Context of use: ISO
Combination of users, goals and task, resources and environment(technical, physical, social, cultural and organizational enviroments)
Prototype: ISO
Representation of all or a part of an interactive system that although limited in some way, can be used for analysis, design and evalution
Usability: ISO
The extend to which a product, system or service can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use.
User experience: ISO
Users perceptions(emotions, beliefs, preference,comfort, behaviour etc…) and responses that result from the use and/or anticipated use of a system, product or service.
Visibility:
A Control should be visible so users know its available
A user should be able to initiate an action and can see what they can do
Feedback:
Sending information back to the user about what has been done and what has been accomplished(audio, verbal, visual) Errors, warning, information messages.
Constraint:
Restricting the possible actions that can be performed, helps prevent user from selecting incorrect options(grayed out options)
Consistency:
Designing interfaces to have similar operations and use similar elements for similar tasks. Main benefit is consistent interfaces are easier to learn and use. Too much consistency can also be bad, gotta be different for some options in order to see what you can select and what not.
Affordance:
Refers to an attribute of an object that allows people to know how to use it.
Basically you see a button and you know what it does.
Co-design:
is a design approach that emphasizes creativity and mutual learning through
design activities with stakeholders, and co-design teams are often multidisciplinary.
Participatory design (PD):
The idea that those who use information technology will play a
critical role in its design, and in particular that they will engage in active and genuine partici-
pation with the design itself, is still central to participatory design