Difference between revisions of "User Experience Quarter"

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[[Stakeholder Arrangements Quarter]] (hereinafter, the ''Quarter'') is the third of four lectures of [[Social Quadrivium]] (hereinafter, the ''Quadrivium''):
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[[User Experience Quarter]] (hereinafter, the ''Quarter'') is a lecture introducing the learners to [[social design]] primarily through key topics related to [[information architecture]]. The ''Quarter'' is the third of four lectures of [[Social Quadrivium]], which is the fifth of seven modules of '''[[Septem Artes Administrativi]]''' (hereinafter, the ''Course''). The ''Course'' is designed to introduce the learners to general concepts in [[business administration]], [[management]], and [[organizational behavior]].
*The ''Quarter'' is designed to introduce its learners to [[enterprise discovery]], or, in other words, to concepts related to obtaining data needed to administer the [[enterprise effort]]; and
 
*The ''Quadrivium'' examines concepts of administering various types of enterprises known as [[enterprise administration]] as a whole.
 
 
 
The ''Quadrivium'' is the first of seven modules of [[Septem Artes Administrativi]], which is a course designed to introduce its learners to general concepts in [[business administration]], [[management]], and [[organizational behavior]].
 
  
  
 
==Outline==
 
==Outline==
''[[Social Rationale Quarter]] is the predecessor lecture.  In the [[enterprise design]] series, the previous lecture is [[Individual Decisions Quarter]].''
+
''[[Social Rationale Quarter]] is the predecessor lecture.  In the [[enterprise envisioning]] series, the previous lecture is [[Individual Decisions Quarter]].''
  
 
===Concepts===
 
===Concepts===
#'''[[Stakeholder arrangement]]'''. The action, process, or result of arranging or being arranged that an [[enterprise]] does for and/or offers to its [[stakeholder]]s.
+
#'''[[User experience]]''' ([[User experience|UX]]). The overall experience of an individual using a given product, often discussed in terms of the easiness or difficulties with this experience.
#*[[Affective events theory]]. A [[model]] that suggests that workplace events cause emotional reactions on the part of employees, which then influence workplace attitudes and behaviors.
+
#*[[File:Ux-context.png|400px|thumb|right|[[UX design]]]][[UX design]]. The process of enhancing user satisfaction with a [[market exchangeable]] by improving the usability, accessibility, and pleasure provided in the interaction with the [[market exchangeable]].
#'''[[Public relations]]'''. The professional maintenance of a favorable public image by an [[enterprise]] or a famous person.
+
#'''[[User-centered design]]''' (UCD). A design process during which the needs of the user is considered at all times. Designers consider how a user is likely to use the product, and they then test the validity of their assumptions in real world tests with actual users.
#*[[Newsletter]]. A bulletin issued periodically to the [[stakeholder]]s of a [[group]], [[business]], or [[enterprise]].
+
#*[[Adaptive design]]. Like Responsive web design it is an approach to web design aimed at crafting sites to provide an optimal viewing and interaction experience on different screen and devices. The difference is that adaptive design is less fluid then RWD, and ‘serves’ few fixed width versions of the design depending on viewport size. It can utilize server side techniques to ‘detect’ viewport size prior to rendering html. The advantage for designer is that it gives more control over images and typography, and hence is easier approach to ‘retrofit’ fixed width websitest to work on mobile devices.
#*[[Press release]]. An official statement issued to press giving information on a particular matter.
+
#*[[Responsive design]]. A design approach that responds to the user’s behavior and environment based on screen size, platform and orientation. The practice consists of a mix of flexible grids and layouts, images and an intelligent use of CSS media queries.
#'''[[Visual design]]'''. Also called communication design. A discipline which combines design and information development in order to develop and communicate a media message to a target audience.
+
#'''[[Information architecture]]''' ([[Information architecture|IA]]). (1) The structural design of shared information environments; (2) The art and science of organizing and labeling websites, intranets, online communities and software to support [[usability]], including findability; (3) An emerging community of practice focused on bringing principles of design and architecture to the digital landscape.
#'''[[Information architecture]]''' (IA). (1) The structural design of shared information environments; (2) The art and science of organizing and labeling websites, intranets, online communities and software to support [[usability]], including findability; (3) An emerging community of practice focused on bringing principles of design and architecture to the digital landscape.
+
#*[[Content classification]].
#*[[Usability]]. The ease of use and learnability of an object, such as a book, software application, website, machine, tool or any object that a human interacts with.
+
#*[[Content hierarchy]].
 +
#*[[Content labeling]].
 +
#*[[Content tagging]].
 +
#*[[Content navigation]].
 +
#*[[Content wayfinding]].
 +
#*[[Content search]].
 +
#'''[[Enterprise information architecture]]''' ([[Enterprise information architecture|EIA]]). The part of the [[enterprise architecture]] that accommodates the needs to capture, store, and use information assets of the [[enterprise]].
 +
#'''[[Usability]]'''. The ease of use and learnability of an object, such as a book, software application, website, machine, tool or any object that a human interacts with.
 
#*[[Usability engineering]]. The practice of assessing and making recommendations to improve the usability of a product.
 
#*[[Usability engineering]]. The practice of assessing and making recommendations to improve the usability of a product.
 
#*[[Industrial design]]. The application art and science to a product, in order to improve its aesthetics, ergonomics, functionality, and usability.
 
#*[[Industrial design]]. The application art and science to a product, in order to improve its aesthetics, ergonomics, functionality, and usability.
 
#*[[Information scent]]. An important concept in information foraging theory referring to the extent to which users can predict what they will find if they pursue a certain path through a website. As animals rely on scents to indicate the chances of finding food, so do humans rely on various cues in the information environment to achieve their goals.
 
#*[[Information scent]]. An important concept in information foraging theory referring to the extent to which users can predict what they will find if they pursue a certain path through a website. As animals rely on scents to indicate the chances of finding food, so do humans rely on various cues in the information environment to achieve their goals.
 
#*[[User journey]]. The step by step journey that a user takes to reach their goal.
 
#*[[User journey]]. The step by step journey that a user takes to reach their goal.
 +
#'''[[Visual design]]'''. Also called communication design. A discipline which combines design and information development in order to develop and communicate a media message to a target audience.
 +
#*[[Graphic design]]. The art or skill of combining text and pictures in advertisements, magazines, books, or digital media.
 
#'''[[User interface]]''' (UI). The way in which a software user is able to interact with a computer system.
 
#'''[[User interface]]''' (UI). The way in which a software user is able to interact with a computer system.
 
#*[[Interface]]. A shared boundary between any two persons and/or systems through which information is communicated.
 
#*[[Interface]]. A shared boundary between any two persons and/or systems through which information is communicated.
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#*[[Dialog map]]. An analysis model that illustrates the architecture of the system's user interface.
 
#*[[Dialog map]]. An analysis model that illustrates the architecture of the system's user interface.
 
#*[[Interaction design]] (IxD). Sometimes referred to as IxD, interaction design strives to create meaningful relationships between people and the products and services that they use.
 
#*[[Interaction design]] (IxD). Sometimes referred to as IxD, interaction design strives to create meaningful relationships between people and the products and services that they use.
#'''[[UX design]]'''. The process of enhancing user satisfaction with a [[product]] by improving the usability, accessibility, and pleasure provided in the interaction with the [[product]].
 
#*[[User experience]]. The overall experience of an individual using a given product, often discussed in terms of the easiness or difficulties with this experience.
 
#*[[Adaptive design]]. Like Responsive web design it is an approach to web design aimed at crafting sites to provide an optimal viewing and interaction experience on different screen and devices. The difference is that adaptive design is less fluid then RWD, and ‘serves’ few fixed width versions of the design depending on viewport size. It can utilize server side techniques to ‘detect’ viewport size prior to rendering html. The advantage for designer is that it gives more control over images and typography, and hence is easier approach to ‘retrofit’ fixed width websitest to work on mobile devices.
 
#*[[Responsive design]]. A design approach that responds to the user’s behavior and environment based on screen size, platform and orientation. The practice consists of a mix of flexible grids and layouts, images and an intelligent use of CSS media queries.
 
#*[[User-centered design]] (UCD). A design process during which the needs of the user is considered at all times. Designers consider how a user is likely to use the product, and they then test the validity of their assumptions in real world tests with actual users.
 
 
#'''[[Website]]'''. A location connected to the [[Internet]] that maintains one or more pages called [[webpage]]s, on the [[World Wide Web]].
 
#'''[[Website]]'''. A location connected to the [[Internet]] that maintains one or more pages called [[webpage]]s, on the [[World Wide Web]].
 
#*[[Sitemap]]. A complete list of all the pages available on a [[website]].
 
#*[[Sitemap]]. A complete list of all the pages available on a [[website]].
 
#*[[Red route]]. The frequent and critical activities that users will perform on your site. They are complete activities, not single tasks, and will probably require several pages to execute. Defining the red routes for your site means that you’ll be able to identify and eliminate any usability obstacles on the key user journeys. (Important roads in London are known as ‘red routes’ and Transport for London do everything in their power to make sure passenger journeys on these routes are completed as smoothly and quickly as possible.)
 
#*[[Red route]]. The frequent and critical activities that users will perform on your site. They are complete activities, not single tasks, and will probably require several pages to execute. Defining the red routes for your site means that you’ll be able to identify and eliminate any usability obstacles on the key user journeys. (Important roads in London are known as ‘red routes’ and Transport for London do everything in their power to make sure passenger journeys on these routes are completed as smoothly and quickly as possible.)
 +
#'''[[Content management]]'''. The suite of processes and technologies that support the collection, management, and publication of information in any medium.
 
#'''[[Branding]]'''. The process of creating and marketing a consistent idea or image of a product, so that it is recognizable by the public.
 
#'''[[Branding]]'''. The process of creating and marketing a consistent idea or image of a product, so that it is recognizable by the public.
 
#*[[Elevator pitch]]. “An elevator pitch is a concise, carefully planned, and well-practiced description about your company that your mother should be able to understand in the time it would take to ride up an elevator.” (Source: Business Know How) Being able to pitch your idea is crucial for entrepreneurs and valuable in any formal or informal networking situation. It allows you to quickly describe your concept to anyone in a short period of time, including potential partners or investors.
 
#*[[Elevator pitch]]. “An elevator pitch is a concise, carefully planned, and well-practiced description about your company that your mother should be able to understand in the time it would take to ride up an elevator.” (Source: Business Know How) Being able to pitch your idea is crucial for entrepreneurs and valuable in any formal or informal networking situation. It allows you to quickly describe your concept to anyone in a short period of time, including potential partners or investors.
#'''[[Enterprise justice]]'''. An overall perception of what is fair in the workplace, composed of [[distributive justice|distributive]], [[procedural justice|procedural]], [[informational justice|informational]], and [[interpersonal justice]].
+
#'''[[Impression management]]'''. The process by which individuals attempt to control the impression others form of them.
#*[[Distributive justice]]. Perceived fairness of the amount and allocation of rewards among individuals.
 
#*[[Informational justice]]. The degree to which employees are provided truthful explanations for decisions.
 
#*[[Procedural justice]]. The perceived fairness of the process used to determine the distribution of rewards.
 
#*[[Interpersonal justice]]. The degree to which employees are treated with dignity and respect.
 
#'''[[Information distribution]]'''. Making needed information available to those [[stakeholder]]s who are selected to obtain information in a timely manner.
 
#*[[Stakeholder resource]]. Informational and/or other assets that can be drawn on by a [[stakeholder]] in order to stay informed about and/or be benefited by an [[enterprise]].
 
#*[[FYI message]]. The abbreviation ''FYI'' stays for "[[For your information]]" and is commonly used in email, instant messaging or memo and messages, typically in the message subject, to flag the message as an informational message, with the intent to communicate to the receiver that he/she may be interested in the topic, but is not required to perform any action. [[FYSA]] (or "[[For your situation awareness]]") is another abbreviation that serves a similar purpose.
 
#'''[[Organizational climate]]'''. The shared perceptions organizational members have about their organization and work environment.
 
#*[[Mission]]. The purpose of an organization.
 
#*[[Organizational process]]. One of the ways that organizational work is done.
 
#*[[Ritual]]. A repetitive sequence of activities that express and reinforce the key values of the organization, which goals are most important, which people are important, and which are expendable.
 
#*[[Small business]]. An organization that is independently owned, operated, and financed; has fewer than 100 employees; doesn't necessarily engage in any new or innovative practices; and has relatively little impact on its industry.
 
#*[[Workspace]]. Space in which to work.
 
#*[[Workplace]]. A place where people work, such as an office or factory.
 
#*[[Organizational demography]]. The degree to which members of a work unit share a common demographic attribute, such as age, sex, race, educational level, or length of service in an organization, and the impact of this attribute on turnover.
 
#*[[Open-book management]]. A motivational approach in which an organization's financial statements (the "books") are shared with all employees.
 
#'''[[Value-based management]]'''. The organization's values guide employees in the way they do their jobs.
 
#*[[Organizational value]]. The primary or dominant value that is accepted throughout the organization.
 
#*[[Rule]]. An explicit statement that tells managers what can or cannot be done.
 
#'''[[Organizational citizenship]]'''. Actions that contribute to the psychological environment of the organization, such as helping others when not required.
 
#*[[Utilitarianism]]. A system in which decisions are made to provide the greatest good for the greatest number.
 
#*[[Positive diversity climate]]. In an [[organization]], an environment of inclusiveness and an acceptance of [[diversity]].
 
#*[[Organizational citizenship behavior]]. Discretionary behavior that contributes to the psychological and social environment of the [[workspace]], while not being part of employee's formal job requirements.
 
#'''[[Social responsibility]]'''. A business' intention, beyond its legal and economic obligations, to do the right things and act in ways that are good for society.
 
#*[[Corporate social responsibility]]. An organization's self-regulated actions to benefit society or the environment beyond what is required by law.
 
#*[[Affirmative action]]. Organizational programs that enhance the status of members of protected groups.
 
#*[[Glass ceiling]]. The invisible barrier that separates women and minorities from top management positions.
 
#'''[[Ethical work climate]]'''. The shared concept of right and wrong behavior in the workplace that reflects the true values of the organization and shapes the ethical decision making of its members.
 
#*[[Code of ethics]]. A formal statement of an organization's primary values and the ethical rules it expects its employees to follow.
 
#'''[[Stakeholder engagement]]'''. An individual's involvement with, satisfaction with, and enthusiasm for the enterprise he or she works for or is involved with.
 
#*[[Perceived organizational support]]. The degree to which employees believe an organization values their contribution and cares about their well-being.
 
#*[[Organizational commitment]]. The degree to which an employee identifies with a particular organization and its goals and wishes to maintain membership in that organization.
 
#*[[Psychological empowerment]]. Employee's belief in the degree to which they affect their work environment, their competence, the meaningfulness of their job, and their perceived autonomy in their work.
 
#*[[Workplace spirituality]]. The recognition that people have an inner life that nourishes and is nourished by meaningful work that takes place in the context of community.
 
#*[[Sexual harassment]]. Any unwanted action or activity of a sexual nature that explicitly or implicitly affects an individual's employment, performance, or work environment.
 
#'''[[Stakeholder participation]]'''. A participative process that uses the input of stakeholders to increase their commitment to enterprise success.
 
#*[[Representative participation]]. A system in which workers participate in organizational decision making through a small group of representative employees.
 
#*[[Participative management]]. A process in which subordinates share a significant degree of decision-making power with their immediate superiors.
 
  
 
===Roles===
 
===Roles===
 
#'''[[Architect]]'''. There is no architect role in [[Agile methodology]], instead all [[Agile team member]]s are responsible for emerging the architecture.
 
#'''[[Architect]]'''. There is no architect role in [[Agile methodology]], instead all [[Agile team member]]s are responsible for emerging the architecture.
 
#*[[Information architect]]. A practitioner of [[information architecture]].
 
#*[[Information architect]]. A practitioner of [[information architecture]].
#*[[UX designer]].
+
#*[[UX designer]]. A practitioner of [[UX design]].
#*[[Graphic designer]].
+
#*[[Graphic designer]]. A practitioner of [[graphic design]].
#'''[[Stakeholder]]'''. Anyone in the [[enterprise environment]] that is, can be, or perceives him-, her-, or itself to be affected by an enterprise's decisions and actions. In [[Agile methodology]], a [[stakeholder]] is anyone outside the team who has an interest in the product that the team is producing. Stakeholders can include, but are not limited to direct managers, [[subject matter expert]]s, account managers, salespeople, and legal officers.
+
#'''[[Data architect]]'''. A practitioner of the subset of [[enterprise architecture]] that helps to discover, analyze, design, and manage [[enterprise data]].
#'''[[Regulator]]'''. A [[stakeholder]] with legal or governance authority over the solution or the process used to develop it.
+
#'''[[Knowledge engineer]]'''. A professional engaged in the science of discovery, analysis, design, and implementation of [[knowledge management system]]s.
#'''[[Work council]]'''. A group of nominated or elected employees who must be consulted when management makes decisions involving personnel.
+
#'''[[Public relations specialist]]'''. A professional who engages in promoting or creating an intended public image for individuals, groups, or organizations. He or she may write or select material for release to various communications media.
#*[[Board representative]]. An employee who sits on a company's board of directors and represents the interests of the firm's employees.
+
#'''[[Editor]]'''. A professional engaged in planning, coordinating, or editing content of material for publication. He or she may review proposals and drafts for possible publication. This role can include [[technical editor]]s.
#'''[[Whistle-blower]]'''. An individual who raises ethical concerns or issues to others.
+
#'''[[Producer]]'''. A professional or [[provider]] engaged in planning and coordinating various aspects of radio, television, stage, or motion picture production, such as selecting script, coordinating writing, directing and editing, and, possibly, arranging financing.
#*[[Whistle-blower]]. An individual who reports unethical practices by their employer to outsiders.
 
#'''[[Labor union]]'''. An organization that represents workers and seeks to protect their interests through collective bargaining.
 
  
 
===Methods===
 
===Methods===
 +
#'''[[Impression management technique]]'''.
 +
#*[[Conformity technique]].
 +
#*[[Favors technique]].
 +
#*[[Excuses technique]].
 +
#*[[Apologies technique]].
 +
#*[[Self-promotion technique]].
 +
#*[[Enhancement technique]].
 +
#*[[Flattery technique]].
 +
#*[[Exemplification technique]].
 
#'''[[Card sorting]]'''. A technique using either actual cards or software, whereby users generate an information hierarchy that can then form the basis of an [[information architecture]] or navigation menu.
 
#'''[[Card sorting]]'''. A technique using either actual cards or software, whereby users generate an information hierarchy that can then form the basis of an [[information architecture]] or navigation menu.
 
#'''[[Progressive disclosure]]'''. An interactive design technique that helps maintain the focus of a user’s attention by reducing clutter, confusion, and cognitive workload. It improves usability by presenting only the minimum data required for the task at hand. The principle is also used in journalism’s ‘inverted pyramid’ style, learning’s ‘spiral approach’, and the game ‘twenty questions’.
 
#'''[[Progressive disclosure]]'''. An interactive design technique that helps maintain the focus of a user’s attention by reducing clutter, confusion, and cognitive workload. It improves usability by presenting only the minimum data required for the task at hand. The principle is also used in journalism’s ‘inverted pyramid’ style, learning’s ‘spiral approach’, and the game ‘twenty questions’.
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#'''[[Collaborative design]]'''. Inviting input from users, stakeholders and other project members.
 
#'''[[Collaborative design]]'''. Inviting input from users, stakeholders and other project members.
 
#'''[[Action design]]'''. A change process based on systematic collection of data and then selection of a change action based on what the analyzed data indicate.
 
#'''[[Action design]]'''. A change process based on systematic collection of data and then selection of a change action based on what the analyzed data indicate.
#'''[[AIDA technique]]'''.
 
 
#'''[[User feedback loop]]'''. Ideas are put in front of users, who provide their feedback, which is used to refine the design, and then the process repeats.
 
#'''[[User feedback loop]]'''. Ideas are put in front of users, who provide their feedback, which is used to refine the design, and then the process repeats.
  
 
===Instruments===
 
===Instruments===
#'''[[Performance report]]'''. A [[report]] that contains enterprise performance information and is distributed to selected [[stakeholder]]s. Usually, this ''report'' includes key status updates, progress measurements, and estimates.
+
#[[File:Aida.png|400px|thumb|right|[[AIDA model]]]]'''[[AIDA model]]'''. A marketing model based on the acronym for "Attention, Interest, Desire, Action".
#'''[[Exception report]]'''. A [[document]] that includes major variations from plan (not all variations) and is distributed to selected [[stakeholder]]s.
+
#'''[[Information system]]'''. A structured, interacting, complex of persons, machines, and procedures designed to produce information which is collected from both internal and external sources for use as a basis for decision-making in specific contract/procurement actions.
#'''[[Relationship map]]'''. A business model that shows the organizational context in terms of the relationships that exist among the organization, external customers, and providers.
+
#*[[Management information system]] ([[Management information system|MIS]]). An [[information system]] consisting of the tools and techniques used to gather, integrate, and disseminate the outputs of [[management process]]es. It is used to support all managerial aspects of [[enterprise portfolio]] and can include both manual and automated systems.
#*[[Relationship]]. A defined association between concepts, classes or entities. Relationships are usually named and include the cardinality of the association.
+
#'''[[Content management system]]''' ([[Content management system|CMS]]). A system that allows publishing, editing and maintaining content from a central interface.
#'''[[Entity-relationship diagram]]'''. An entity-relationship diagram is a graphical representation of the entities relevant to a chosen problem domain, the relationships between them, and their attributes.
+
#*[[WordPress]]. An [[open-source]] [[content management system]] based on [[PHP]] and [[MySQL]]. [[WordPress]] is used by 30.6% of the top 10 million websites as of April 2018. As such, [[WordPress]] is the most popular website management or blogging system in use on the [[Wide World Web]].
 +
#'''[[Video management system]]'''. A system that allows publishing, editing and maintaining videos from a central interface.
 +
#*[[ClipBucket]]. An [[open-source]] [[video management system]] based on [[PHP]] that lets everyone start own video sharing website. [[ClipBucket]] allows its users create groups, playlists, collections and much more. The users can send friend requests and private messages to each other as well.
 +
#'''[[Graphics creative software]]'''. A software implement used to create and modify graphics.
 +
#*[[Inkscape]]. A vector graphics editor; it can be used to create or edit vector graphics such as illustrations, diagrams, line arts, charts, logos and complex paintings. Inkscape's primary vector graphics format is [[Scalable Vector Graphics]] (SVG), however many other formats can be imported and exported.
 +
#'''[[Video creative software]]'''. A software implement used to create and modify video and just audio works. Usually, but not always, [[video creative software]] consists of two major components: (1) a video recorder, which is a separate tool for capturing screen audio and video, and (2) a video editor, which is a multimedia authoring tool with the industry standard "timeline" interface for creating and/or modifying video and/or audio works. Some [[media player]]s and, most notably, [[VLC Media Player]], are also be able to capture screen audio and video.
 +
#*[[Open Broadcaster Software]] ([[Open Broadcaster Software|OBS]]).
  
 
===Practices===
 
===Practices===
  
''[[Social Leadership Quarter]] is the successor lecture. In the [[enterprise design]] series, the next lecture is [[Workgroup Design Quarter]].''
+
''[[Relationship Management Quarter]] is the successor lecture. In the [[enterprise envisioning]] series, the next lecture is [[Workforce Arrangements Quarter]].''
  
 
==Materials==
 
==Materials==
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==See also==
 
==See also==
 +
 +
[[Category:Septem Artes Administrativi]][[Category:Lecture notes]]

Latest revision as of 03:47, 6 May 2023

User Experience Quarter (hereinafter, the Quarter) is a lecture introducing the learners to social design primarily through key topics related to information architecture. The Quarter is the third of four lectures of Social Quadrivium, which is the fifth of seven modules of Septem Artes Administrativi (hereinafter, the Course). The Course is designed to introduce the learners to general concepts in business administration, management, and organizational behavior.


Outline

Social Rationale Quarter is the predecessor lecture. In the enterprise envisioning series, the previous lecture is Individual Decisions Quarter.

Concepts

  1. User experience (UX). The overall experience of an individual using a given product, often discussed in terms of the easiness or difficulties with this experience.
  2. User-centered design (UCD). A design process during which the needs of the user is considered at all times. Designers consider how a user is likely to use the product, and they then test the validity of their assumptions in real world tests with actual users.
    • Adaptive design. Like Responsive web design it is an approach to web design aimed at crafting sites to provide an optimal viewing and interaction experience on different screen and devices. The difference is that adaptive design is less fluid then RWD, and ‘serves’ few fixed width versions of the design depending on viewport size. It can utilize server side techniques to ‘detect’ viewport size prior to rendering html. The advantage for designer is that it gives more control over images and typography, and hence is easier approach to ‘retrofit’ fixed width websitest to work on mobile devices.
    • Responsive design. A design approach that responds to the user’s behavior and environment based on screen size, platform and orientation. The practice consists of a mix of flexible grids and layouts, images and an intelligent use of CSS media queries.
  3. Information architecture (IA). (1) The structural design of shared information environments; (2) The art and science of organizing and labeling websites, intranets, online communities and software to support usability, including findability; (3) An emerging community of practice focused on bringing principles of design and architecture to the digital landscape.
  4. Enterprise information architecture (EIA). The part of the enterprise architecture that accommodates the needs to capture, store, and use information assets of the enterprise.
  5. Usability. The ease of use and learnability of an object, such as a book, software application, website, machine, tool or any object that a human interacts with.
    • Usability engineering. The practice of assessing and making recommendations to improve the usability of a product.
    • Industrial design. The application art and science to a product, in order to improve its aesthetics, ergonomics, functionality, and usability.
    • Information scent. An important concept in information foraging theory referring to the extent to which users can predict what they will find if they pursue a certain path through a website. As animals rely on scents to indicate the chances of finding food, so do humans rely on various cues in the information environment to achieve their goals.
    • User journey. The step by step journey that a user takes to reach their goal.
  6. Visual design. Also called communication design. A discipline which combines design and information development in order to develop and communicate a media message to a target audience.
    • Graphic design. The art or skill of combining text and pictures in advertisements, magazines, books, or digital media.
  7. User interface (UI). The way in which a software user is able to interact with a computer system.
    • Interface. A shared boundary between any two persons and/or systems through which information is communicated.
    • Dialog hierarchy. An analysis model that shows user interface dialogs arranged as hierarchies.
    • Dialog map. An analysis model that illustrates the architecture of the system's user interface.
    • Interaction design (IxD). Sometimes referred to as IxD, interaction design strives to create meaningful relationships between people and the products and services that they use.
  8. Website. A location connected to the Internet that maintains one or more pages called webpages, on the World Wide Web.
    • Sitemap. A complete list of all the pages available on a website.
    • Red route. The frequent and critical activities that users will perform on your site. They are complete activities, not single tasks, and will probably require several pages to execute. Defining the red routes for your site means that you’ll be able to identify and eliminate any usability obstacles on the key user journeys. (Important roads in London are known as ‘red routes’ and Transport for London do everything in their power to make sure passenger journeys on these routes are completed as smoothly and quickly as possible.)
  9. Content management. The suite of processes and technologies that support the collection, management, and publication of information in any medium.
  10. Branding. The process of creating and marketing a consistent idea or image of a product, so that it is recognizable by the public.
    • Elevator pitch. “An elevator pitch is a concise, carefully planned, and well-practiced description about your company that your mother should be able to understand in the time it would take to ride up an elevator.” (Source: Business Know How) Being able to pitch your idea is crucial for entrepreneurs and valuable in any formal or informal networking situation. It allows you to quickly describe your concept to anyone in a short period of time, including potential partners or investors.
  11. Impression management. The process by which individuals attempt to control the impression others form of them.

Roles

  1. Architect. There is no architect role in Agile methodology, instead all Agile team members are responsible for emerging the architecture.
  2. Data architect. A practitioner of the subset of enterprise architecture that helps to discover, analyze, design, and manage enterprise data.
  3. Knowledge engineer. A professional engaged in the science of discovery, analysis, design, and implementation of knowledge management systems.
  4. Public relations specialist. A professional who engages in promoting or creating an intended public image for individuals, groups, or organizations. He or she may write or select material for release to various communications media.
  5. Editor. A professional engaged in planning, coordinating, or editing content of material for publication. He or she may review proposals and drafts for possible publication. This role can include technical editors.
  6. Producer. A professional or provider engaged in planning and coordinating various aspects of radio, television, stage, or motion picture production, such as selecting script, coordinating writing, directing and editing, and, possibly, arranging financing.

Methods

  1. Impression management technique.
  2. Card sorting. A technique using either actual cards or software, whereby users generate an information hierarchy that can then form the basis of an information architecture or navigation menu.
  3. Progressive disclosure. An interactive design technique that helps maintain the focus of a user’s attention by reducing clutter, confusion, and cognitive workload. It improves usability by presenting only the minimum data required for the task at hand. The principle is also used in journalism’s ‘inverted pyramid’ style, learning’s ‘spiral approach’, and the game ‘twenty questions’.
  4. Iterative design. A methodology based on a cyclic process of prototyping, testing, analysing, and refining a product or process. Based on the results of testing the most recent iteration of a design, changes are made. This process is intended to ultimately improve the quality and functionality of a design.
  5. Collaborative design. Inviting input from users, stakeholders and other project members.
  6. Action design. A change process based on systematic collection of data and then selection of a change action based on what the analyzed data indicate.
  7. User feedback loop. Ideas are put in front of users, who provide their feedback, which is used to refine the design, and then the process repeats.

Instruments

  1. AIDA model. A marketing model based on the acronym for "Attention, Interest, Desire, Action".
  2. Information system. A structured, interacting, complex of persons, machines, and procedures designed to produce information which is collected from both internal and external sources for use as a basis for decision-making in specific contract/procurement actions.
  3. Content management system (CMS). A system that allows publishing, editing and maintaining content from a central interface.
  4. Video management system. A system that allows publishing, editing and maintaining videos from a central interface.
  5. Graphics creative software. A software implement used to create and modify graphics.
    • Inkscape. A vector graphics editor; it can be used to create or edit vector graphics such as illustrations, diagrams, line arts, charts, logos and complex paintings. Inkscape's primary vector graphics format is Scalable Vector Graphics (SVG), however many other formats can be imported and exported.
  6. Video creative software. A software implement used to create and modify video and just audio works. Usually, but not always, video creative software consists of two major components: (1) a video recorder, which is a separate tool for capturing screen audio and video, and (2) a video editor, which is a multimedia authoring tool with the industry standard "timeline" interface for creating and/or modifying video and/or audio works. Some media players and, most notably, VLC Media Player, are also be able to capture screen audio and video.

Practices

Relationship Management Quarter is the successor lecture. In the enterprise envisioning series, the next lecture is Workforce Arrangements Quarter.

Materials

Recorded audio

Recorded video

Live sessions

Texts and graphics

See also