Copyright
이 모든 내용은 Pluralsight에 Amber Israelsen가 올린 'User Experience: The Big Picture'라는 강의의 세번째 챕터를 듣고 정리한 것입니다(https://app.pluralsight.com/library/courses/ux-big-picture/table-of-contents). 강의 원작자분께 게시허가도 받았습니다.
Content
1. UX Core Concepts and Terminology
Outline
User Experience
The UX Umbrella
Useful
Usable
User interface
Graphic/visual design
User research
Human-computer interaction(HCI)
Interaction design
Content strategy
Information architecture
Usability testing
User Experience
Encompasses all aspects of the end user's interaction with the company, its services, and its products
UX는 기술, 디자인, 사업모델 모두에 포함되는 영역이다.
The UX Umbrella
Visual Design
Information Architecture
Interaction Design
Usability
User Research
Content Strategy
So What Makes a Great User Experience?
Value (Is it useful?)
Usability (Is it easy to use?)
Adoptability (Is is easy to start using?)
Desirability (Is it fun and engaging?)
Useful : A useful feature or tool allows users to "do things"; it fulfills a need.
Usable : A measure of how easy or hard it is to do something.
User Interface(UI)
The means by which a user and computer system interact, in particular the use of input devices and software.
Pages, menus, images, icons, buttons, mouse, touch screen etc
Visual/Graphic Design
Focuses on the aesthetics of a site and its related materials by strategically implementing images, colors, fonts, and other elements.
User Research
Focuses on understanding user behaviors, needs, and motivations through observation techniques, task analysis, and other feedback methodologies.
Human-Computer Interaction (HCI)
The study of how people interact with computers and to what extent computers are or are not developed for successful interaction with human beings.
Interaction Design
The practice of designing interactive digital products, environments, systems, and services; behavior is the primary focus.
Interaction with the Interface
What can a user do to interact with the interface (e.g., mouse, finger, stylus)?
What commands con the user issue (e.g., keyboard shortcuts)?
Behavior Clues
How does the appearance change to give the user a clue about its behavior (e.g., color, shape, size)?
How do you let users know something is about to happen (e.g., labels, instructions)?
Error Messages
How do you prevent errors? (e.g., gray out a button)
Is an error happens, how does the user know what happened and how to recover?
System Feedback
What sort of feedback should the user get when they take some action (e.g., confirmation message)?
How fast should the feedback be?
Content Strategy
The planning, development, and management of content - written or in other media.
Information Architecture
The structural design of shared information environments; the art and science of organizing and labeling websites, intranets, online communities and software to support usability and findability.
Card Sorting
1. Gather all information as a card
2. Categorize
3. Confirm Labels
Usability Testing
A technique used in user-centered interaction design to evaluate a product by testing it on users.
Summary (생략)
출처
이 모든 내용은 Pluralsight에 Amber Israelsen가 올린 'User Experience: The Big Picture'라는 강의의 세번째 챕터를 듣고 정리한 것입니다(https://app.pluralsight.com/library/courses/ux-big-picture/table-of-contents). 제가 정리한 것보다 더 많은 내용과 Demo를 포함하고 있으며 최종 Summary는 생략하겠습니다. Microsoft 지원을 통해 한달간 무료로 Pluralsight의 강의를 들으실 수도 있습니다.
'Programming > UI & UX Design' 카테고리의 다른 글
(UX Basic) The UX Process (0) | 2017.12.29 |
---|---|
(UX Basic) Roles in User Experience (0) | 2017.12.28 |
(Design Basic) The Fundamental Gestalt Principles - Understanding Perception (0) | 2017.12.25 |
(Design Basic) Color (0) | 2017.12.25 |
(Design Basic) Typography (0) | 2017.12.25 |