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1. Fix the basics Focus your efforts and resources on simplifying the routes to the users' key goals: the Red Routes . http://www.userfocus.co.uk/articles/creditcrunch.html

10 ways to maximise your usability budget

Common Usability Terms, pt. I: Spatial Memory

http://www.osnews.com/story/18829/Common-Usability-Terms-pt.-I-Spatial-Memory This is the first article in a series on common usability and graphical user interface related terms. On the internet, and especially in forum discussions like we all have here on OSNews, it is almost certain that in any given discussion, someone will most likely bring up usability and GUI related terms - things like spatial memory, widgets, consistency, Fitts' Law , and more. The aim of this series is to explain these terms, learn something about their origins, and finally rate their importance in the field of usability and (graphical) user interface design.
In broad terms, user-centered design (UCD) is a type of user interface design and a process in which the needs, wants, and limitations of end users of a product are given extensive attention at each stage of the design process . User-centered design can be characterized as a multi-stage problem solving process that not only requires designers to analyse and foresee how users are likely to use a product, but also to test the validity of their assumptions with regards to user behaviour in real world tests with actual users. Such testing is necessary as it is often very difficult for the designers of a product to understand intuitively what a first-time user of their design experiences, and what each user's learning curve may look like. The chief difference from other product design philosophies is that user-centered design tries to optimize the product around how users can, want, or need to use the product, rather than forcing the users to change their behavior to accommodate the product.

User-centered design

http://en.wikipedia.org/wiki/User-centered_design