usability - Concepts
Explore concepts tagged with "usability"
Total concepts: 15
Concepts
- Heuristic Evaluation - A usability inspection method where experts evaluate an interface against established design principles to identify potential usability problems.
- Nielsen's 10 Usability Heuristics - Ten general principles for interaction design developed by Jakob Nielsen, used as guidelines for evaluating user interface usability.
- Don't Make Me Think - Steve Krug's first law of usability: a page should be self-evident, obvious, and self-explanatory so users can grasp it without conscious effort.
- Eight Golden Rules of Interface Design - Shneiderman's foundational principles for creating effective and user-friendly interfaces.
- Learnability - A usability attribute that measures how easily new users can accomplish basic tasks the first time they encounter an interface.
- Skeuomorphism - A design approach where digital elements mimic their real-world counterparts, making interfaces more intuitive and familiar.
- Guerrilla Usability Testing - Steve Krug's low-budget, do-it-yourself approach to usability testing: a few users, once a month, on whatever you've got — valuing frequency and simplicity over scientific rigor.
- Accessibility - The practice of designing products, services, and environments that can be used by people with the widest range of abilities, including those with disabilities.
- Visual Consistency - Maintaining uniform design elements and patterns across a product or system to create predictability and ease of use.
- Information Scent - The perceived likelihood that a path (link, button, navigation element) will lead to the desired information, based on cues like labels, descriptions, and context.
- UX Design - The practice of designing products that provide meaningful, relevant, and enjoyable experiences to users throughout their entire interaction journey.
- Progressive Disclosure - An interaction design pattern that sequences information and actions across several screens to reduce complexity and cognitive load.
- User Experience - The totality of a person's perceptions, emotions, and responses when interacting with a product, system, or service, encompassing usability, aesthetics, and satisfaction.
- GOMS Model - A cognitive task analysis framework that predicts how long expert users take to complete computer tasks by analyzing Goals, Operators, Methods, and Selection rules.
- Trunk Test - A usability test by Steve Krug that checks whether a user dropped onto any page of a site can instantly identify where they are, what the site is, and what they can do there.
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