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Usability

Index Usability

Usability is the ease of use and learnability of a human-made object such as a tool or device. [1]

114 relations: Accessibility, ACM SIGGRAPH, Alan Cooper, Application software, Aptitude, Archetype, Association for Computing Machinery, Ben Shneiderman, Benchmarking, Book, Brand, Bruce Tognazzini, Card sorting, Chief experience officer, Cognitive model, Cognitive walkthrough, Communication, Communication design, Comparison of usability evaluation methods, Component-based usability testing, Computer science, Computer user satisfaction, Consumer electronics, Contextual inquiry, De facto, Designer, Don Norman, Emotional Design, End user, Ethnography, Experience design, Findability, Fitts's law, Focus group, Form follows function, Gemba, GOMS, Gotcha (programming), Graphical user interface, Heuristic evaluation, Human factors and ergonomics, Human Factors and Ergonomics Society, Human–computer interaction, Information architecture, Information technology consulting, Interaction, Interaction design, International Organization for Standardization, Internationalization, Intuition, ..., ISO 9241, Iterative design, Jakob Nielsen (usability consultant), Jef Raskin, Kinesiology, Knowledge transfer, Learnability, Level of measurement, List of system quality attributes, Machine, Machine-Readable Documents, Market research, Marketing, Measurement, Meta-analysis, Natural mapping (interface design), Needs analysis, Nielsen Norman Group, Non-functional requirement, Online help, Outline of human–computer interaction, Paper prototyping, Paradigm, Participatory design, Performance (disambiguation), Persona, Persona (user experience), Physiology, Project manager, Prototype, Psychology, Recall (memory), Recognition memory, RITE Method, Robustness (computer science), SIGCHI, SIGDOC, Simulation, Society for Technical Communication, Software, Software engineering, Survey methodology, System usability scale, Systems engineering, Technical writer, Technology, The Design of Everyday Things, Think aloud protocol, Tool, Tree testing, Universal design, Universal usability, Usability engineering, Usability goals, Usability inspection, Usability testing, User experience, User experience design, User Experience Professionals Association, User-centered design, Vehicle, Web analytics, Web usability, World Usability Day. Expand index (64 more) »

Accessibility

Accessibility refers to the design of products, devices, services, or environments for people who experience disabilities.

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ACM SIGGRAPH

ACM SIGGRAPH is the international Association for Computing Machinery's Special Interest Group on Computer Graphics and Interactive Techniques based in New York.

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Alan Cooper

Alan Cooper (born June 3, 1952) is an American software designer and programmer.

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Application software

An application software (app or application for short) is a computer software designed to perform a group of coordinated functions, tasks, or activities for the benefit of the user.

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Aptitude

An aptitude is a component of a competence to do a certain kind of work at a certain level.

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Archetype

The concept of an archetype appears in areas relating to behavior, modern psychological theory, and literary analysis.

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Association for Computing Machinery

The Association for Computing Machinery (ACM) is an international learned society for computing.

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Ben Shneiderman

Ben Shneiderman (born August 21, 1947) is an American computer scientist, a Distinguished University Professor in the Department of Computer Science, which is part of the University of Maryland College of Computer, Mathematical, and Natural Sciences at the University of Maryland, College Park, and the founding director (1983-2000) of the University of Maryland Human-Computer Interaction Lab.

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Benchmarking

Benchmarking is comparing ones business processes and performance metrics to industry bests and best practices from other companies.

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Book

A book is a series of pages assembled for easy portability and reading, as well as the composition contained in it.

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Brand

A brand is a name, term, design, symbol, or other feature that distinguishes an organization or product from its rivals in the eyes of the customer.

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Bruce Tognazzini

Bruce "Tog" Tognazzini (born 1945) is a usability consultant in partnership with Donald Norman and Jakob Nielsen in the Nielsen Norman Group, which specializes in human computer interaction.

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Card sorting

Card sorting is a technique in user experience design in which a person tests a group of subject experts or users to generate a dendrogram (category tree) or folksonomy.

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Chief experience officer

A chief experience officer (CXO) is an executive responsible for the overall experience of an organization's products and services.

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Cognitive model

A cognitive model is an approximation to animal cognitive processes (predominantly human) for the purposes of comprehension and prediction.

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Cognitive walkthrough

The cognitive walkthrough method is a usability inspection method used to identify usability issues in interactive systems, focusing on how easy it is for new users to accomplish tasks with the system.

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Communication

Communication (from Latin commūnicāre, meaning "to share") is the act of conveying intended meanings from one entity or group to another through the use of mutually understood signs and semiotic rules.

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Communication design

A communication design is a mixed discipline between design and information-development which is concerned with how media intervention such as printed, crafted, electronic media or presentations communicate with people.

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Comparison of usability evaluation methods

Source: Genise, Pauline.

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Component-based usability testing

Component-based usability testing (CBUT) is a testing approach which aims at empirically testing the usability of an interaction component.

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Computer science

Computer science deals with the theoretical foundations of information and computation, together with practical techniques for the implementation and application of these foundations.

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Computer user satisfaction

Computer user satisfaction (and closely related concepts such as system satisfaction, user satisfaction, computer system satisfaction, end user computing satisfaction) is the attitude of a user to the computer system (s)he employs in the context of his/her work environments.

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Consumer electronics

Consumer electronics or home electronics are electronic (analog or digital) equipments intended for everyday use, typically in private homes.

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Contextual inquiry

Contextual inquiry (CI) is a user-centered design (UCD) research method, part of the contextual design methodology.

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De facto

In law and government, de facto (or;, "in fact") describes practices that exist in reality, even if not legally recognised by official laws.

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Designer

A designer is a person who designs.

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Don Norman

Donald Arthur Norman (born December 25, 1935) is the director of The Design Lab at University of California, San Diego.

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Emotional Design

Emotional Design is both the title of a book by Donald Norman and of the concept it represents.

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End user

In product development, an end user (sometimes end-user) is a person who ultimately uses or is intended to ultimately use a product.

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Ethnography

Ethnography (from Greek ἔθνος ethnos "folk, people, nation" and γράφω grapho "I write") is the systematic study of people and cultures.

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Experience design

Experience design (XD) is the practice of designing products, processes, services, events, omnichannel journeys, and environments with a focus placed on the quality of the user experience and culturally relevant solutions.

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Findability

Findability is the ease with which information contained on a website can be found, both from outside the website (using search engines and the like) and by users already on the website.

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Fitts's law

Fitts's law (often cited as Fitts' law) is a predictive model of human movement primarily used in human–computer interaction and ergonomics.

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Focus group

A focus group is a small, but demographically diverse group of people and whose reactions are studied especially in market research or political analysis in guided or open discussions about a new product or something else to determine the reactions that can be expected from a larger population.

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Form follows function

Form follows function is a principle associated with 20th-century modernist architecture and industrial design which says that the shape of a building or object should primarily relate to its intended function or purpose.

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Gemba

is a Japanese term meaning "the actual place".

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GOMS

GOMS is a specialized human information processor model for human-computer interaction observation that describes a user's cognitive structure on four components.

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Gotcha (programming)

In programming, a gotcha is a valid construct in a system, program or programming language that works as documented but is counter-intuitive and almost invites mistakes because it is both easy to invoke and unexpected or unreasonable in its outcome.

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Graphical user interface

The graphical user interface (GUI), is a type of user interface that allows users to interact with electronic devices through graphical icons and visual indicators such as secondary notation, instead of text-based user interfaces, typed command labels or text navigation.

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Heuristic evaluation

A heuristic evaluation is a usability inspection method for computer software that helps to identify usability problems in the user interface (UI) design.

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Human factors and ergonomics

Human factors and ergonomics (commonly referred to as Human Factors), is the application of psychological and physiological principles to the (engineering and) design of products, processes, and systems.

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Human Factors and Ergonomics Society

The Human Factors and Ergonomics Society (HFES) is an interdisciplinary nonprofit professional organization covering the fields of human factors and ergonomics.

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Human–computer interaction

Human–computer interaction (HCI) researches the design and use of computer technology, focused on the interfaces between people (users) and computers.

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Information architecture

Information architecture (IA) is the structural design of shared information environments; the art and science of organizing and labelling websites, intranets, online communities and software to support usability and findability; and an emerging community of practice focused on bringing principles of design and architecture to the digital landscape.

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Information technology consulting

In management, information technology consulting (also called IT consulting, computer consultancy, business and technology services, computing consultancy, technology consulting, and IT advisory) as a field of activity focuses on advising organizations on how best to use information technology (IT) in achieving their business objectives.

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Interaction

Interaction is a kind of action that occur as two or more objects have an effect upon one another.

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Interaction design

Interaction design, often abbreviated as IxD, is "the practice of designing interactive digital products, environments, systems, and services." Beyond the digital aspect, interaction design is also useful when creating physical (non-digital) products, exploring how a user might interact with it.

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International Organization for Standardization

The International Organization for Standardization (ISO) is an international standard-setting body composed of representatives from various national standards organizations.

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Internationalization

In economics, internationalization is the process of increasing involvement of enterprises in international markets, although there is no agreed definition of internationalization.

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Intuition

Intuition is the ability to acquire knowledge without proof, evidence, or conscious reasoning, or without understanding how the knowledge was acquired.

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ISO 9241

ISO 9241 is a multi-part standard from the International Organization for Standardization (ISO) covering ergonomics of human-computer interaction.

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Iterative design

Iterative design is a design methodology based on a cyclic process of prototyping, testing, analyzing, and refining a product or process.

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Jakob Nielsen (usability consultant)

Jakob Nielsen (born 5 October 1957) is a Danish web usability consultant.

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Jef Raskin

Jef Raskin (March 9, 1943 – February 26, 2005) was an American human–computer interface expert best known for conceiving and starting the Macintosh project at Apple in the late 1970s.

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Kinesiology

Kinesiology is the scientific study of human or non-human body movement.

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Knowledge transfer

Knowledge transfer refers to sharing or disseminating of knowledge and providing inputs to problem solving.

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Learnability

In a labor market increasingly dictated by skills, individuals need to develop and demonstrate learnability — the desire and ability to quickly grow and adapt one’s skill set — in order to stay relevant and succeed.

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Level of measurement

Level of measurement or scale of measure is a classification that describes the nature of information within the values assigned to variables.

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List of system quality attributes

Within systems engineering, quality attributes are realized non-functional requirements used to evaluate the performance of a system.

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Machine

A machine uses power to apply forces and control movement to perform an intended action.

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Machine-Readable Documents

Machine-readable documents are documents whose content can be readily processed by computers.

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Market research

Market research (also in some contexts known as industrial research) is any organized effort to gather information about target markets or customers.

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Marketing

Marketing is the study and management of exchange relationships.

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Measurement

Measurement is the assignment of a number to a characteristic of an object or event, which can be compared with other objects or events.

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Meta-analysis

A meta-analysis is a statistical analysis that combines the results of multiple scientific studies.

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Natural mapping (interface design)

The term natural mapping comes from proper and natural arrangements for the relations between controls and their movements to the outcome from such action into the world.

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Needs analysis

Needs analysis is the formal process that sits alongside Requirements analysis and focuses on the human elements of the requirements.

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Nielsen Norman Group

The Nielsen Norman Group (NN/g) is an American computer user interface and user experience consulting firm, founded in 1998 by Jakob Nielsen, Don Norman and Bruce Tognazzini.

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Non-functional requirement

In systems engineering and requirements engineering, a non-functional requirement (NFR) is a requirement that specifies criteria that can be used to judge the operation of a system, rather than specific behaviors.

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Online help

Online help is topic-oriented, procedural or reference information delivered through computer software.

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Outline of human–computer interaction

The following outline is provided as an overview of and topical guide to human–computer interaction: Human–computer interaction – the intersection of computer science and behavioral sciences, this field involves the study, planning, and design of the interaction between people (users) and computers.

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Paper prototyping

In human–computer interaction, paper prototyping is a widely used method in the user-centered design process, a process that helps developers to create software that meets the user's expectations and needs—in this case, especially for designing and testing user interfaces.

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Paradigm

In science and philosophy, a paradigm is a distinct set of concepts or thought patterns, including theories, research methods, postulates, and standards for what constitutes legitimate contributions to a field.

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Participatory design

Participatory design (originally co-operative design, now often co-design) is an approach to design attempting to actively involve all stakeholders (e.g. employees, partners, customers, citizens, end users) in the design process to help ensure the result meets their needs and is usable.

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Performance (disambiguation)

A performance, in performing arts, generally comprises an event in which a performer or group of performers behave in a particular way for another group of people.

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Persona

A persona (plural personae or personas), in the word's everyday usage, is a social role or a character played by an actor.

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Persona (user experience)

A persona, (also user persona, customer persona, buyer persona) in user-centered design and marketing is a fictional character created to represent a user type that might use a site, brand, or product in a similar way.

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Physiology

Physiology is the scientific study of normal mechanisms, and their interactions, which work within a living system.

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Project manager

A project manager is a professional in the field of project management.

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Prototype

A prototype is an early sample, model, or release of a product built to test a concept or process or to act as a thing to be replicated or learned from.

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Psychology

Psychology is the science of behavior and mind, including conscious and unconscious phenomena, as well as feeling and thought.

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Recall (memory)

Recall in memory refers to the mental process of retrieval of information from the past.

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Recognition memory

Recognition memory, a subcategory of declarative memory, is the ability to recognize previously encountered events, objects, or people.

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RITE Method

RITE Method, for Rapid Iterative Testing and Evaluation, typically referred to as "RITE" testing, is an iterative usability method.

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Robustness (computer science)

In computer science, robustness is the ability of a computer system to cope with errors during execution1990.

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SIGCHI

Special Interest Group on Computer–Human Interaction (SIGCHI) is the one of the Association for Computing Machinery's special interest groups which is focused on human–computer interactions (HCI).

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SIGDOC

SIGDOC is the Special Interest Group on Design of Communication of the Association for Computing Machinery (ACM).

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Simulation

Simulation is the imitation of the operation of a real-world process or system.

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Society for Technical Communication

The Society for Technical Communication (STC) is a professional association dedicated to the advancement of the theory and practice of technical communication.

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Software

Computer software, or simply software, is a generic term that refers to a collection of data or computer instructions that tell the computer how to work, in contrast to the physical hardware from which the system is built, that actually performs the work.

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Software engineering

Software engineering is the application of engineering to the development of software in a systematic method.

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Survey methodology

A field of applied statistics of human research surveys, survey methodology studies the sampling of individual units from a population and associated techniques of survey data collection, such as questionnaire construction and methods for improving the number and accuracy of responses to surveys.

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System usability scale

In systems engineering, the system usability scale (SUS) is a simple, ten-item attitude Likert scale giving a global view of subjective assessments of usability.

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Systems engineering

Systems engineering is an interdisciplinary field of engineering and engineering management that focuses on how to design and manage complex systems over their life cycles.

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Technical writer

A technical writer is a professional information communicator whose task it is to transfer information (knowledge) between two or more parties, through any medium that best facilitates the transfer and comprehension of the information.

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Technology

Technology ("science of craft", from Greek τέχνη, techne, "art, skill, cunning of hand"; and -λογία, -logia) is first robustly defined by Jacob Bigelow in 1829 as: "...principles, processes, and nomenclatures of the more conspicuous arts, particularly those which involve applications of science, and which may be considered useful, by promoting the benefit of society, together with the emolument of those who pursue them".

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The Design of Everyday Things

The Design of Everyday Things is a best-selling book by cognitive scientist and usability engineer Donald Norman about how design serves as the communication between object and user, and how to optimize that conduit of communication in order to make the experience of using the object pleasurable.

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Think aloud protocol

Think-aloud (or thinking aloud) protocol (also talk-aloud protocol) is a protocol used to gather data in usability testing in product design and development, in psychology and a range of social sciences (e.g., reading, writing, translation research, decision making, and process tracing).

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Tool

A tool is any physical item that can be used to achieve a goal, especially if the item is not consumed in the process.

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Tree testing

Tree testing is a usability technique for evaluating the findability of topics in a website.

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Universal design

Universal design (close relation to inclusive design) refers to broad-spectrum ideas meant to produce buildings, products and environments that are inherently accessible to older people, people without disabilities, and people with disabilities.

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Universal usability

Universal usability refers to the design of information and communications products and services that are usable for every citizen.

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Usability engineering

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.

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Usability goals

Tools, devices or software (as diverse as a TV remote control, the interface of an oven, or a word processor) must be evaluated before their release on the market from different points of view such as their technical properties or their usability.

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Usability inspection

Usability inspection is the name for a set of methods where an evaluator inspects a user interface.

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Usability testing

Usability testing is a technique used in user-centered interaction design to evaluate a product by testing it on users.

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User experience

User Experience (UX) refers to a person's emotions and attitudes about using a particular product, system or service.

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User experience design

User experience design (UX, UXD, UED or XD) is the process of enhancing user satisfaction with a product by improving the usability, accessibility, and pleasure provided in the interaction with the product.

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User Experience Professionals Association

User Experience Professionals Association (UXPA) International, formerly the Usability Professionals Association (UPA), is a professional association for people interested in (UX).

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User-centered design

User-centered design (UCD) or user-driven development (UDD) is a framework of processes (not restricted to interfaces or technologies) in which usability goals, user characteristics, environment, tasks and workflow of a product, service or process are given extensive attention at each stage of the design process.

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Vehicle

A vehicle (from vehiculum) is a machine that transports people or cargo.

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Web analytics

Web analytics is the measurement, collection, analysis and reporting of web data for purposes of understanding and optimizing web usage.

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Web usability

Web usability is the ease of use of a website.

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World Usability Day

Established in 2005 by the Usability Professionals Association, (now the User Experience Professionals Association), World Usability Day (WUD) or Make Things Easier Day occurs annually to promote the values of usability, usability engineering, user-centered design, universal usability, and every user's responsibility to ask for things that work better.

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Ease of use, Product usability, Software usability, Unusable, Usabilidade, Usability Requirements, Usability requirements, Usable, Useability, Useable, User friendliness, User friendly, User-friendliness, User-friendly, Userfriendliness.

References

[1] https://en.wikipedia.org/wiki/Usability

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