"Real" usability

James Breeze's observations on what real usabliity is. See also www.usableworld.com.au

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"Real" usability 作者: Mind Map: "Real" usability

1. People... erm... users

1.1. Research

1.1.1. Understand

1.2. Involve

1.2.1. Buy-in

1.2.2. Early

1.3. Meeting expectations

1.3.1. Right metaphor

1.3.2. Process flow

1.3.3. Common sense

1.3.4. Brand

1.3.4.1. Visual design is important

1.3.5. Language of experience

1.3.5.1. It works

1.3.5.2. intuitive

1.3.5.3. simple

1.3.5.4. obvious

1.3.5.5. utility

1.3.5.6. easy

1.3.5.7. process

2. Leveraging technology

2.1. Quality time

2.1.1. Health

2.1.2. Family and friends

2.2. Ideas

2.2.1. Time for clear thinking

2.2.2. Connections

2.2.3. Innovation

2.3. Staff at work

2.3.1. Motivation/satisfaction

2.3.2. Sense of belonging

2.3.3. Recognition

2.3.4. Not bored

2.3.5. Communication

2.3.5.1. Knowledge sharing

2.3.5.1.1. No lost information

2.3.5.2. Broad perspectives

2.3.6. Standard training

2.4. Accessibility - disabled/remote people

2.4.1. Services

2.4.2. Education

2.4.3. Social

2.5. Making money

2.5.1. Automation/standardisation

2.5.1.1. Quality

2.5.1.1.1. Customer service

2.5.1.1.2. Customer satisfaction

2.5.1.2. Reduced costs

2.5.1.2.1. Profit

2.5.1.3. Reduced time

2.5.2. Standardisation

2.5.2.1. Policy and process

3. Helping

3.1. Yourself

3.1.1. Doing something you have never done before

3.1.2. Doing something you couldn't do before

3.2. Others

3.2.1. Change the world

3.2.2. Make things accessible to everyone

3.3. Time

3.3.1. Life is short

3.3.1.1. Spend it with your family and yourself not 'Internet banking'

3.3.2. NO repetition

3.3.2.1. automate the boring stuff