability, accessibility, and satisfaction. The goal of UX design is to enhance user satisfaction and loyalty by improving the usability, ease of use, and pleasure provided in the interaction.
This document discusses user experience design. It defines user experience as how a person feels when interacting with or using a product, whether physical or digital. For a good user experience, a product needs to be usable, equitable, enjoyable, and useful. It then discusses each of these criteria in more detail. The document also outlines several jobs in the field of user experience design, including interaction designers, visual designers, motion designers, UX researchers, UX writers, UX program managers, and UX engineers. It provides brief descriptions of the roles and responsibilities of each type of job.
The Software Manager"s Guide to Practical Innovationmacadamian
Software teams are constantly looking for new ways to innovate ahead of the competition - from new features to stunning design to modern technology. But have you noticed how little practical, actionable information exists on how to actually achieve this?
The Software Manager's Guide to Practical Innovation. It’s filled with tangible advice on how to differentiate software products through design and development, based on real life lessons learned while working with product managers and teams.
This document discusses accessibility and the importance of considering people with disabilities in web design. It covers the Accessibility for Ontarians with Disabilities Act (AODA), which aims to make Ontario accessible by 2025. It also discusses the four principles of accessibility: perceivable, operable, understandable, and robust. The document recommends following WCAG 2.0 guidelines and designing according to the "accessible first" principle to create content that can be used by all.
Dev fest ile ife 2014-ux, material design and trendsTunde Ojediran
This document discusses user experience design and trends. It covers the fundamentals of UX including focusing on users and prioritizing speed. Popular UX techniques like personas, wireframing, and user testing are explained. Material Design is introduced as Google's visual design language using concepts like color palettes and animations. Current design trends involving layered interfaces, simple color schemes, and thumb-focused interactions are reviewed. Emerging UX trends towards always-connected devices, smart watches and homes, and setup guides replacing manuals are also examined.
This document discusses multi-device usage and provides strategies for developing consistent experiences across devices. It notes that by 2020 there will be over 24 billion connected devices. While laptops are often used for work, people use different devices for different purposes and contexts. There are three approaches to multi-screening: sequential, simultaneous, and separate. Designing for multiple devices requires consistency while accommodating each device's capabilities. Understanding user personas can help tailor content and experiences for different audiences. Marketers must reach people across all platforms they use. The focus should be removing constraints to center on the user experience. A case study approach is proposed to design multi-device experiences and strategies.
UXPA2019 Enhancing the User Experience for People with Disabilities: Top 10 ...UXPA International
An estimated 1.3 billion people globally report limitations in their daily activities due to a disability. When it comes to the physical world, businesses have made progress in accommodating customers with disabilities. But in the digital world, websites lack basic accessibility features such as text alternatives describing images, proper heading level structures so individuals who are blind and use screen readers can understand the content on a webpage, or captioning for multimedia content for individuals who are deaf or are hard of hearing – let alone assistive technology for customers who have trouble using mobile devices due to dexterity limitations that arise from a variety of conditions.
In this session, attendees will:
* Understand people with disabilities (PWDs) and how they use the web
* Learn about common barriers, issues and solutions
* Discover the different testing methodologies and their interdependencies
* Uncover ROI
The document discusses human-computer interaction and provides details about human input and output channels such as the senses of sight, hearing and touch that provide input and the motor functions that provide output. It then focuses on vision, describing the anatomy of the eye and visual perception, including topics like perceiving size, depth, brightness and color. The document also covers some basic concepts in color theory.
By starting early and considering Accessibility as a core initiative of software development, organizations can develop software that is easier to use and makes information available to more people.
The document is a chapter from a book about digital art, experience, interfaces, and interaction. It discusses different types of user interfaces such as command line, menu driven, and graphical user interfaces. It also covers principles of effective interface design including Shneiderman's eight golden rules of interface design and tips for consistency, navigation, labeling, and reducing errors. The chapter provides an overview of key concepts in interface design.
Keeping your touch screen kiosk content creation business futureIntuiface
This document provides strategies for keeping a touch screen kiosk content creation business future-ready and resilient. It recommends (1) focusing on quality over cost reduction to provide value to users, (2) optimizing project time management through collaboration tools and no-code software, and (3) going beyond just touch interfaces to adopt alternative interactive technologies like voice and gesture control and incorporate analytics to improve experiences.
Design and usability are critical aspects of software and website development. Quantum Improvements Consulting has experts in Human Factors that can assist in the design of software and websites.
Importance of UX-UI in Android/iOS Development- Stackonnajam gs
This document provides an overview of interaction design principles. It begins with a quote about designing for people and then defines the user interface. It discusses early examples like punched cards and command line interfaces, and more modern examples like graphical user interfaces. The document then covers basic interaction design principles like being consistent, meaningful, sensible, and making things visible. It emphasizes the importance of understanding the user's mental model and meeting their needs. Other principles discussed include providing intuitive design, feedback, and allowing for mistakes. The document stresses that interaction design should be user-centered and help users easily operate and interact with products. It concludes with tips for designing user interfaces like keeping them simple, creating consistency, using layout strategically, and considering principles of psychology
Accessibility Empathy - SXSW 2017 ProposalYvonne So
This panel discusses the importance of accessibility and empathy in design. It aims to help attendees understand different types of disabilities, gain empathy for users' experiences, and learn tools to design inclusively. Attendees will try accessibility simulators, discuss turning empathy into solutions, and walk away understanding how to keep accessibility central to their work. The panelists are UX designers who advocate for accessible design and helping people with disabilities.
with MyLab BusinessCommunication®• Reporting Dashboar.docxhelzerpatrina
with MyLab BusinessCommunication®
• Reporting Dashboard—View, analyze, and report learning outcomes
clearly and easily, and get the information you need to keep your
students on track throughout the course with the new Reporting
Dashboard. Available via the MyLab Gradebook and fully mobile-
ready, the Reporting Dashboard presents student performance
data at the class, section, and program levels in an accessible, visual
manner.
• Pearson eText—Keeps students engaged in learning on their own time,
while helping them achieve greater conceptual understanding of course
material. The worked examples bring learning to life, and algorithmic
practice allows students to apply the very concepts they are reading
about. Combining resources that illuminate content with accessible self-
assessment, MyLab with eText provides students with a complete digital
learning experience—all in one place.
• Quizzes and Tests—Pre-built quizzes and tests allow you to quiz students
without having to grade the assignments yourself.
• Video Exercises—These engaging videos explore a variety of
business topics related to the theory students are learning in class.
Quizzes assess students' comprehension of the concepts covered in
each video.
• Learning Catalytics™—Is an interactive, student response
tool that uses students' smartphones, tablets, or laptops to
engage them in more sophisticated tasks and thinking. Now
included with MyLab with eText, Learning Catalytics enables
you to generate classroom discussion, guide your lecture,
and promote peer-to-peer learning with real-time analytics.
Instructors, you can:
■ ■■ Pose a variety of open-ended questions that help your
students develop critical thinking skills
■ ■■ Monitor responses to find out where students are struggling
■ ■■ Use real-time data to adjust your instructional strategy and
try other ways of engaging your students during class
■ ■■ Manage student interactions by automatically grouping
students for discussion, teamwork, and peer-to-peer
learning
A L W A Y S L E A R N I N G
Giving Students the Skills and Insights They Need to Thrive
in Today’s Digital Business Environment
The essential skills of writing, listening, collaborating, and public speaking are as important as
ever, but they’re not enough to succeed in today’s business world. As business communication
continues to get rocked by waves of innovation—first digital media, then social media, now
mobile communication, and watch out for the upcoming invasion of chatbots—the nature of
communication is changing. And the changes go far deeper than the tools themselves.
In this exciting but complex new world, no other textbook can match the depth and range of
coverage offered by Business Communication Today.
Figure 1.7 The Social Communication Model
The social communication model differs from conventional communication strategies and practices in a
number of significant ways. You’re probably already an accomplished ...
UX is not a bolt-on but many agencies and founders approach it as the icing on the cake where really it is the cake itself. If you are in the process of planning, creating or improving your MVP this presentation will help you understand what UX is and how to go about making it happen for your product. The presentation will also help you understand how the UX process should happen correctly in your organisation and advises on different heuristics and models that can aid your team to ensure your product is produced correctly. The keynote was presented to the Founders Nation boot-camp by Danny Bluestone from Cyber-Duck at The Wayra Academy,Capper Street, WC1E 6JA London during March 2014.
After several years of conducting qualitative online studies, we have prepared a brochure to tell you about the opportunities offered by the tools we use at Conecta.
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
-------------------------------------------------------------------------------
Find out more about ISO training and certification services
Training: ISO/IEC 27001 Information Security Management System - EN | PECB
ISO/IEC 42001 Artificial Intelligence Management System - EN | PECB
General Data Protection Regulation (GDPR) - Training Courses - EN | PECB
Webinars: https://pecb.com/webinars
Article: https://pecb.com/article
-------------------------------------------------------------------------------
For more information about PECB:
Website: https://pecb.com/
LinkedIn: https://www.linkedin.com/company/pecb/
Facebook: https://www.facebook.com/PECBInternational/
Slideshare: http://www.slideshare.net/PECBCERTIFICATION
Design thinking is a process that keeps the user at the center and builds a solution around their needs and experiences. It focuses on creating products that are viable, feasible, and desirable for at least 25-30 years. Design thinking emphasizes understanding the user through constant interaction to prioritize features and evolve the product over time based on usage behaviors. It aims to create adaptable products through a user-centered approach that can meet new requirements as needs change.
Basic Visual Design Principles and UI Design Best PracticesAvijit Chinara
On these slides I have explained visual design principles and UI design best practices. This will help you to improve your visualization and UI Designing skills.
User experience (UX) is defined as a person's perceptions and responses resulting from use or anticipated use of a product, system or service. UX considers all aspects of a user's interaction with a company, its services, and its products. It includes factors like usability, accessibility, and satisfaction. The goal of UX design is to enhance user satisfaction and loyalty by improving the usability, ease of use, and pleasure provided in the interaction.
This document discusses user experience design. It defines user experience as how a person feels when interacting with or using a product, whether physical or digital. For a good user experience, a product needs to be usable, equitable, enjoyable, and useful. It then discusses each of these criteria in more detail. The document also outlines several jobs in the field of user experience design, including interaction designers, visual designers, motion designers, UX researchers, UX writers, UX program managers, and UX engineers. It provides brief descriptions of the roles and responsibilities of each type of job.
The Software Manager"s Guide to Practical Innovationmacadamian
Software teams are constantly looking for new ways to innovate ahead of the competition - from new features to stunning design to modern technology. But have you noticed how little practical, actionable information exists on how to actually achieve this?
The Software Manager's Guide to Practical Innovation. It’s filled with tangible advice on how to differentiate software products through design and development, based on real life lessons learned while working with product managers and teams.
This document discusses accessibility and the importance of considering people with disabilities in web design. It covers the Accessibility for Ontarians with Disabilities Act (AODA), which aims to make Ontario accessible by 2025. It also discusses the four principles of accessibility: perceivable, operable, understandable, and robust. The document recommends following WCAG 2.0 guidelines and designing according to the "accessible first" principle to create content that can be used by all.
Dev fest ile ife 2014-ux, material design and trendsTunde Ojediran
This document discusses user experience design and trends. It covers the fundamentals of UX including focusing on users and prioritizing speed. Popular UX techniques like personas, wireframing, and user testing are explained. Material Design is introduced as Google's visual design language using concepts like color palettes and animations. Current design trends involving layered interfaces, simple color schemes, and thumb-focused interactions are reviewed. Emerging UX trends towards always-connected devices, smart watches and homes, and setup guides replacing manuals are also examined.
This document discusses multi-device usage and provides strategies for developing consistent experiences across devices. It notes that by 2020 there will be over 24 billion connected devices. While laptops are often used for work, people use different devices for different purposes and contexts. There are three approaches to multi-screening: sequential, simultaneous, and separate. Designing for multiple devices requires consistency while accommodating each device's capabilities. Understanding user personas can help tailor content and experiences for different audiences. Marketers must reach people across all platforms they use. The focus should be removing constraints to center on the user experience. A case study approach is proposed to design multi-device experiences and strategies.
UXPA2019 Enhancing the User Experience for People with Disabilities: Top 10 ...UXPA International
An estimated 1.3 billion people globally report limitations in their daily activities due to a disability. When it comes to the physical world, businesses have made progress in accommodating customers with disabilities. But in the digital world, websites lack basic accessibility features such as text alternatives describing images, proper heading level structures so individuals who are blind and use screen readers can understand the content on a webpage, or captioning for multimedia content for individuals who are deaf or are hard of hearing – let alone assistive technology for customers who have trouble using mobile devices due to dexterity limitations that arise from a variety of conditions.
In this session, attendees will:
* Understand people with disabilities (PWDs) and how they use the web
* Learn about common barriers, issues and solutions
* Discover the different testing methodologies and their interdependencies
* Uncover ROI
The document discusses human-computer interaction and provides details about human input and output channels such as the senses of sight, hearing and touch that provide input and the motor functions that provide output. It then focuses on vision, describing the anatomy of the eye and visual perception, including topics like perceiving size, depth, brightness and color. The document also covers some basic concepts in color theory.
By starting early and considering Accessibility as a core initiative of software development, organizations can develop software that is easier to use and makes information available to more people.
The document is a chapter from a book about digital art, experience, interfaces, and interaction. It discusses different types of user interfaces such as command line, menu driven, and graphical user interfaces. It also covers principles of effective interface design including Shneiderman's eight golden rules of interface design and tips for consistency, navigation, labeling, and reducing errors. The chapter provides an overview of key concepts in interface design.
Keeping your touch screen kiosk content creation business futureIntuiface
This document provides strategies for keeping a touch screen kiosk content creation business future-ready and resilient. It recommends (1) focusing on quality over cost reduction to provide value to users, (2) optimizing project time management through collaboration tools and no-code software, and (3) going beyond just touch interfaces to adopt alternative interactive technologies like voice and gesture control and incorporate analytics to improve experiences.
Design and usability are critical aspects of software and website development. Quantum Improvements Consulting has experts in Human Factors that can assist in the design of software and websites.
Importance of UX-UI in Android/iOS Development- Stackonnajam gs
This document provides an overview of interaction design principles. It begins with a quote about designing for people and then defines the user interface. It discusses early examples like punched cards and command line interfaces, and more modern examples like graphical user interfaces. The document then covers basic interaction design principles like being consistent, meaningful, sensible, and making things visible. It emphasizes the importance of understanding the user's mental model and meeting their needs. Other principles discussed include providing intuitive design, feedback, and allowing for mistakes. The document stresses that interaction design should be user-centered and help users easily operate and interact with products. It concludes with tips for designing user interfaces like keeping them simple, creating consistency, using layout strategically, and considering principles of psychology
Accessibility Empathy - SXSW 2017 ProposalYvonne So
This panel discusses the importance of accessibility and empathy in design. It aims to help attendees understand different types of disabilities, gain empathy for users' experiences, and learn tools to design inclusively. Attendees will try accessibility simulators, discuss turning empathy into solutions, and walk away understanding how to keep accessibility central to their work. The panelists are UX designers who advocate for accessible design and helping people with disabilities.
with MyLab BusinessCommunication®• Reporting Dashboar.docxhelzerpatrina
with MyLab BusinessCommunication®
• Reporting Dashboard—View, analyze, and report learning outcomes
clearly and easily, and get the information you need to keep your
students on track throughout the course with the new Reporting
Dashboard. Available via the MyLab Gradebook and fully mobile-
ready, the Reporting Dashboard presents student performance
data at the class, section, and program levels in an accessible, visual
manner.
• Pearson eText—Keeps students engaged in learning on their own time,
while helping them achieve greater conceptual understanding of course
material. The worked examples bring learning to life, and algorithmic
practice allows students to apply the very concepts they are reading
about. Combining resources that illuminate content with accessible self-
assessment, MyLab with eText provides students with a complete digital
learning experience—all in one place.
• Quizzes and Tests—Pre-built quizzes and tests allow you to quiz students
without having to grade the assignments yourself.
• Video Exercises—These engaging videos explore a variety of
business topics related to the theory students are learning in class.
Quizzes assess students' comprehension of the concepts covered in
each video.
• Learning Catalytics™—Is an interactive, student response
tool that uses students' smartphones, tablets, or laptops to
engage them in more sophisticated tasks and thinking. Now
included with MyLab with eText, Learning Catalytics enables
you to generate classroom discussion, guide your lecture,
and promote peer-to-peer learning with real-time analytics.
Instructors, you can:
■ ■■ Pose a variety of open-ended questions that help your
students develop critical thinking skills
■ ■■ Monitor responses to find out where students are struggling
■ ■■ Use real-time data to adjust your instructional strategy and
try other ways of engaging your students during class
■ ■■ Manage student interactions by automatically grouping
students for discussion, teamwork, and peer-to-peer
learning
A L W A Y S L E A R N I N G
Giving Students the Skills and Insights They Need to Thrive
in Today’s Digital Business Environment
The essential skills of writing, listening, collaborating, and public speaking are as important as
ever, but they’re not enough to succeed in today’s business world. As business communication
continues to get rocked by waves of innovation—first digital media, then social media, now
mobile communication, and watch out for the upcoming invasion of chatbots—the nature of
communication is changing. And the changes go far deeper than the tools themselves.
In this exciting but complex new world, no other textbook can match the depth and range of
coverage offered by Business Communication Today.
Figure 1.7 The Social Communication Model
The social communication model differs from conventional communication strategies and practices in a
number of significant ways. You’re probably already an accomplished ...
UX is not a bolt-on but many agencies and founders approach it as the icing on the cake where really it is the cake itself. If you are in the process of planning, creating or improving your MVP this presentation will help you understand what UX is and how to go about making it happen for your product. The presentation will also help you understand how the UX process should happen correctly in your organisation and advises on different heuristics and models that can aid your team to ensure your product is produced correctly. The keynote was presented to the Founders Nation boot-camp by Danny Bluestone from Cyber-Duck at The Wayra Academy,Capper Street, WC1E 6JA London during March 2014.
After several years of conducting qualitative online studies, we have prepared a brochure to tell you about the opportunities offered by the tools we use at Conecta.
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
-------------------------------------------------------------------------------
Find out more about ISO training and certification services
Training: ISO/IEC 27001 Information Security Management System - EN | PECB
ISO/IEC 42001 Artificial Intelligence Management System - EN | PECB
General Data Protection Regulation (GDPR) - Training Courses - EN | PECB
Webinars: https://pecb.com/webinars
Article: https://pecb.com/article
-------------------------------------------------------------------------------
For more information about PECB:
Website: https://pecb.com/
LinkedIn: https://www.linkedin.com/company/pecb/
Facebook: https://www.facebook.com/PECBInternational/
Slideshare: http://www.slideshare.net/PECBCERTIFICATION
The simplified electron and muon model, Oscillating Spacetime: The Foundation...RitikBhardwaj56
Discover the Simplified Electron and Muon Model: A New Wave-Based Approach to Understanding Particles delves into a groundbreaking theory that presents electrons and muons as rotating soliton waves within oscillating spacetime. Geared towards students, researchers, and science buffs, this book breaks down complex ideas into simple explanations. It covers topics such as electron waves, temporal dynamics, and the implications of this model on particle physics. With clear illustrations and easy-to-follow explanations, readers will gain a new outlook on the universe's fundamental nature.
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
How to Manage Your Lost Opportunities in Odoo 17 CRMCeline George
Odoo 17 CRM allows us to track why we lose sales opportunities with "Lost Reasons." This helps analyze our sales process and identify areas for improvement. Here's how to configure lost reasons in Odoo 17 CRM
Thinking of getting a dog? Be aware that breeds like Pit Bulls, Rottweilers, and German Shepherds can be loyal and dangerous. Proper training and socialization are crucial to preventing aggressive behaviors. Ensure safety by understanding their needs and always supervising interactions. Stay safe, and enjoy your furry friends!
Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
Assessment and Planning in Educational technology.pptxKavitha Krishnan
In an education system, it is understood that assessment is only for the students, but on the other hand, the Assessment of teachers is also an important aspect of the education system that ensures teachers are providing high-quality instruction to students. The assessment process can be used to provide feedback and support for professional development, to inform decisions about teacher retention or promotion, or to evaluate teacher effectiveness for accountability purposes.
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
3. UserExperience
Dr
.CMNadeemFaisal www.hci.uniovi.es/en-members.htm 3
Understand: How the user experiences the product or similar products. Really understanding the end user
requires a lot of research.
Specify: Based on your research, you'll narrow down which end-user problem is the most important to
solve.
Design: design solutions to the end user's problem. This is where you'll come up with ideas for what the
product might look like and actually start building the product.
Evaluate: evaluate your design against your end user's needs. Does your design solve the end user's
problem? You'll find out here, and you'll also do it by testing your product with real people.
Note: It's important to keep in mind that as you go through this process, iteration is key. Iteration means doing something
again, by building on previous versions and making tweaks.
4. Whoaremyusers?
Dr
.CMNadeemFaisal www.hci.uniovi.es/en-members.htm 4
In UX design, the “user” comes first.
“A user is a person who is trying to solve a problem and is looking for a
product or service to help them solve it.”
Where, user experience is a journey that the user takes with that product or service. As a UX designer,
your goal is to keep the user at the center of every decision you make, and to do that, you need to get to
know your user.
Most of the initial UX research that you conduct at the beginning of the project will be focused on getting
to know the characteristics of your users, their goals, and their pain points.
Understanding the user empowers you to design experiences that are helpful or easy to use.
5. Whoaremyusers?
Dr
.CMNadeemFaisal www.hci.uniovi.es/en-members.htm 5
One of the key challenges of getting to know your users is avoiding taking a narrow view of the user, or
making assumptions about what users need based on stereotypes.
Users who seem to be different from one another might actually have shared wants and needs.
Get a clear picture of all your potential users and specifically plan to address the needs of users who are
often overlooked.
6. Whoaremyusers?
Dr
.CMNadeemFaisal www.hci.uniovi.es/en-members.htm 6
To reach as many users as possible, you consider questions such as these as part of your user research
approach:
1. Do my users have impairments or disabilities to consider–whether temporary, situational, or permanent?
2. How familiar are my users with technology?
3. How accessing the product or service?
4. Where and when accessing the product or service?
5. Considered all potential users?
7. Domyusershaveimpairmentsordisabilitiestoconsider?
Dr
.CMNadeemFaisal www.hci.uniovi.es/en-members.htm 7
You might be surprised to find out that more than 1 billion people around the world have a disability, out of a
global population of 7.8 billion. In the U.S., one in four adults identifies as having a disability.
The term accessibility refers to the design of products, devices, services, or environments for people with
disabilities.
As a UX designer, it’s important to keep users with disabilities in mind as you design features or new
products. Designing for accessibility isn't an obstacle, but a way to get your products to as many users as
possible.
Accessibility is about making products accessible to all people, whether they have a disability or not. Think
about inclusive product features that increase magnification, like enlarged fonts or features that help
everyone understand videos, like closed captions.
8. Howfamiliararemyuserswithtechnology?
Dr
.CMNadeemFaisal www.hci.uniovi.es/en-members.htm 8
User experience doesn’t just focus on the experience of existing users, however, it also includes paying
attention to the needs of people who are about to become users. Nearly a billion people, of all ages, all
around the world, are getting online for the very first time. Designing for this emerging population of
potential users, their level of digital literacy is a key consideration.
The American Library Association defines digital literacy as “the ability to use information and
communication technologies to find, evaluate, create, and communicate information, requiring both
cognitive and technical skills.”
People with limited digital literacy might not be familiar with certain design patterns, calls to action, or
icons that those of us with more online experience take for granted. For example, they might not know
what “swipe” means in relation to a touchscreen. They may not even know what a touchscreen is. This can
affect their confidence and willingness to explore new technology.
9. Howaremyusersaccessingtheproductorservice?
Dr
.CMNadeemFaisal www.hci.uniovi.es/en-members.htm 9
It’s important to keep in mind that not all users will access your product or service in the same way due to
the cost and availability of devices and internet services.
Some users might not have reliable or unlimited access to the internet. This might be because the data
they have purchased has run out or because their network coverage is inconsistent or sporadic.
As a UX designer, you should try to find ways to take the offline experience into account as well.
10. Wherearemyusersaccessingtheproductorservice?
Dr
.CMNadeemFaisal www.hci.uniovi.es/en-members.htm 10
In some cases, you might be designing a product or service intended for use by people in various locations
around the world, which creates some additional considerations, like local languages and cultural norms.
Keep in mind that cultures and norms are ever-changing as people integrate and contextualize technology
in their lives, so you will need to continue to research potential users to identify shifts in user problems,
preferences, and usage patterns over time.
11. Assistivetechnology
Dr
.CMNadeemFaisal www.hci.uniovi.es/en-members.htm 11
The term assistive technology, or AT for short, is used
to describe any products, equipment, and systems
that enhance learning, working, and daily living for
people with disabilities.
ATs make our lives easier and help provide a better
user experience. When we think of assistive
technology, we might think of computers, tablets, and
smartphones. But AT covers a wide range of devices,
like prosthetics, pointing devices, electric
wheelchairs, power lifts, eye gaze and head trackers,
and a whole lot more.
12. Assistivetechnology(colormodification)
Dr
.CMNadeemFaisal www.hci.uniovi.es/en-members.htm 12
Color modification, like high contrast mode or dark mode on a device, increases the contrast of colors on
a screen. High contrast makes the interface easier to see for people with low vision.
Color modification also helps anyone who might experience eye strain when viewing screens in the dark
or midday, when the sun is creating an intense glare. Lots of people use it just because it's easier on the
eyes.
13. Assistivetechnology(voicecontrolandswitchdevices)
Dr
.CMNadeemFaisal www.hci.uniovi.es/en-members.htm 13
Both of these help people with limited dexterity and can serve as an alternative to a keyboard or mouse.
Voice control allows users to navigate and interact with the buttons and screens on their devices using
only their voice.
A switch is an assistive technology device that replaces the need to use a computer keyboard or a mouse.
Switch devices can allow users to control technology like a computer or smartphone. There are a lot of
different kinds of switch devices, but they all help people with limited motor ability use technology more
easily
14. Assistivetechnology(Screenreaders)
Dr
.CMNadeemFaisal www.hci.uniovi.es/en-members.htm 14
1. Screen readers are one of the most common assistive technologies for people with limited vision and
reads out loud any on screen text.
2. Screen readers also read any interactive elements, like buttons, along with non visible text, like the
button names, and any alternative text for images.
3. Alternative text, or alt text, helps translate a visual user interface into a text-based user interface.
4. It essentially uses words to describe any meaningful image for someone who is not able to see the
image.
5. Alt text is also super helpful for those with low bandwidth connections, too. If your device is unable to
maintain a connection to the internet, it may struggle to load a big file or image. Alt text is useful for
context when an image fails to load.
15. Assistivetechnology(Speechtotext)
Dr
.CMNadeemFaisal www.hci.uniovi.es/en-members.htm 15
Speech to text, a user composes text by speaking into their phone or computer. The voice recording is
automatically converted into text. A lot of people find it much easier to text by talking to their device,
because it offers a hands-free experience and reduces the amount of mental energy needed to type. Let me
show you.
16. Theimportanceofassistivetechnology
Dr
.CMNadeemFaisal www.hci.uniovi.es/en-members.htm 16
Difference helps us think creatively and helps us see gaps in our products and we gain from looking at
people who experience the world differently, we build better products that are more adaptable.
Accessibility, we are talking about how to make a product accessible by people with different abilities.
But when we talk about inclusive design, what we are doing is we are looking to difference, different
experiences, needs, because of their different capabilities.
17. Theimportanceofassistivetechnology
Dr
.CMNadeemFaisal www.hci.uniovi.es/en-members.htm 17
Countries like India, Indonesia, Brazil, Mexico, these users have slightly different constraints. These users are
using low-end devices.
They do not have enough storage on their phone, they can't install a big enough app.
They would not have access to data.
These users are not literate or they might not speak English.
How do we make multilingual interfaces?
The music note is something that a lot of people don't understand, or they don't know what it means.
The reason for that, we think is because the music icon is a very Western classical music piece of
iconography. Since a lot of users aren't exposed to that, they don't actually know what that icon
means.
18. DesignThinking:AUXdesignframework
18
The Design Thinking framework is a user-centered approach to problem-solving including activities like
research, prototyping, and testing to help you to
1. understand who your user is,
2. what their problems are,
3. what your design should include.
Dr
.CMNadeemFaisal www.hci.uniovi.es/en-members.htm
19. Empathize
Dr
.CMNadeemFaisal 19
www.hci.uniovi.es/en-members.htm
During the empathize phase, your primary goal is to learn more about the user and their
problems, wants, and needs, and the environment or context in which they’ll experience your
design.
The most important part of the empathize phase is to step away from your assumptions
and guesses and let your research findings inform your decision-making in later design
phases.
You might also need to conduct some research on the competitors’ products to determine
how your user frames competitors’ products as part of their daily life and daily problem-
solving.
Your user research might include user surveys, interviews, and observation sessions.
20. Define
Dr
.CMNadeemFaisal 20
www.hci.uniovi.es/en-members.htm
In the this phase, you will analyze your research findings from the empathize phase and
determine which user problems are the most important ones to solve, and why.
This will drive you toward a clear goal for the design of the product.
The most important outcome of this phase is a clear problem statement, which is a
description of the user’s need that your designs will address.
You might also develop a value proposition, which is a summary of why your user
would or should use the product or service that you’re designing.
21. Ideate
Dr
.CMNadeemFaisal 21
www.hci.uniovi.es/en-members.htm
The goal of ideation is to come up with as many design solutions as possible—don’t settle for
your first solution because the most obvious solution is not always the right one.
Ideation involves collaborative brainstorming with other members of your team to
generate as many solutions as possible to a problem.
This could include marketing, engineering, product management, or any other stakeholders
for the product or service.
Don’t focus on whether something is a “good” or “bad” idea, just collect as many ideas as
you can. The important thing here is to keep this process judgment-free.
After brainstorming, you’ll then analyze your potential solutions and start to make choices
about which ones are the best options to pursue as prototypes.
You might return to user or competitive research to help you narrow down your ideas, and
you might also create user flows to illustrate how the user will interact with your solution.
22. Prototype andTest
Dr
.CMNadeemFaisal 22
www.hci.uniovi.es/en-members.htm
In prototype phase, your goal is to produce an early model of a product that demonstrates
its functionality and can be used for testing.
The test phase is critical to developing the right solution to address your user’s problem,
and an organized approach to testing can help you create exceptional user experiences.
Prototyping and testing are interconnected, which means that you’ll test your designs at
each stage of prototype development rather than waiting to test until after the working
prototype is complete.
If the design is too polished the first time you present it to users, you might not get as
much feedback.
Think about ways to include testing throughout the design process, so that you’re iterating
your designs based on user feedback instead of other reasons.
23. PrototypeandTest
Dr
.CMNadeemFaisal 23
www.hci.uniovi.es/en-members.htm
You might test the concepts behind your design by presenting users with a simple
sketch, wireframe, or a sitemap.
Taking what you learned, you might iterate on that design to a more detailed design
on paper (known as a low-fidelity prototype) and conduct another round of user
testing.
You will iterate the design again into a working, interactive model using a software
program (also known as a high-fidelity prototype) and test that as well.
24. PrototypeandTest
Dr
.CMNadeemFaisal 24
www.hci.uniovi.es/en-members.htm
You might also consider testing more than one prototype at the same time to get
feedback on multiple solutions, or testing the same prototype on multiple platforms,
such as a laptop, tablet, and smartphone.
The goal of testing prototypes is to continue to refine the prototype as you gain
insight into whether the design for your product or service is easy to use and solves
the user’s problem.
At some point, you’ll finalize a prototype, and then you’ll provide it to developers,
who will then turn your design into a product.
25. Universaldesign
Dr
.CMNadeemFaisal www.hci.uniovi.es/en-members.htm 25
1. When designers began considering how to include an even
broader range of people in their designs, they called it universal
design.
2. Universal design is the process of creating one product for users
with the widest range of abilities and in the widest range of
situations. Designers propose one solution for everyone.
3. The problem is that when you focus on creating one solution for
everyone, the designs lose their effectiveness. It's often difficult
to achieve any goals with your product when you have so many
intended users.
26. Universaldesign
Dr
.CMNadeemFaisal www.hci.uniovi.es/en-members.htm 26
4. It's like when you go to a store that sells a hat in just one size, the label might read, One-size-fits-all, but
the hat still won't fit a lot of people.
5. Universal design had the same problem. Even though it had the intention of being inclusive,
It excluded a lot of people as turns out one-size-fits-all isn't a great solution. So, UX designers
realized that universal design didn't meet the needs of every user.
So, the designers started thinking about the concept of inclusive design, which focuses on finding
solutions to meet different needs.
27. Inclusivedesign
Dr
.CMNadeemFaisal www.hci.uniovi.es/en-members.htm 27
Inclusive design means making design choices that take into account personal identifiers like ability, race,
economic status, language, age, and gender.
Inclusive design focused on excluded populations in the process, so they can provide their unique
perspectives during all phases of the design process.
If universal design is a one-size-fits-all solution, then inclusive design can be described as solve for one,
extend to many.
Goal as designers is to build experiences that are accessible to users with the widest range of abilities. In
other words, no one should be excluded from using a product.
28. Inclusivedesign
Dr
.CMNadeemFaisal www.hci.uniovi.es/en-members.htm 28
For example, when designing we focus on the needs of people who are blind and deaf even more than
we consider the needs of those who rely on their sight and hearing to communicate. Then as we build
more versions of a product, we design for additional excluded groups, like those with physical or
cognitive disabilities.
1. Designing products, devices, services, or environments for people with disabilities is called
accessibility. Accessibility is just one aspect of inclusive design.
2. keep in mind that the idea of "solve for one, extend to many," only benefits the group the design
was created for and existing users. Many groups are still left out.
3. Over time UX designers realized that inclusive design wasn't always enough, and that's where
we find ourselves today as equity-focused design becomes a new industry goal.
29. Equity-focuseddesign
Dr
.CMNadeemFaisal www.hci.uniovi.es/en-members.htm 29
Equity-focused design takes the idea of inclusive design one step further. It asks designers to focus on
designing for groups that have been historically underrepresented or ignored when building products. The
goal of equity-focused design is to uplift groups that have been excluded historically.
Equality means providing the same amount of opportunity and support to all segments of society.
In other words, everyone gets the same thing.
Equity means providing different levels of opportunity and support for each person in order to
achieve fair outcomes.
30. Equity-focuseddesign
Dr
.CMNadeemFaisal www.hci.uniovi.es/en-members.htm 30
Start by identifying a product you want to build. Then, think about the groups that have not been served
by this type of product in the past. Finally, build your design while keeping the groups who identified as
underrepresented front and center.
It's important to keep in mind that equity-focused design doesn't solve all problems, just like inclusive
design and universal design don't either.
Equity-focused design means thinking through all the aspects of a designed product and making sure the
product is both accessible and fair to all genders, races, and abilities. Plus, the designs need to specifically
consider underrepresented and excluded groups.
31. Equity-focuseddesign-example
Dr
.CMNadeemFaisal www.hci.uniovi.es/en-members.htm 31
When voice assistants were first introduced at Google, they were trained primarily with male, native English-
speaking voices. As a result, the voice assistants could easily understand and respond to male voices. But they
had a hard time understanding female voices, because of the higher pitch, and voices of people with strong
accents. When the product launched, users were extremely frustrated when the assistant could not
understand them. This example highlights how testing with a diverse set of users can truly improve a product.
32. Gettoknowplatforms
Dr
.CMNadeemFaisal www.hci.uniovi.es/en-members.htm 32
A platform is the medium that users experience your product on, such as desktop, mobile web, mobile
apps, tablets, wearables, TVs, smart displays, and more.
It's important to design with multiple platforms in mind, because users want a product to look and feel
similar, no matter what platform they're using.
In addition to having a consistent user experience across platforms, it's also important to have a consistent
brand identity.
The brand identity refers to the visual appearance and voice of a company. For example, Google Search
should look and feel the same on your desktop computer and mobile phone. At first, only mobile phones
had voice assistants. So If the product you are designing required the use of a voice assistant, the only
platform it would have worked on was a mobile phone. But fast forward to the present, and voice
assistants are integrated into many other platforms, like desktop computers, TVs, and even refrigerators.
33. Designfordifferentplatforms
Dr
.CMNadeemFaisal www.hci.uniovi.es/en-members.htm 33
We've started thinking about designing across platforms. Now, it's time to learn how users engage with
different devices. First, we'll discuss user behavior on mobile phones and desktop computers.
There's a big difference in the amount of time users spend on mobile phones compared to desktop
computers. An average mobile session is 72 seconds, while the average desktop session is 150 seconds, more
than twice as long. Mobile users tend to be goal-oriented, and they are focused on completing a single task.
34. Designfordifferentplatforms
Dr
.CMNadeemFaisal 34
www.hci.uniovi.es/en-members.htm
As those users come online, they're mostly accessing the internet from mobile devices. This means the
amount of desktop web traffic compared to mobile web traffic will continue to shift. It's important for UX
designers to consider mobile users' connectivity limitations, like slower processing speeds and longer load
times. To be inclusive, we need to design for all types of phones, whether they cost $50 or $500. Users
interact with devices in different ways.
Responsive web design allows a website to change automatically depending on the size of the device.
For example, a website homepage might have multiple columns when a user experiences it on a
desktop computer. All the content is still there and the usability is way better. Let's think about a few
best practices when designing for mobile user experiences.
35. Designfordifferentplatforms
Dr
.CMNadeemFaisal 35
www.hci.uniovi.es/en-members.htm
Call-to-action buttons should be placed front and center, allowing the user to easily complete the desired
task, like joining an email list or adding an item to their shopping cart.
Second, navigation menus should be short and simple. So menu options should only highlight the core
functions of the product.
Third, use gestures that users already do, like tapping and swiping. Gestures should be intuitive and
familiar to users.
Fourth, design for both directions a phone might be held i.e. vertical portrait and the horizontal landscape
view. We want users to have an effective experience no matter how they hold their phone.
Fifth, reduce visual clutter. Mobile phones have smaller screen sizes, so it's important to keep the visual
experience simple.
36. Designingcross-platformexperiences
Dr
.CMNadeemFaisal 36
www.hci.uniovi.es/en-members.htm
When designing a new product or feature, it’s important to think about the different types of platforms that
the design will be experienced on. As a refresher, a platform is the medium that users experience your
product on. Some common platforms are:
Desktop computers
Laptop computers
Mobile phones
Tablets
Wearables, like smart watches
TVs
Smart displays
37. Screensize
Dr
.CMNadeemFaisal 37
www.hci.uniovi.es/en-members.htm
The first consideration when designing for various platforms is adjusting design elements and features to fit
different screen sizes.
For example, you have a lot of screen space when you design for desktop and laptop computers. But when
you design for smaller screens, like mobile phones, you have to carefully decide which parts of the design
you'll prioritize including in the limited space. This means making every word, icon, and image count!
38. Interaction
Dr
.CMNadeemFaisal www.hci.uniovi.es/en-members.htm 38
You need to consider the way users interact with each platform and how those interactions might affect your
design decisions. It’s also critical to consider accessibility when developing your designs at each point.
Different groups of people will interact with your product in different ways, like using a screen reader, closed
captioning, or a switch device. To get started, it’s helpful to try using some of these technologies yourself, in
order to understand how people with disabilities might interact with your product on different platforms.
39. Contentlayout
Dr
.CMNadeemFaisal www.hci.uniovi.es/en-members.htm 39
Layouts refer to the way that information is organized on the screen. For example, when designing for
desktop or laptop computers, you have the advantage of working with a familiar, standardized size:
landscape (horizontal) mode. The screen is wide, content can be laid out in columns, and there’s much
more flexibility to design.
In contrast, mobile phone content is usually laid out in portrait (vertical) mode, which is ideal for scrolling.
In addition, mobile phones often allow users the option to use landscape (horizontal) mode by rotating
their device. Implementing this in your designs requires more work from you as a designer, but provides
users with a wider range of options.
40. Functionality
Dr
.CMNadeemFaisal www.hci.uniovi.es/en-members.htm 40
There are a lot of reasons why users might choose one platform over another, but functionality and the kind
of tasks they want to complete is a huge driver. Your designs for each platform will likely vary based on how
and when you expect users to need the product.
42. Reference
1. Sommerville, I. (2016). Software Engineering GE. Pearson Australia Pty Limited.
BEST FOR You
O R G A N I C S C O M P A N Y
Dr
.CMNadeemFaisal www.hci.uniovi.es/en-members.htm 42