Usability
The degree to which a product or system can be used by specified users to achieve specified goals with effectiveness, efficiency, and satisfaction in a specified context of use.
The degree to which a product or system can be used by specified users to achieve specified goals with effectiveness, efficiency, and satisfaction in a specified context of use.
Pre-selected options in a user interface that are chosen to benefit the majority of users.
The design of user interfaces for machines and software, such as computers, mobile devices, and other electronic devices, with the focus on maximizing usability and the user experience.
A model by Don Norman outlining the cognitive steps users take when interacting with a system: goal formation, planning, specifying, performing, perceiving, interpreting, and comparing.
Interaction Design (IxD) focuses on creating engaging interfaces with well-thought-out behaviors.
Interfaces that use multiple forms of interaction, such as visual, auditory, and tactile, to enhance user experience and accessibility.
Any process or administrative barrier that unnecessarily complicates transactions and creates friction, discouraging beneficial behaviors.
A design flaw where users mistakenly believe they have reached the end of the content due to a misleading visual cue.
The process of designing intuitive navigation systems within a digital product that help users easily understand their current location, navigate to desired destinations, and efficiently complete tasks.