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A short history of interfaces: Lochkarten, Kommandozeile, Guis, moderne Paradigmen
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==Foundations==
==Foundations==
===Iterative Design Process===
===Iterative Design Process===
===Usability Goals===
===Usability Goals===
The usability goals are a small collection of basic user needs. They are broad, but you will have no trouble to understand them.
====Utility====
If your product's functionality matches the needs of your users and enables them to reach their goals it has a good utility.
You can find out your users needs and goals by doing "user research" which means that you apply some research methods. One of these methods is doing a special kind of interview with some users. I will cover this technique in a latter chapter. 
====Learnability====
A good learnability exists if the users you target can use your product without putting a lot of effort learing. This is especially important for the very basic functions.
Ideally users don't have to bother about new concepts and unknown terms.
Learnability is what will be the first thing that comes into your mind if you think about interaction design. Paradoxically it is a principle that is ignored in many products: Industry often uses a lot of functions that dimish learnability and many student projects ignore learnablity and focus on efficiency.
====Efficiency====
====Savety====
==Get to know what your users need==
==Get to know what your users need==
==Formulate your goals==
===What we want to archive===
===User Goals===
===Planning Interviews===
===Asking questions===
==Using User research==
===Review the Interviews===
===Formulate Your Goals===
==Early Design==
==Early Design==
===Requirements===
===Sketches===
==Basics of Psychology==
==Basics of Psychology==
===Know the Brain===
===Know the Brain===

Revision as of 11:15, 3 October 2010

A Students Guide to Interaction Design

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Preface

goals: This guide is aimed at students who want to develop new products, services, software or websites. We cover the whole interaction design process in a brief and understandable way and enable students to understand the most important terms so that they can read the literature.

No-Goals: Include material that is non-relevant for practical work.


Foundations

Iterative Design Process

Usability Goals

The usability goals are a small collection of basic user needs. They are broad, but you will have no trouble to understand them.

Utility

If your product's functionality matches the needs of your users and enables them to reach their goals it has a good utility.

You can find out your users needs and goals by doing "user research" which means that you apply some research methods. One of these methods is doing a special kind of interview with some users. I will cover this technique in a latter chapter.

Learnability

A good learnability exists if the users you target can use your product without putting a lot of effort learing. This is especially important for the very basic functions.

Ideally users don't have to bother about new concepts and unknown terms.

Learnability is what will be the first thing that comes into your mind if you think about interaction design. Paradoxically it is a principle that is ignored in many products: Industry often uses a lot of functions that dimish learnability and many student projects ignore learnablity and focus on efficiency.

Efficiency

Savety

Get to know what your users need

What we want to archive

User Goals

Planning Interviews

Asking questions

Using User research

Review the Interviews

Formulate Your Goals

Early Design

Requirements

Sketches

Basics of Psychology

Know the Brain

Mental Models

Basic Principles& Best Practices

Standards and Consistency

Metaphors

Visibility

Modeless Design

Get to know if your ideas work!

Getting people top do the testing

Choosing a task

Writing a scenario

Crafting fun! Build a Paper-Prototype

...or do something in code!

Do the test

Formulate your findings

Start again!