Az első képzésünk egy alapozó és tudás-rendszerező használhatósági szeminárium volt, weblapok, szoftverek, mobil alkalmazások tervezésével és kivitelezésével foglalkozók számára. Vendégelőadónk Eric Reiss, aki Dániából érkezett.
Chairman & CEO
Eric is the celebrated author of 3 books, including the recently published Usable Usability: Simple Steps for Making Stuff Better. Eric has been a two-term president of the Information Architecture Institute and Professor of Usability and Design at IE Business School in Madrid, Spain. Today, Eric is CEO of the FatDUX Group in Copenhagen, Denmark, a leading UX company with offices and associates in over a dozen cities worldwide. You’ll find him on Twitter at @elreiss.
If people cannot use something you make, then you have a serious problem. Usability is the science of ensuring that websites, applications, physical products and even offline services, do what they are supposed to do and that people can succeed with whatever tasks your “stuff” has been designed to help them with.
For me, usability builds on three E’s – Ease, Elegance, Empathy.
This half-day seminar introduces you to an alternative way to cut the usability cake – a method for evaluating and improving products and services that has proven successful with clients, business students, and seasoned usability professionals. And it includes a hands-on way for individuals within a large organization to carry out guerilla-style usability hacks that can be used to show the value of usability to the people in charge of the budgets.
Here’s a quick rundown of the topics we’ll be covering.
EASE OF USE – the product does what I want it to do. This deals with physical properties. Hence, the interactive elements should be:
- Functional (the buttons work, the speed is acceptable)
- Responsive (the application reacts to your input, provides cognitive feedback)
- Ergonomic (Fitt’s Law, keyboard shortcuts, field tabbing, etc.)
- Convenient (content and interactive objects are there where I need them, when I need them)
- Foolproof (less risk of error, less reliance on instructions)
ELEGANCE AND CLARITY – the product does what I expect it to do. This deals with psychological properties. Hence, interactive elements should be:
- Visible (cut down the visual noise)
- Understandable (clear and concise)
- Logical (don’t make me think, build sensible flows)
- Consistent (always the same name for the same function)
- Predictable (elements don’t suddenly change behavior)
EMPATHY – understanding and addressing the needs of the users. After all, you can’t practice user-centered or user-driven design if you don’t care about these folks.