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.
A dark pattern where users think they are going to take one action, but a different, undesirable action happens instead.
The process of guiding new users through the initial stages of using a product or service, helping them become familiar with its features and benefits.
A predictive model of human movement that describes the time required to move to a target area, used to design user interfaces that enhance usability.
A concept in communication and interaction where information or influence flows in two directions.
A technique used to evaluate a product or system by testing it with real users to identify any usability issues and gather qualitative and quantitative data on their interactions.
A pop-up dialog that appears when a user attempts to leave a page or application, which can be used to prevent loss of progress or data, or to confirm user intent.
A guided, interactive overlay that introduces users to features or tasks within an application.
Human-Centered Design (HCD) is an approach to problem-solving that involves the human perspective in all steps of the process.