Basic principles of Usable Interface
Learnability, Efficiency, Memorability, Errors, Satisfaction
Utility - does it what you need?
How to improve Usability
The document discusses human-computer interaction (HCI) and the importance of usability in user interface design. It covers topics like the definition of a user interface and its components, principles of good interface design, the history and evolution of screen designs, factors that influence usability like learnability, efficiency and satisfaction, and how to improve a system's usability through techniques such as default values, accelerators, and accommodating individual user differences.
The document discusses design principles from Don Norman's book "The Design of Everyday Things" and another book on interaction design. It outlines several important principles: visibility (can the user see what to do?), feedback (does the user know the effect of their actions?), affordance (how do controls suggest their use?), mapping (is the relationship between controls and effects clear?), constraints (are invalid actions prevented?), and consistency (is use of the design logical and predictable?). Examples of both good and poor implementations of these principles in everyday designs are provided.
This document discusses usability engineering and provides an overview of key concepts in the field. It defines usability and discusses the usability engineering lifecycle, which includes understanding users, prototyping, testing interfaces, and iterative design. Methods like heuristic evaluation, usability testing, and internationalization considerations are also covered. The document concludes by discussing potential future developments in usability like increased natural language and adaptive interfaces.
This document outlines the basic principles of user-centered design (UCD). It discusses how UCD prioritizes users by putting them at the center of design decisions through iterative testing and research. The goal is to optimize the user experience. Key aspects of UCD include discovering user needs through research, defining concepts based on personas, designing prototypes, and evaluating designs through usability testing to identify problems and continually improve the design.
This document outlines the agenda and content for Lecture Four of a course on Design for All. The lecture covers universal design principles including equitable use, flexibility, error management, stability and predictability, and efficiency. It then discusses human factors principles such as cognition, perception, and ergonomics. Strategies for applying each principle are provided with examples. The lecture concludes by presenting assignments on finding good HCI examples and an opportunities and threats workshop, as well as completing a survey and continuing an accessibility report workshop.
This document introduces design principles based on Don Norman's book "The Design of Everyday Things". It discusses Norman's work in user-centered design and establishing principles like visibility, feedback, affordance, mapping, constraints, and consistency as a framework for analyzing interaction problems. Each principle is defined and examples are provided to illustrate both proper and poor implementations. The document concludes that design principles are validated by usability methods that evaluate learnability, efficiency, memorability, errors, and satisfaction.
Usability Engineering General guidelinesREHMAT ULLAH
This document discusses general usability guidelines for user interface design. It outlines several key principles: [1] The interface should keep users informed of system status and progress. [2] The interface language and concepts should match the users' language and mental models. [3] Users should feel in control and have freedom within the system to undo or redo actions. [3] Consistency in terminology, actions, and behaviors is important for usability.
Human Computer Interaction: The Design of Everyday Things (User Centered Des...Shakil Mahmood
The document discusses seven principles of user-centered design: simplify structure, visibility, mapping, constraints, error design, leveraging user knowledge, and standardization. It emphasizes designing based on the user's mental model by understanding how their conceptualization of a system develops from their knowledge and past experiences. The goal is for users to intuitively understand what actions are possible and what is occurring in a design by structuring it in a clear, visible, and standardized manner that maps to users' real-world expectations.
This document discusses design principles for creating intuitive user experiences. It covers Donald Norman's two principles of making things visible and having a good conceptual model. A good conceptual model includes affordances, mapping, constraints, and feedback. The document also discusses user-centered design, which focuses on understanding user needs and creating easy-to-use products. User-centered design involves four key activities and has benefits of intuitive interfaces but also costs more time and money.
This document introduces design and development principles based on Don Norman's book "The Design of Everyday Things". It discusses key principles like visibility, feedback, affordance, mapping and consistency. It explains how these principles help address problems in user experience and interaction design. The document concludes by noting how design principles are validated through principles of usability like learnability, efficiency and satisfaction.
This document summarizes a discussion on the book "The Design of Everyday Things" by Don Norman. It provides an overview of the key concepts in the book, including conceptual models, affordances, and constraints. It discusses how these concepts relate to human-centered design and improving designs by understanding how users think and interact with products. The document outlines changes that can be made today by designers and users, such as putting themselves in the user's perspective. It poses discussion questions about the audience of the book, limits of design work, and potential problems with a user-centered focus.
This document covers the key topics of usability 101, including definitions of usability, why it is important, and ten principles of usability. It defines usability as a quality attribute that evaluates how easy interfaces are to use. Good usability provides value to users and is important for competitive advantage and return on investment. Ten principles of usability discussed include recognition over recall, consistency, error prevention, visibility of system status, and minimalist design. The document provides examples and explanations for each principle.
Usability Engineering Presentation Slideswajahat Gul
Usability: the extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use.“
For instance:
• Appropriate for a purpose
• Comprehensible, usable, (learnable), …
• Ergonomic, high-performance, ...
• Reliable, robust, …
The document provides an introduction to user experience (UX) design. It defines UX as how users feel when interacting with a product or service, as opposed to the user interface (UI) which refers to what people use to interact. The importance of UX is discussed, noting that good UX can increase sales, loyalty and reduce support costs. UX design is the process of creating meaningful experiences for users. Usability testing involves observing representative users performing tasks to identify difficulties. Evaluation tools discussed include heuristics, which involve experts examining a design against recognized usability principles. The 10 usability heuristics cover visibility of system status, matching system design to the real world, user control and error prevention.
A presentation I made for showing Alcatel-Lucent developers what usability is about and what simple techniques they could use in their development process.
This document discusses usability testing as a technique used in user-centered design to evaluate how usable a product is by testing it on potential users. The goal of usability testing is to measure the usability of a product in terms of its effectiveness, efficiency and user satisfaction. It involves watching users perform tasks with prototypes or applications and noting any problems they encounter. Usability tests usually involve a facilitator, participant, and observers. Multiple small tests with 3-4 users are recommended to uncover most usability issues. Usability testing should be done at different stages of the design process.
Usability Testing: Understanding End-Users through ObservationFrank Garofalo
Usability testing involves observing end-users perform scenario-based tasks with a product or system and collecting feedback. It is most beneficial early in the design process and throughout development. The process typically involves planning tasks, recruiting test participants, running tests while observers watch, and debriefing with observers. Test sessions involve end-users thinking aloud as they complete tasks while being recorded or observed. Data is then analyzed to identify areas for improvement.
Understanding the Touch Interface [IndicThreads Mobile Application Developmen...IndicThreads
Session Presented at 1st IndicThreads.com Conference On Mobile Application Development held on 19-20 November 2010 in Pune, India
WEB: http://M10.IndicThreads.com
------------
Speaker: Navin Kabra
Abstract:
With the advent of the iPhone and Android, more and more mobile with touch screens are hitting the market. In spite of superficial similarities, designing an app for a touch based interface is very different from designing an app for a keypad/keyboard/stylus/mouse based interface. Just porting an older app to the touch with minimal design changes is a recipe for disaster.
This talk will cover:
1. Why touch is so important?
2. Which old techniques don’t work well ?
3. Which new techniques can be used ?
4. Common mistakes to watch out for
User interface design: definitions, processes and principlesDavid Little
This document provides an overview of user interface design, including definitions, processes, and principles. It defines a user interface as the part of a computer system that users interact with to complete tasks. User-centered design is discussed as an approach that focuses on research into user behaviors and goals in order to design appropriate tools to enable users to achieve their objectives. Design principles like simplicity, structure, visibility, consistency, tolerance, and feedback are outlined.
The document discusses fundamental principles of interface design, including:
- Color is an important element, and Microsoft Office uses grey and blue to avoid visual distraction and discomfort, while maintaining consistency.
- Interface elements should follow principles of proximity, continuity, symmetry, and similarity to help users perceive relationships and patterns.
- Objects in the interface should have a clear visual hierarchy and not obscure other important elements.
- Simple geometric shapes like cubes are more easily recognizable than complex 3D images.
There are common questions at the beginning of a project such as who, what, where, when, and why. From a strategic perspective, one question might be: "How does this project align to the organization's mission and vision?" Another might be: "What are the goals for determining if users / customers are successfully using the system?" This interactive workshop will walk through the process of drafting a UX Strategy OneSheet document and the variety of benefits it can provide. This workshop is based on a presentation given at SXSW Interactive 2011 by Robert Hoekman, Jr.
User Interface Prototyping - Low- and High-Fidelity Prototyping TodayThomas Memmel
Zühlke offers various usability engineering services – get in touch at www.zuehlke.com/usability
User Studies, User Profiling & User Modeling (e.g. Personas), User-Centered Requirements Engineering, Usability Concepts & Modeling (e.g. Scenarios, Storyboards), Agile Development & User Experience (e.g. User Stories combined with elements of Interaction Design), User Interface Prototyping (Low- & High-Fidelity), User Interface Engineering (Integration of Usability Methodology in the Software Development Process), Usability Testing (e.g. with Mobile Usability Lab), User Interface Specification.
The psychopathology of everyday things!Irfan Ahmed
This document discusses principles of user-centered design and good and bad design. It provides examples of a slide projector with one button and a telephone without a visible hold function to illustrate bad design principles. Key principles of good design discussed include visibility, mappings, appropriate clues, and feedback. User-centered design aims to simplify tasks, provide mental aids like visibility and feedback, and ensure users maintain control. It also discusses designing for errors and standardizing design while considering constraints.
User-centered design is a process that considers users' needs at each stage of design. It involves analyzing how users will use a product, testing assumptions with users, and iterating on designs based on feedback. For mobile design specifically, considerations include screen size, connectivity, minimizing inputs, and prioritizing important content given space constraints. Gathering feedback through methods like focus groups, usability testing, surveys, and interviews is important. The key aspects of UCD are understanding users, building customized solutions, and constantly testing and refining designs.
Training on iOS app development - Samesh Swongamikha & Neetin SharmaMobileNepal
This document summarizes key concepts for iOS app development including design patterns like MVVM, communication patterns, databases like CoreData, networking using REST APIs and libraries like AFNetworking, memory management with ARC, and an introduction to the Swift programming language. Useful resources for iOS development are also provided.
Usability Engineering General guidelinesREHMAT ULLAH
This document discusses general usability guidelines for user interface design. It outlines several key principles: [1] The interface should keep users informed of system status and progress. [2] The interface language and concepts should match the users' language and mental models. [3] Users should feel in control and have freedom within the system to undo or redo actions. [3] Consistency in terminology, actions, and behaviors is important for usability.
Human Computer Interaction: The Design of Everyday Things (User Centered Des...Shakil Mahmood
The document discusses seven principles of user-centered design: simplify structure, visibility, mapping, constraints, error design, leveraging user knowledge, and standardization. It emphasizes designing based on the user's mental model by understanding how their conceptualization of a system develops from their knowledge and past experiences. The goal is for users to intuitively understand what actions are possible and what is occurring in a design by structuring it in a clear, visible, and standardized manner that maps to users' real-world expectations.
This document discusses design principles for creating intuitive user experiences. It covers Donald Norman's two principles of making things visible and having a good conceptual model. A good conceptual model includes affordances, mapping, constraints, and feedback. The document also discusses user-centered design, which focuses on understanding user needs and creating easy-to-use products. User-centered design involves four key activities and has benefits of intuitive interfaces but also costs more time and money.
This document introduces design and development principles based on Don Norman's book "The Design of Everyday Things". It discusses key principles like visibility, feedback, affordance, mapping and consistency. It explains how these principles help address problems in user experience and interaction design. The document concludes by noting how design principles are validated through principles of usability like learnability, efficiency and satisfaction.
This document summarizes a discussion on the book "The Design of Everyday Things" by Don Norman. It provides an overview of the key concepts in the book, including conceptual models, affordances, and constraints. It discusses how these concepts relate to human-centered design and improving designs by understanding how users think and interact with products. The document outlines changes that can be made today by designers and users, such as putting themselves in the user's perspective. It poses discussion questions about the audience of the book, limits of design work, and potential problems with a user-centered focus.
This document covers the key topics of usability 101, including definitions of usability, why it is important, and ten principles of usability. It defines usability as a quality attribute that evaluates how easy interfaces are to use. Good usability provides value to users and is important for competitive advantage and return on investment. Ten principles of usability discussed include recognition over recall, consistency, error prevention, visibility of system status, and minimalist design. The document provides examples and explanations for each principle.
Usability Engineering Presentation Slideswajahat Gul
Usability: the extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use.“
For instance:
• Appropriate for a purpose
• Comprehensible, usable, (learnable), …
• Ergonomic, high-performance, ...
• Reliable, robust, …
The document provides an introduction to user experience (UX) design. It defines UX as how users feel when interacting with a product or service, as opposed to the user interface (UI) which refers to what people use to interact. The importance of UX is discussed, noting that good UX can increase sales, loyalty and reduce support costs. UX design is the process of creating meaningful experiences for users. Usability testing involves observing representative users performing tasks to identify difficulties. Evaluation tools discussed include heuristics, which involve experts examining a design against recognized usability principles. The 10 usability heuristics cover visibility of system status, matching system design to the real world, user control and error prevention.
A presentation I made for showing Alcatel-Lucent developers what usability is about and what simple techniques they could use in their development process.
This document discusses usability testing as a technique used in user-centered design to evaluate how usable a product is by testing it on potential users. The goal of usability testing is to measure the usability of a product in terms of its effectiveness, efficiency and user satisfaction. It involves watching users perform tasks with prototypes or applications and noting any problems they encounter. Usability tests usually involve a facilitator, participant, and observers. Multiple small tests with 3-4 users are recommended to uncover most usability issues. Usability testing should be done at different stages of the design process.
Usability Testing: Understanding End-Users through ObservationFrank Garofalo
Usability testing involves observing end-users perform scenario-based tasks with a product or system and collecting feedback. It is most beneficial early in the design process and throughout development. The process typically involves planning tasks, recruiting test participants, running tests while observers watch, and debriefing with observers. Test sessions involve end-users thinking aloud as they complete tasks while being recorded or observed. Data is then analyzed to identify areas for improvement.
Understanding the Touch Interface [IndicThreads Mobile Application Developmen...IndicThreads
Session Presented at 1st IndicThreads.com Conference On Mobile Application Development held on 19-20 November 2010 in Pune, India
WEB: http://M10.IndicThreads.com
------------
Speaker: Navin Kabra
Abstract:
With the advent of the iPhone and Android, more and more mobile with touch screens are hitting the market. In spite of superficial similarities, designing an app for a touch based interface is very different from designing an app for a keypad/keyboard/stylus/mouse based interface. Just porting an older app to the touch with minimal design changes is a recipe for disaster.
This talk will cover:
1. Why touch is so important?
2. Which old techniques don’t work well ?
3. Which new techniques can be used ?
4. Common mistakes to watch out for
User interface design: definitions, processes and principlesDavid Little
This document provides an overview of user interface design, including definitions, processes, and principles. It defines a user interface as the part of a computer system that users interact with to complete tasks. User-centered design is discussed as an approach that focuses on research into user behaviors and goals in order to design appropriate tools to enable users to achieve their objectives. Design principles like simplicity, structure, visibility, consistency, tolerance, and feedback are outlined.
The document discusses fundamental principles of interface design, including:
- Color is an important element, and Microsoft Office uses grey and blue to avoid visual distraction and discomfort, while maintaining consistency.
- Interface elements should follow principles of proximity, continuity, symmetry, and similarity to help users perceive relationships and patterns.
- Objects in the interface should have a clear visual hierarchy and not obscure other important elements.
- Simple geometric shapes like cubes are more easily recognizable than complex 3D images.
There are common questions at the beginning of a project such as who, what, where, when, and why. From a strategic perspective, one question might be: "How does this project align to the organization's mission and vision?" Another might be: "What are the goals for determining if users / customers are successfully using the system?" This interactive workshop will walk through the process of drafting a UX Strategy OneSheet document and the variety of benefits it can provide. This workshop is based on a presentation given at SXSW Interactive 2011 by Robert Hoekman, Jr.
User Interface Prototyping - Low- and High-Fidelity Prototyping TodayThomas Memmel
Zühlke offers various usability engineering services – get in touch at www.zuehlke.com/usability
User Studies, User Profiling & User Modeling (e.g. Personas), User-Centered Requirements Engineering, Usability Concepts & Modeling (e.g. Scenarios, Storyboards), Agile Development & User Experience (e.g. User Stories combined with elements of Interaction Design), User Interface Prototyping (Low- & High-Fidelity), User Interface Engineering (Integration of Usability Methodology in the Software Development Process), Usability Testing (e.g. with Mobile Usability Lab), User Interface Specification.
The psychopathology of everyday things!Irfan Ahmed
This document discusses principles of user-centered design and good and bad design. It provides examples of a slide projector with one button and a telephone without a visible hold function to illustrate bad design principles. Key principles of good design discussed include visibility, mappings, appropriate clues, and feedback. User-centered design aims to simplify tasks, provide mental aids like visibility and feedback, and ensure users maintain control. It also discusses designing for errors and standardizing design while considering constraints.
User-centered design is a process that considers users' needs at each stage of design. It involves analyzing how users will use a product, testing assumptions with users, and iterating on designs based on feedback. For mobile design specifically, considerations include screen size, connectivity, minimizing inputs, and prioritizing important content given space constraints. Gathering feedback through methods like focus groups, usability testing, surveys, and interviews is important. The key aspects of UCD are understanding users, building customized solutions, and constantly testing and refining designs.
Training on iOS app development - Samesh Swongamikha & Neetin SharmaMobileNepal
This document summarizes key concepts for iOS app development including design patterns like MVVM, communication patterns, databases like CoreData, networking using REST APIs and libraries like AFNetworking, memory management with ARC, and an introduction to the Swift programming language. Useful resources for iOS development are also provided.
This document outlines the criteria and timeline for an app development camp competition. Participants are expected to develop a minimum viable product (MVP) mobile app, along with detailing the business model and idea. They will receive training in areas like monetization, industries, and pitching. The deadline to submit the refined app, product, and business plan is December 1st. 24 finalists will be selected and the final event runs from December 9-11.
Mr. Anil Chitrakar gave a wonderful presentation during the thematic seminar on Education during Ncell App Camp 2014. His slides contains pictures, as usual, and his speech contains wonderful stories and humor behind those pictures.
Keynote speech tourism mr. bibhusan bistaMobileNepal
Mobile apps are increasingly important for tourism as 85% of travelers use smartphones. This document discusses how Nepal can leverage mobile apps to boost its tourism industry. It recommends that Nepal (1) understand travelers' needs through relevant apps, (2) identify key tourist demographics and interests, (3) create an appealing value proposition by filling gaps and meeting expectations, (4) generate revenue through various monetization models, (5) prioritize users, and (6) partner with other industry players and agencies. Adopting this mobile-focused approach could help Nepal capitalize on the growing importance of technology in tourism.
Technology, Performance and Scalability - Presentation - Anjesh TuladharMobileNepal
Mr. Anjesh Tuladhar, one of the trainers during Ncell App Camp 2014, talked about the what the participants should do now for the competition and have a vision for future regarding their apps in terms of technology, performance and scalability.
Design in UI: Visuals and Aesthetics - Swapnil AcharyaMobileNepal
This document discusses principles of visual design and aesthetics for user interfaces. It covers Gestalt principles of proximity, similarity, common fate, and closure that help users perceive visual elements as groups. It also discusses elements of design like organization, color, typography, alignment and their roles in conveying look, feel, messages and moods. The document recommends using grids, whitespace, and following guidelines to create intuitive, easy-to-use interfaces.
The document presents an installment offer from Ncell Pvt. Ltd. that includes a handset on 12-month installment with 12 months of postpaid Pro premium or plus service. The Pro premium service costs NRs 999 per month and includes 700 minutes and SMS with 70MB of data while Pro plus costs NRs 499 with 300 minutes and SMS and 30MB of data. The process involves pre-booking, payment of the first installment and NTA charge, collection of the handset and service activation, and billing of installments, NTA charge, and taxes. After maturity, the customer can continue service payment or personalize the service through ownership transfer.
The Ncell App Camp is Nepal's biggest mobile app development competition. It invites students, startups, freelancers and mobile enthusiasts to submit ideas in categories like agriculture, education, tourism and corporate solutions. Participants attend seminars to refine their ideas and learn skills like app development, business development and pitching. The top 150 submissions will be selected to develop minimum viable products, from which 24 finalists will be chosen to pitch at the main event for a chance to win cash prizes up to 500,000 NPR.
This document summarizes an agenda for a nonprofit technology conference session on finding and working with free agents. The agenda includes an overview, audience poll, icebreaker, two presentations from a free agent/nonprofit couples, a full audience discussion, and reflection. It introduces the two presenting couples and encourages attendees to share if they work for a nonprofit, with nonprofits, or are a free agent. It also includes prompts on how attendees have met and worked with free agents in the past.
Mobile Application Trends - Marketing and Monetization by Biswas Dhakal - Nce...MobileNepal
Mr. Biswas Dhakal, F1soft International, was one of the keynote speakers during the series of seminars of Ncell AppCamp 2014. He shared his experience and knowledge on Mobile applicaiton trends in Nepal and abroad. Gave a good insight of marketing strategy for and monetization of mobile apps to upcoming developers and start-up enthusiasts.
The document discusses the Android interface and how to design responsive Android apps. It covers the main screens of Android like the home screen and recent apps screen. It also discusses the app bar, navigation patterns, view collections, colors and animations that make up the Android design language. The document emphasizes designing for different screen densities and using density-independent pixels. It concludes with tips like using touch feedback, avoiding splash screens, utilizing empty states and following material design patterns and resources.
Ncell was originally established as Spice Nepal in 2004 and launched mobile services under the Mero Mobile brand in 2005. In 2008, TeliaSonera acquired a controlling interest in Spice Nepal and rebranded it as Ncell. Ncell has rapidly expanded its network coverage across Nepal and introduced new technologies and services. It currently covers 60% of Nepal's population and 22% of the geographical area, with over 2.4 million subscribers. Ncell aims to further increase mobile penetration and provide value-added services to customers in Nepal.
Presentation Slides - Training on Business Development - Mr. Sohan Babu KhatriMobileNepal
This document discusses business models and strategies for mobile apps. It begins by outlining the key components of a business model, including value proposition, customer segments, channels, customer relationships, revenue streams, and costs. It then discusses various business models commonly used for apps, such as free with ads, freemium, paid apps, in-app purchases, subscriptions, and sponsorships. The document emphasizes the importance of understanding customers, testing different monetization strategies, and adapting the business model based on what works best in the market.
This presentation provides a SWOT analysis of Nepal Telecom. It outlines Nepal Telecom's strengths as having economies of scale due to its large customer base, an active management team that has produced consistent profits, and a strong brand with loyal customers. Weaknesses include low signal strength, late adoption of new technologies, and high overhead costs. Opportunities exist in technological advancements, expanding into unserved territories, and creating new business opportunities. Threats include growing competition, a shrinking economy, increasing regulations, and potential health issues from mobile phone use.
Ncell is one of the leading mobile network providers in Nepal. It was previously known as Spice Nepal and operated under the brand Mero Mobile, but rebranded to Ncell in 2010. Ncell is majority owned by TeliaSonera, a large telecommunications company based in Sweden and Finland. The document provides an overview of Ncell's services, network coverage in Nepal, and recent growth including expanding to cover 60% of Nepal's population and a subscriber base that has grown to 2.4 million customers.
Broadly speaking, this report was collected on the basis of available data from the specific field of study, and was analyzed-cum-presented systematically that followed the scientific research method.
The first chapter entitled 'Introduction' part was the description about the study that answered about the questions of general background, area, fields, objectives, and limitations of the entire report during study.
The second chapter entitled 'Organizational Profile' supported the ideas about the company- NT. This chapter belonged to the information about the general background of the company, history of the organization, mission, vision, and objectives of the organization, its products and services, etc. in a specific sense.
The third chapter entitled 'Research Methodology' provided the information about how the report was prepared relating to data. The research & plan design, data collection procedures, data analysis plan and, data analysis tools etc. was included as the general subject matter under this heading of chapter.
The chapter four supported all about the information of the title of the report. The collected data was represented systematically with its diagrams to make clearer the readers. Basically with the help of Liquidity Ratios, Debt Management Ratios, to past trend analysis of financial condition with major financial indicators of five years, and also to make even clear financial ratio analysis with quarterly based analysis of data suggest the report would perform its broad objective efficiently. Another section of SWOT analysis was about the major competitors' analysis of the market and mainly about the market conditions to the present situation. The financial statements and their respective ratio analysis was the essence part of this section.
The last one chapter entitled 'Findings and Recommendation' was about the major findings from the study of report preparation; conclusion of the entire report and the recommendation as per conclusion supported the ideas to be followed by the finance department management team of the company- NT in order to be succeed in its ultimate vision cum meeting the objectives with greater success.
Mr. Dinesh Gautam, Nimbus, was one of the keynote speakers who shared insights on challenges and opportunities in agriculture during Ncell App Camp 2014's seminar's series.
Ten Usability Heuristics by Jakob Nielsen.pptxsharmiladevi941
1) The 10 usability heuristics provide guidelines for interface design including visibility of system status, matching the system design to real world concepts, giving users control and freedom, maintaining consistency, preventing errors, using recognition over recall, providing flexibility and efficiency, having an aesthetic and minimal design, helping users recover from errors, and providing helpful documentation.
2) Some key guidelines within the heuristics are to always inform users of the system status, speak the user's language with familiar concepts, clearly label ways to exit tasks, maintain consistency across interfaces, eliminate error-prone conditions, reduce memory demands on users, allow for customization and shortcuts, remove unnecessary elements, and give constructive error messages.
3) The
Usability Workshop at Lillebaelt AcademyDániel Góré
The document summarizes key points about usability workshops and testing. It defines usability and discusses its importance. Usability is defined as how easy user interfaces are to use based on factors like learnability, efficiency and satisfaction. The document outlines usability testing methods like card sorting, prototyping and A/B testing. It emphasizes the need to test assumptions and iteratively improve products based on user research.
This document discusses user experience considerations for multi-platform applications. It covers industry standards and best practices for different platforms including desktop, web, mobile and tablets. It provides examples of typical users for each platform and discusses differences in screen size, input methods, mobility and tasks. The document also outlines the user experience design process, including understanding user and business needs, concept development, prototyping and user testing. Common myths about multi-platform design are debunked.
Topics include:
Principles of user interface
UI design process
Design principles
Wireframe
Graphic icon, image and colour physiology
User experience and research
User Experience Design - Designing for othersBART RADKA
The document discusses user-centered design (UCD). It describes UCD as a multistage process that allows designers to understand how users will interact with a product from the user's perspective. The key stages of UCD are analysis, design, implementation, and deployment. During analysis, user research such as field studies and usability testing is conducted. In the design stage, prototypes are created and tested. Implementation involves working with development teams. Deployment includes gathering user feedback. The goal of UCD is to create products that meet users' needs and are easy to use.
The document provides an overview of design process and factors that affect user experience in interface design. It discusses various principles and heuristics to support usability, including learnability, flexibility, and robustness. The document outlines principles that affect these factors, such as predictability, consistency and dialog initiative. It also discusses guidelines for improving usability through user testing and iterative design. The document emphasizes the importance of usability and provides several heuristics and guidelines to measure and improve usability in interface design.
This document provides summaries of several guidelines and methods for human-computer interaction (HCI). It discusses Shneiderman's Eight Golden Rules for designing user interfaces, Norman's seven principles of interaction design, Norman's model of the interaction process, Nielsen's ten usability heuristics, contextual inquiry for understanding user needs, and cognitive walkthrough for evaluating design. The summaries focus on key principles for making interfaces easy to use, learn, and remember through consistency, feedback, affordances, mapping to real world concepts, error prevention, and minimizing memory load.
Julie Grundy gives an overview of user experience Design, why it's important, guiding principles, UX research overview, and tactics used by UX professionals. November 2015.
The document discusses agile product development and user experience design, describing agile methodology as an iterative approach performed by cross-functional teams to deliver high-quality, cost-effective software. It also outlines different user types, techniques for simplifying complex interfaces, principles of behavior-driven development, and how to use analytics and A/B testing to continuously improve products based on validated user feedback.
This document discusses interaction design basics and principles. It covers the following key points:
- The interaction design process includes requirements analysis, design, prototyping, implementation, and deployment. It emphasizes putting the user first through understanding users and involving them.
- Design involves achieving goals within constraints. Scenarios are used to understand how users will interact with designs. Navigation design considers screen structure, application flow, and moving between systems.
- Effective design understands both users and materials. The focus should remain on the user throughout the process. Iterative prototyping allows gathering feedback to improve designs.
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.
Usability engineering is a field that is concerned generally with human-computer interaction and specifically with devising human-computer interfaces that have high usability or user friendliness. It provides structured methods for achieving efficiency and elegance in interface design.
ITB 2023 - 800 Pounds Gorilla - a Design session for no designers - Jona Lain...Ortus Solutions, Corp
Digital products can fail if users find them unsatisfactory, even if technically sound. Users, like 800-pound gorillas, wield significant power in determining a product's success. This session explores user-centric design, emphasizing usability as a critical factor. We'll discuss various aspects of designing for users and their needs. The content is ideal for anyone interested in creating digital products that truly resonate with their target audience and solve real problems effectively.
This document provides information about website usability. It discusses key usability concepts like affordances, signifiers, mental models, and the ten usability heuristics. It also covers best practices for designing websites with users in mind, such as using clear navigation, limiting distractions, and making important information easily visible without requiring excessive scrolling. The document emphasizes that usability testing is important to evaluate designs from the user's perspective.
You can easily understand Evaluation Techniques in HCI from this ppt.
Hope you understand in easy way by thoroughly reading this material.
For clear understanding I also give examples of each and every concept.
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Mr. Tomi Ahonen Mobile Digital - Ncell App Camp 2014MobileNepal
Tomi Ahonen is a mobile expert who gave a keynote on the growth of mobile. He discussed how mobile has surpassed other technologies in users, with over 7 billion mobile subscribers now. He projected that by 2019, phones with the specs of 2010 "superphones" will cost only $10 due to declining component prices. Ahonen identified 9 unique benefits of mobile media, including its personal nature, ability to measure audiences accurately, and enabling of augmented reality.
Pitfalls in mobile apps marketing Mr. Karun ThapaMobileNepal
Most mobile app ideas presented at an app camp were generic in nature because they lacked thorough market research and requirement analysis. When developing an app, developers should avoid pitfalls like not analyzing the competition, neglecting user feedback, and not involving marketing early on. After launch, apps often fail to focus on user engagement and retention, check analytics, provide customer support, or send too many push notifications. It is important to personalize communications, provide incentives for user actions, and regularly update the app.
Tomas Martunas discusses key elements for developing an idea into a sustainable business. He outlines the typical business development cycle from pre-seed to later stage funding. Martunas also discusses factors that show the attractiveness of an idea such as addressing large markets, focusing on rich customers, and solving important problems for customers. Additionally, he notes important elements of sustainable startups include having a clear purpose, focus, thinking differently than competitors, and building an agile team. Martunas advises founders on presenting ideas to investors by discussing traction, revenues, costs, valuation, and plans for investment.
Debriefing of finals - Mr. Bibhusan BistaMobileNepal
This document summarizes the schedule and activities for the finale of the Ncell App Camp 2014. Over three days, participants will have opportunities to listen to international and national speakers, get guidance from experts, and finally pitch their ideas and showcase their minimum viable products. On the first day there will be talks from the CEO of App Camp and other leaders. The second day involves sector-specific mentoring sessions with experts in areas like agriculture, education, and tourism. The third day consists of final pitching, judging, and an award ceremony. The goal is for participants to finalize their MVPs, get review and help from mentors, and prepare their best presentations to pitch their ideas.
Effective Presentation and Pitching - Mr. Sohan B. KhatriMobileNepal
The participants were spellbound by the presentation of Mr. Sohan B. Khatri. He trained them on how to pitch their idea in front of judges or potential investors giving all the necessary ingredients to prepare for their presentation.
Presentation - Android App Development - Mr. SamrakchanMobileNepal
The document provides tips for Android app development, including stabilizing your idea before development, selecting suitable features, using free cloud APIs instead of building your own, maximizing background tasks, using libraries to simplify development, designing for multiple screen sizes and resolutions, minimizing code, choosing monetization and marketplaces, testing before release, and participating in developer communities.
Presentation - iOS - UI and UX - Mr. Samesh & Mr. NeetinMobileNepal
This document discusses user interface design principles for iOS applications. It covers topics like design basics, styling and laying out interfaces, using storyboards, and trends like flat design, standard components, clear fonts and gestures. The presentation is aimed at explaining design templates, controls, auto layout, pros and cons of storyboards, and recommendations to think about clean, flat design with standard UI elements and gestures.
Massive Power Outage Hits Spain, Portugal, and France: Causes, Impact, and On...Aqusag Technologies
In late April 2025, a significant portion of Europe, particularly Spain, Portugal, and parts of southern France, experienced widespread, rolling power outages that continue to affect millions of residents, businesses, and infrastructure systems.
UiPath Community Berlin: Orchestrator API, Swagger, and Test Manager APIUiPathCommunity
Join this UiPath Community Berlin meetup to explore the Orchestrator API, Swagger interface, and the Test Manager API. Learn how to leverage these tools to streamline automation, enhance testing, and integrate more efficiently with UiPath. Perfect for developers, testers, and automation enthusiasts!
📕 Agenda
Welcome & Introductions
Orchestrator API Overview
Exploring the Swagger Interface
Test Manager API Highlights
Streamlining Automation & Testing with APIs (Demo)
Q&A and Open Discussion
Perfect for developers, testers, and automation enthusiasts!
👉 Join our UiPath Community Berlin chapter: https://community.uipath.com/berlin/
This session streamed live on April 29, 2025, 18:00 CET.
Check out all our upcoming UiPath Community sessions at https://community.uipath.com/events/.
What is Model Context Protocol(MCP) - The new technology for communication bw...Vishnu Singh Chundawat
The MCP (Model Context Protocol) is a framework designed to manage context and interaction within complex systems. This SlideShare presentation will provide a detailed overview of the MCP Model, its applications, and how it plays a crucial role in improving communication and decision-making in distributed systems. We will explore the key concepts behind the protocol, including the importance of context, data management, and how this model enhances system adaptability and responsiveness. Ideal for software developers, system architects, and IT professionals, this presentation will offer valuable insights into how the MCP Model can streamline workflows, improve efficiency, and create more intuitive systems for a wide range of use cases.
Mobile App Development Company in Saudi ArabiaSteve Jonas
EmizenTech is a globally recognized software development company, proudly serving businesses since 2013. With over 11+ years of industry experience and a team of 200+ skilled professionals, we have successfully delivered 1200+ projects across various sectors. As a leading Mobile App Development Company In Saudi Arabia we offer end-to-end solutions for iOS, Android, and cross-platform applications. Our apps are known for their user-friendly interfaces, scalability, high performance, and strong security features. We tailor each mobile application to meet the unique needs of different industries, ensuring a seamless user experience. EmizenTech is committed to turning your vision into a powerful digital product that drives growth, innovation, and long-term success in the competitive mobile landscape of Saudi Arabia.
Linux Support for SMARC: How Toradex Empowers Embedded DevelopersToradex
Toradex brings robust Linux support to SMARC (Smart Mobility Architecture), ensuring high performance and long-term reliability for embedded applications. Here’s how:
• Optimized Torizon OS & Yocto Support – Toradex provides Torizon OS, a Debian-based easy-to-use platform, and Yocto BSPs for customized Linux images on SMARC modules.
• Seamless Integration with i.MX 8M Plus and i.MX 95 – Toradex SMARC solutions leverage NXP’s i.MX 8 M Plus and i.MX 95 SoCs, delivering power efficiency and AI-ready performance.
• Secure and Reliable – With Secure Boot, over-the-air (OTA) updates, and LTS kernel support, Toradex ensures industrial-grade security and longevity.
• Containerized Workflows for AI & IoT – Support for Docker, ROS, and real-time Linux enables scalable AI, ML, and IoT applications.
• Strong Ecosystem & Developer Support – Toradex offers comprehensive documentation, developer tools, and dedicated support, accelerating time-to-market.
With Toradex’s Linux support for SMARC, developers get a scalable, secure, and high-performance solution for industrial, medical, and AI-driven applications.
Do you have a specific project or application in mind where you're considering SMARC? We can help with Free Compatibility Check and help you with quick time-to-market
For more information: https://www.toradex.com/computer-on-modules/smarc-arm-family
Quantum Computing Quick Research Guide by Arthur MorganArthur Morgan
This is a Quick Research Guide (QRG).
QRGs include the following:
- A brief, high-level overview of the QRG topic.
- A milestone timeline for the QRG topic.
- Links to various free online resource materials to provide a deeper dive into the QRG topic.
- Conclusion and a recommendation for at least two books available in the SJPL system on the QRG topic.
QRGs planned for the series:
- Artificial Intelligence QRG
- Quantum Computing QRG
- Big Data Analytics QRG
- Spacecraft Guidance, Navigation & Control QRG (coming 2026)
- UK Home Computing & The Birth of ARM QRG (coming 2027)
Any questions or comments?
- Please contact Arthur Morgan at [email protected].
100% human made.
AI and Data Privacy in 2025: Global TrendsInData Labs
In this infographic, we explore how businesses can implement effective governance frameworks to address AI data privacy. Understanding it is crucial for developing effective strategies that ensure compliance, safeguard customer trust, and leverage AI responsibly. Equip yourself with insights that can drive informed decision-making and position your organization for success in the future of data privacy.
This infographic contains:
-AI and data privacy: Key findings
-Statistics on AI data privacy in the today’s world
-Tips on how to overcome data privacy challenges
-Benefits of AI data security investments.
Keep up-to-date on how AI is reshaping privacy standards and what this entails for both individuals and organizations.
Technology Trends in 2025: AI and Big Data AnalyticsInData Labs
At InData Labs, we have been keeping an ear to the ground, looking out for AI-enabled digital transformation trends coming our way in 2025. Our report will provide a look into the technology landscape of the future, including:
-Artificial Intelligence Market Overview
-Strategies for AI Adoption in 2025
-Anticipated drivers of AI adoption and transformative technologies
-Benefits of AI and Big data for your business
-Tips on how to prepare your business for innovation
-AI and data privacy: Strategies for securing data privacy in AI models, etc.
Download your free copy nowand implement the key findings to improve your business.
#StandardsGoals for 2025: Standards & certification roundup - Tech Forum 2025BookNet Canada
Book industry standards are evolving rapidly. In the first part of this session, we’ll share an overview of key developments from 2024 and the early months of 2025. Then, BookNet’s resident standards expert, Tom Richardson, and CEO, Lauren Stewart, have a forward-looking conversation about what’s next.
Link to recording, transcript, and accompanying resource: https://bnctechforum.ca/sessions/standardsgoals-for-2025-standards-certification-roundup/
Presented by BookNet Canada on May 6, 2025 with support from the Department of Canadian Heritage.
Designing Low-Latency Systems with Rust and ScyllaDB: An Architectural Deep DiveScyllaDB
Want to learn practical tips for designing systems that can scale efficiently without compromising speed?
Join us for a workshop where we’ll address these challenges head-on and explore how to architect low-latency systems using Rust. During this free interactive workshop oriented for developers, engineers, and architects, we’ll cover how Rust’s unique language features and the Tokio async runtime enable high-performance application development.
As you explore key principles of designing low-latency systems with Rust, you will learn how to:
- Create and compile a real-world app with Rust
- Connect the application to ScyllaDB (NoSQL data store)
- Negotiate tradeoffs related to data modeling and querying
- Manage and monitor the database for consistently low latencies
Artificial Intelligence is providing benefits in many areas of work within the heritage sector, from image analysis, to ideas generation, and new research tools. However, it is more critical than ever for people, with analogue intelligence, to ensure the integrity and ethical use of AI. Including real people can improve the use of AI by identifying potential biases, cross-checking results, refining workflows, and providing contextual relevance to AI-driven results.
News about the impact of AI often paints a rosy picture. In practice, there are many potential pitfalls. This presentation discusses these issues and looks at the role of analogue intelligence and analogue interfaces in providing the best results to our audiences. How do we deal with factually incorrect results? How do we get content generated that better reflects the diversity of our communities? What roles are there for physical, in-person experiences in the digital world?
How Can I use the AI Hype in my Business Context?Daniel Lehner
𝙄𝙨 𝘼𝙄 𝙟𝙪𝙨𝙩 𝙝𝙮𝙥𝙚? 𝙊𝙧 𝙞𝙨 𝙞𝙩 𝙩𝙝𝙚 𝙜𝙖𝙢𝙚 𝙘𝙝𝙖𝙣𝙜𝙚𝙧 𝙮𝙤𝙪𝙧 𝙗𝙪𝙨𝙞𝙣𝙚𝙨𝙨 𝙣𝙚𝙚𝙙𝙨?
Everyone’s talking about AI but is anyone really using it to create real value?
Most companies want to leverage AI. Few know 𝗵𝗼𝘄.
✅ What exactly should you ask to find real AI opportunities?
✅ Which AI techniques actually fit your business?
✅ Is your data even ready for AI?
If you’re not sure, you’re not alone. This is a condensed version of the slides I presented at a Linkedin webinar for Tecnovy on 28.04.2025.
AI Changes Everything – Talk at Cardiff Metropolitan University, 29th April 2...Alan Dix
Talk at the final event of Data Fusion Dynamics: A Collaborative UK-Saudi Initiative in Cybersecurity and Artificial Intelligence funded by the British Council UK-Saudi Challenge Fund 2024, Cardiff Metropolitan University, 29th April 2025
https://alandix.com/academic/talks/CMet2025-AI-Changes-Everything/
Is AI just another technology, or does it fundamentally change the way we live and think?
Every technology has a direct impact with micro-ethical consequences, some good, some bad. However more profound are the ways in which some technologies reshape the very fabric of society with macro-ethical impacts. The invention of the stirrup revolutionised mounted combat, but as a side effect gave rise to the feudal system, which still shapes politics today. The internal combustion engine offers personal freedom and creates pollution, but has also transformed the nature of urban planning and international trade. When we look at AI the micro-ethical issues, such as bias, are most obvious, but the macro-ethical challenges may be greater.
At a micro-ethical level AI has the potential to deepen social, ethnic and gender bias, issues I have warned about since the early 1990s! It is also being used increasingly on the battlefield. However, it also offers amazing opportunities in health and educations, as the recent Nobel prizes for the developers of AlphaFold illustrate. More radically, the need to encode ethics acts as a mirror to surface essential ethical problems and conflicts.
At the macro-ethical level, by the early 2000s digital technology had already begun to undermine sovereignty (e.g. gambling), market economics (through network effects and emergent monopolies), and the very meaning of money. Modern AI is the child of big data, big computation and ultimately big business, intensifying the inherent tendency of digital technology to concentrate power. AI is already unravelling the fundamentals of the social, political and economic world around us, but this is a world that needs radical reimagining to overcome the global environmental and human challenges that confront us. Our challenge is whether to let the threads fall as they may, or to use them to weave a better future.
23. Dieter Rams 10 principles of good design
•Is innovative
•Makes a product useful
•Is aesthetic
•Makes a product
understandable
•Is unobtrusive
•Is honest
•Is long-lasting
•Is thorough down to the
last detail
•Is environmentally
friendly
•Is as little design as
possible
36. Fashion store app
• Functional: Allow consumers to browse and purchase clothing merchandise
• Data: The system must have access to prices, pictures of merchandise, and up-to-
date inventory.
• Environmental: Widely distributed, usually home. On phone and tablets.
• User: Anyone with interest in clothing purchases
• Usability: Simple to operate. Give feedback on stage is sales process.
Distinguish buying from “window shopping” payment application.Optimised for
tablet viewing.
59. NIELSEN AND MOLICH'S NINE
HEURISTICS
• Simple and natural dialog
Simple means no irrelevant or rarely used information. Natural means an order that matches the task.
• Speak the user's language
Use words and concepts from the user's world. Don't use system-specific engineering terms.
• Minimize user memory load
Don't make the user remember things from one action to the next. Leave information on the screen
until it's not needed.
60. NIELSEN AND MOLICH'S NINE
HEURISTICS
• Be consistent
Users should be able to learn an action sequence in one part of the system and apply it again to get
similar results in other places.
• Provide feedback
Let users know what effect their actions have on the system.
• Provide clearly marked exits
If users get into part of the system that doesn't interest them, they should always be able to get out
quickly without damaging anything.
61. NIELSEN AND MOLICH'S NINE
HEURISTICS
• Provide shortcuts
Shortcuts can help experienced users avoid lengthy dialogs and informational messages that they don't
need.
• Good error messages
Good error messages let the user know what the problem is and how to correct it.
• Prevent errors
Whenever you write an error message you should also ask, can this error be avoided?