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10 Heuristics for User Interface Design

10 Heuristics for User Interface Design
Visibility of system status The system should always keep users informed about what is going on, through appropriate feedback within reasonable time. (Read full article on visibility of system status.) Match between system and the real world The system should speak the users' language, with words, phrases and concepts familiar to the user, rather than system-oriented terms. Follow real-world conventions, making information appear in a natural and logical order. (Read full article on the match between the system and the real world.) User control and freedom Users often choose system functions by mistake and will need a clearly marked "emergency exit" to leave the unwanted state without having to go through an extended dialogue. Consistency and standards Users should not have to wonder whether different words, situations, or actions mean the same thing. Error prevention Even better than good error messages is a careful design which prevents a problem from occurring in the first place. See Also Related:  New GamingEDUC70221

Papers and Essays by Jakob Nielsen 10 Usability Heuristics for User Interface Design April 24, 1994 | Article: 2 minutes to readJakob Nielsen's 10 general principles for interaction design. They are called "heuristics" because they are broad rules of thumb and not specific usability guidelines. When to Use Which User-Experience Research Methods October 12, 2014 | Article: 8 minutes to readModern day UX research methods answer a wide range of questions. To know when to use which method, each of 20 methods is mapped across 3 dimensions and over time within a typical product-development process. Usability 101: Introduction to Usability January 4, 2012 | Article: 4 minutes to readWhat is usability?

useit.com: Jakob Nielsen on Usability and Web Design 10 Usability Heuristics for User Interface Design April 24, 1994 | Article: 2 minutes to readJakob Nielsen's 10 general principles for interaction design. They are called "heuristics" because they are broad rules of thumb and not specific usability guidelines. When to Use Which User-Experience Research Methods October 12, 2014 | Article: 8 minutes to readModern day UX research methods answer a wide range of questions. To know when to use which method, each of 20 methods is mapped across 3 dimensions and over time within a typical product-development process. Usability 101: Introduction to Usability January 4, 2012 | Article: 4 minutes to readWhat is usability?

Rock, Paper, Shotgun: The empty headed, mean spirited death of popular culture. 6 Tips for a Great Flex UX: Part 5 By Theresa Neil Since the book focuses on rich interactions, I want to spend some time on Adobe Flex/AIR. These tips are based on the best Flex resources I have found, and how you can use them to craft a great user experience. This is part 5 of 6: * Play With It: 10 Explorers & Galleries * Learn From the Best: 10 Great Flex Apps * Learn From the Rest: 10 Great RIAs * Stock Your Toolbox: 40+ Custom Flex Controls * Review Usability Best Practices * Avoid Common Mistakes: 10 Anti-Patterns Don’t forget the usability basics. 1. The system should always keep users informed about what is going on, through appropriate feedback within reasonable time. 1.0 BaseCamp by 37signals The upload button is enabled, until clicked. 1.1 Picnik Progress message and indicator shows while the application loads 1.2 Tick A feedback message is displayed when an action is performed 1.3 Windows Live Account Password strength is shown as the password is entered 2. 3. 4. 5. 6. Minimize the user’s memory load. 7. 8. 9.

Conway's Game of Life "Conway game" redirects here. For Conway's surreal number game theory, see surreal number. The Game of Life, also known simply as Life, is a cellular automaton devised by the British mathematician John Horton Conway in 1970.[1] The "game" is a zero-player game, meaning that its evolution is determined by its initial state, requiring no further input. One interacts with the Game of Life by creating an initial configuration and observing how it evolves or, for advanced players, by creating patterns with particular properties. Rules[edit] The universe of the Game of Life is an infinite two-dimensional orthogonal grid of square cells, each of which is in one of two possible states, alive or dead. The initial pattern constitutes the seed of the system. Origins[edit] The game made Conway instantly famous, but it also opened up a whole new field of mathematical research, the field of cellular automata ... Conway chose his rules carefully, after considerable experimentation, to meet these criteria:

WikiEdProfessional eLearning Guidebook/Evaluating the impacts of eLearning/Evaluation methods From WikiEducator There are a number of ways you can gather information during an evaluation project. There are four main methods listed here: Needs analysis (also known as Front-end analysis or Needs assessment) - readiness or need for an intervention. Formative evaluation - feedback during development or piloting. Summative evaluation - measures effectiveness and impact. You should aim to gather data from all stakeholders (i.e., students and staff) regularly using a set of evaluation instruments within a consistent evaluation framework which should include front-end analysis, formative, summative and integrative evaluation.You should also aim to collect a variety of data using a range of data gathering instruments. This comprises a set of ways by which you would plan to ascertain the readiness of students and staff and their preferences in relation to teaching and learning online. References

Get That Out Of Your Mouth: Get That Out Of Your Mouth #34 | Features Here's the scenario: the world hits "peak oil," and the supply starts to dwindle. All around the planet, gas prices go up and economies choke. From rich to poor, from the city to the country, everyone is affected by the scarcity of a resource that's as crucial as air. Let's say you try the crowds. Writer Ken Eklund came up with the idea for World Without Oil in 2005. "I think people have this wall in their imaginations where they go, 'Oil shock. World Without Oil is an example of an alternate reality game, which means, to quote Wikipedia, "an interactive narrative that uses the real world as its platform." Jessica Price discovered ARGs when a friend called her up and told her to go to a pay phone near her house at 5:35 that afternoon, and when it rang, to answer it. Most ARGs tell a story, but to get it, the players usually solve puzzles-- and many of those puzzles force huge teams to work in tandem. Naturally, you'd think some ARGs would trick people or play hoaxes.

Evaluation and Design of Educational Courseware: EDUC7022 | A website design module taught at the University of Manchester, UK These web pages have been created as an exemplar of how one open source tool can be used to support teaching and learning. This course unit deliberately chooses WordPress, because of its importance in the world of web design, but also because it is a tool that represents Web 2.0 (the read/write web) (links open in new windows) with all of the affordances and constraints that such tools allow. The course itself also makes use of a linked wiki (link opens in a new window) as an additional store of content so that these two key social media tools can be contrasted. Currently (16 Sep 13), you can only see a limited subset of the course unit, but I will reveal the rest quite quickly once we get started. These WordPress created web pages consist of a number of different parts: I hope you enjoy this course unit and look forward to reading your questions and comments on the forum. The following video explains how this course unit works and some of what it is trying to achieve: Initial tasks

Serious Games For Lower-Consumption Practices | FUTURE-MAKING SERIOUS GAMES Alternative Reality Serious Games challenging us to play a better future WWO:Generating a massively collaborative map of potential, citizen responses to oil shock; constructing a database of lower-consumption practices that might prevent that shock from happening World Without Oil - Serious Games and online social networking As anticipated on my previous post Playing Serious Games Into A New Way Of Acting, and sprung from the imagination of San Jose gamemaker Ken Eklund, the Internet game began April 30 at In a matter of days, gas prices will skyrocket, a dwindling food supply will rot, and the oil crisis literally will stop Americans in their tracks. Log in to "World Without Oil," a free alternate reality game that taps our collective ingenuity to stop a plausible crisis before it happens -- or at least prepare a post-Katrina nation to deal better with a disaster. This is the alternate reality game that will change reality," Eklund said.

What's New Pareto efficiency Pareto efficiency, or Pareto optimality, is a state of allocation of resources in which it is impossible to make any one individual better off without making at least one individual worse off. The term is named after Vilfredo Pareto (1848–1923), an Italian economist who used the concept in his studies of economic efficiency and income distribution.[citation needed] The concept has applications in academic fields such as economics and engineering. For example, suppose there are two consumers A & B and only one resource X. Pareto efficiency is a minimal notion of efficiency and does not necessarily result in a socially desirable distribution of resources: it makes no statement about equality, or the overall well-being of a society.[1][2] The notion of Pareto efficiency can also be applied to the selection of alternatives in engineering and similar fields. Pareto efficiency in short[edit] It is commonly accepted[by whom?] Weak Pareto efficiency[edit] Use in engineering[edit] for each i and

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