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5

It really depend on context. A general all audience public UI need to have both good learnability and usability. But a specific custom narrow audience business tool can aim for fast flow in operation rather than easy to learn IF and only IF operators get substantial and accurate training on the UI/application. There may be a cost issue in the way, where ...


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A couple of things come to mind for ways of telling users about advanced features without adding friction to the UI. 1. pop up a non-blocking dismissable message When the user performs an action that can be done using an advanced shortcut key then let them know one and only one time (unless they ask to be reminded again) 2. put all your advanced ...


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In many corporate environments, UX begins after all the requirements have been gathered and ends before any code is written. So that's a good example of how it should not be done. Alas, it's a very common model in a lot of organizations. On the front end, the problem with waiting until the product or service idea is formulated and requirements are built ...


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Interesting question and I'll be very interested to see what others have to say as well. With regards to video tutorials, an usablity study found that, most new users prefered watching the video tutorials as opposed to scanning the text.To quote the article Only a few of the users read the help. Most just watched the videos. Keep in mind that all of ...


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Having just discussed by our instructor in Systems Analysis and Design Chapter 8 (The link is just the table of contents), the UI should be transparent to the user. And by that, it meant: The UI should be intuitive (easy to learn) The UI should not get in the way of use (easy to use) The UI should be easy to learn and not have a very steep learning ...


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It begins when the idea of a product is being formed If the user experience isn't part of the discussion as soon as the org decides to pursue an idea, then you're not taking a user-first approach and you're missing opportunity. You need a UX designer, product manager, and an engineer at the table to maximize your chances of successfully answering the ...


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User Experience is a process. This design chain is commonly called "User Centered Design". A quick visit to your favorite search engines yields many results, with slightly different flows, but here is just one example: (different examples call out different stages and names, but all to the same end goal) UX is involved in every stage and it never ends, ...


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Taking into consideration that the "Photoshop" of the common man, MS Word, uses your first example then I would highly recommend just sticking with it. There will be a far smaller learning curve. Yes, as a professional I understand that I can do everything I need with just one resize handle but I would guess that the average person is going to have a panic ...


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It’s a good thing to have needed controls nearby. It’s also a good thing to have controls always in the same place. Your colleagues are probably right about the resize handle. Although mono-directional resize works well for a text edit box like the one I’m typing in now, it usually makes sense to choose which edge or corner remains unchanged – i.e. the ...


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Multimedia learning theory Based on Mayer's multimedia learning theory, optimal understanding is achieved if the models built by our visual channel correspond to those build by our auditory channel, and the two match previous knowledge and understanding (or long-term memory models). The theory is somewhat an extension of Pavio's dual-coding theory. ...


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As a general rule, we can say that there is no reason to use a difficult interface if you can use a simple one, although there are situations where it is acceptable and even recommended, and if you have to do it, it's better that it is easy to learn but with all the required element than easy to use and lacking necessary elements. For instance, Microsoft ...



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