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Utility = whether it provides the features you need


Usability = how easy & pleasant these features are to use


        Useful = Utility + Usability
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    1 You   may want to review the Osborn's method http://en.wikipedia.org/wiki/Brainstorming
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Houde & Hill (http://blogs.ischool.berkeley.edu/ict4se/files/2010/09/Prototypes_prototype.pdf)
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    http://www.flickr.com/photos/squidsoup/4075707112
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●   Fine-tune and Idea




            http://www.adobe.com/devnet/fireworks/articles/cooper_prototyping.html
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    See more at Amal Dar Aziz, Guide to Storyboarding, http://hci.st/story
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    See more at Amal Dar Aziz, Guide to Storyboarding, http://hci.st/story
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    See more at Amal Dar Aziz, Guide to Storyboarding, http://hci.st/story
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http://yicaohci.com/blog/wp-content/uploads/2010/09/image78.png
http://www.sketchingtomorrow.com/wp-content/uploads/2010/06/upgrade.jpg
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●   A high-level design strategy
●   Should clearly express the problem or
    opportunity
●   Examples:
    –   "with a good scheduling interface, no one should
        have to wait in line."
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See more: http://www.mobiledesignpatterngallery.com/
●   “Usability 101: Introduction to Usability”, Jakob Nielsen’s Alertbox: January 4, 2012
    (http://www.nngroup.com/articles/usability-101-introduction-to-usability/)

●   Jakob Nielsen. 1992. The Usability Engineering Life Cycle. Computer 25, 3 (March 1992), 12-
    22. DOI=10.1109/2.121503 http://dx.doi.org/10.1109/2.121503
    (http://ieeexplore.ieee.org/xpl/articleDetails.jsp?tp=&arnumber=121503)

●   Human-Computer Interaction lectures by Scott Klemmer, from Stanford Online Course, at
    http://coursera.org (2012)

●   Mobile Prototyping Essentials Workshop, by Rachel Hinman (see more:
    http://www.slideshare.net/Rachel_Hinman)

●   Parallel & Iterative Design + Competitive Testing = High Usability, Jakob Nielsen’s Alertbox:
    January 18, 2011, http://www.nngroup.com/articles/parallel-and-iterative-design/
●   7 reasons why you can’t sell usability, and what to do about it
    http://www.usefulusability.com/7-reasons-why-you-can%E2%80%99t-sell-
    usability/
●   Sketching User Experiences: Getting the Design Right and the Right
    Design (Interactive Technologies), Bill
    Buxtonhttp://www.amazon.com/Sketching-User-Experiences-Interactive-
    Technologies/dp/0123740371
●   UsabilityGeek (Justin Mifsud) http://usabilitygeek.com/
●   Mobile Design Pattern Gallery: UI Patterns for Mobile Applications, by
    Theresa Neil, 284 pages, O'Reilly Media (March 13, 2012) ISBN-10:
    1449314325,I SBN-13: 978-1449314323
●   Universal Principles of Design, by William Lidwell, Kritina Holden and Jill
    Butler, Hardcover: 216 pages, Rockport Publishers (October 1, 2003),
    English, ISBN-10: 1592530079, ISBN-13: 978-1592530076
●   Amal Dar Aziz, Guide to Storyboarding, http://hci.st/story
●   Using Qualitative Methods in Empirical Studies of Software Engineering,
    by Carolyn Seaman, from University of Maryland Baltimore County,
    Fraunhofer Center for Experimental Software Engineering, Visiting
    Researcher – UFPE Center for Informatics (ask me for the PDFs)

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Usability (and some thoughts on mobile)

  • 1.
  • 2.
  • 3.
  • 4.
  • 5.
  • 6.
  • 7.
  • 8.
  • 9. Utility = whether it provides the features you need Usability = how easy & pleasant these features are to use Useful = Utility + Usability
  • 10.
  • 12.
  • 13.
  • 14.
  • 15.
  • 16.
  • 17.
  • 18.
  • 19.
  • 20.
  • 21.
  • 22.
  • 24. – ● ● ●
  • 25. – ● ● ●
  • 27.
  • 28.
  • 29.
  • 30. – – – – –
  • 32.
  • 33.
  • 34.
  • 35.
  • 36.
  • 44. ● ● ● ● ● ● ●
  • 46.
  • 49.
  • 51. ● ● ● 1 You may want to review the Osborn's method http://en.wikipedia.org/wiki/Brainstorming
  • 54.
  • 55.
  • 56.
  • 57.
  • 58.
  • 63.
  • 64.
  • 65.
  • 66.
  • 67. ● ● ● ● ● Houde & Hill (http://blogs.ischool.berkeley.edu/ict4se/files/2010/09/Prototypes_prototype.pdf)
  • 69.
  • 70. http://www.flickr.com/photos/squidsoup/4075707112
  • 71.
  • 72. Fine-tune and Idea http://www.adobe.com/devnet/fireworks/articles/cooper_prototyping.html
  • 73.
  • 74.  ● ● ● ●
  • 76.
  • 78. – – – See more at Amal Dar Aziz, Guide to Storyboarding, http://hci.st/story
  • 79. – – – See more at Amal Dar Aziz, Guide to Storyboarding, http://hci.st/story
  • 80. – – – See more at Amal Dar Aziz, Guide to Storyboarding, http://hci.st/story
  • 82.
  • 86.
  • 87.
  • 88. A high-level design strategy ● Should clearly express the problem or opportunity ● Examples: – "with a good scheduling interface, no one should have to wait in line."
  • 89. ● ● – – –
  • 91.
  • 92.
  • 94.
  • 96.
  • 98.
  • 99. – – – – – ● ●
  • 100.
  • 102.
  • 103. “Usability 101: Introduction to Usability”, Jakob Nielsen’s Alertbox: January 4, 2012 (http://www.nngroup.com/articles/usability-101-introduction-to-usability/) ● Jakob Nielsen. 1992. The Usability Engineering Life Cycle. Computer 25, 3 (March 1992), 12- 22. DOI=10.1109/2.121503 http://dx.doi.org/10.1109/2.121503 (http://ieeexplore.ieee.org/xpl/articleDetails.jsp?tp=&arnumber=121503) ● Human-Computer Interaction lectures by Scott Klemmer, from Stanford Online Course, at http://coursera.org (2012) ● Mobile Prototyping Essentials Workshop, by Rachel Hinman (see more: http://www.slideshare.net/Rachel_Hinman) ● Parallel & Iterative Design + Competitive Testing = High Usability, Jakob Nielsen’s Alertbox: January 18, 2011, http://www.nngroup.com/articles/parallel-and-iterative-design/
  • 104. 7 reasons why you can’t sell usability, and what to do about it http://www.usefulusability.com/7-reasons-why-you-can%E2%80%99t-sell- usability/ ● Sketching User Experiences: Getting the Design Right and the Right Design (Interactive Technologies), Bill Buxtonhttp://www.amazon.com/Sketching-User-Experiences-Interactive- Technologies/dp/0123740371 ● UsabilityGeek (Justin Mifsud) http://usabilitygeek.com/ ● Mobile Design Pattern Gallery: UI Patterns for Mobile Applications, by Theresa Neil, 284 pages, O'Reilly Media (March 13, 2012) ISBN-10: 1449314325,I SBN-13: 978-1449314323 ● Universal Principles of Design, by William Lidwell, Kritina Holden and Jill Butler, Hardcover: 216 pages, Rockport Publishers (October 1, 2003), English, ISBN-10: 1592530079, ISBN-13: 978-1592530076
  • 105. Amal Dar Aziz, Guide to Storyboarding, http://hci.st/story ● Using Qualitative Methods in Empirical Studies of Software Engineering, by Carolyn Seaman, from University of Maryland Baltimore County, Fraunhofer Center for Experimental Software Engineering, Visiting Researcher – UFPE Center for Informatics (ask me for the PDFs)