Difference between revisions of "User Experience Quarter"

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[[Work Setup Quarter]] (hereinafter, the ''Quarter'') is the first of four lectures of [[Operations 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==
 +
''[[Social Rationale Quarter]] is the predecessor lecture.  In the [[enterprise envisioning]] series, the previous lecture is [[Individual Decisions Quarter]].''
 +
 +
===Concepts===
 +
#'''[[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.
 +
#*[[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]].
 +
#'''[[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.
 +
#'''[[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.
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#*[[Content classification]].
 +
#*[[Content hierarchy]].
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#*[[Content labeling]].
 +
#*[[Content tagging]].
 +
#*[[Content navigation]].
 +
#*[[Content wayfinding]].
 +
#*[[Content search]].
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#'''[[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.
 +
#*[[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.
 +
#'''[[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.
 +
#*[[Interface]]. A shared boundary between any two persons and/or systems through which information is communicated.
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#*[[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.
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#'''[[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]].
 +
#*[[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.)
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#'''[[Content management]]'''. The suite of processes and technologies that support the collection, management, and publication of information in any medium.
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#'''[[Branding]]'''. The process of creating and marketing a consistent idea or image of a product, so that it is recognizable by the public.
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#*[[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.
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#'''[[Impression management]]'''. The process by which individuals attempt to control the impression others form of them.
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===Roles===
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#'''[[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]].
 +
#*[[UX designer]]. A practitioner of [[UX design]].
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#*[[Graphic designer]]. A practitioner of [[graphic design]].
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#'''[[Data architect]]'''. A practitioner of the subset of [[enterprise architecture]] that helps to discover, analyze, design, and manage [[enterprise data]].
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#'''[[Knowledge engineer]]'''. A professional engaged in the science of discovery, analysis, design, and implementation of [[knowledge management system]]s.
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#'''[[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.
 +
#'''[[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.
 +
#'''[[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.
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===Methods===
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#'''[[Impression management technique]]'''.
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#*[[Conformity technique]].
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#*[[Favors technique]].
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#*[[Excuses technique]].
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#*[[Apologies technique]].
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#*[[Self-promotion technique]].
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#*[[Enhancement technique]].
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#*[[Flattery technique]].
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#*[[Exemplification technique]].
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#'''[[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’.
 +
#'''[[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.
 +
#'''[[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.
 +
#'''[[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.
  
==Outline==
+
===Instruments===
''The predecessor lecture is [[Stakeholder Engagement Quarter]].''
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#[[File:Aida.png|400px|thumb|right|[[AIDA model]]]]'''[[AIDA model]]'''. A marketing model based on the acronym for "Attention, Interest, Desire, Action".
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#'''[[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.
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#*[[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.
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#'''[[Content management system]]''' ([[Content management system|CMS]]). A system that allows publishing, editing and maintaining content from a central interface.
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#*[[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]].
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#'''[[Video management system]]'''. A system that allows publishing, editing and maintaining videos from a central interface.
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#*[[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]]).
  
*[[Open workplace]]. Workplace with few physical barriers and enclosures.
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===Practices===
*[[Staff authority]]. Positions with some authority that have been created to support, assist, and advise those holding [[line authority]].
 
*[[Task conflict]]. [[Conflict]] over content and goals of the work.
 
*[[Task conflict]]. A [[conflict]] over content and goals of the work.
 
*[[Telecommuting]]. Working remotely at least 2 days a week on a computer that is linked to the employer office.
 
*[[Workforce diversity]]. The concept that organizations are becoming more heterogeneous in terms of gender, age, race, ethnicity, sexual orientation, and other characteristics.
 
*[[Workforce diversity]]. The ways in which people in an organization are different from and similar to one another.
 
*[[Work specialization]]. Dividing work activities into separate job tasks.
 
*[[Work specialization]]. The degree to which tasks in an [[organization]] are subdivided into separate jobs.
 
*[[Autonomy]]. The degree to which a job provides substantial freedom and discretion to the individual in scheduling the work and in determining the procedures to be used in carrying it out.
 
*[[Autonomy]]. The degree to which a job provides substantial freedom, independence, and discretion to the individual in scheduling work and determining the procedures to be used in carrying it out.
 
*[[Cross-functional team]]. A [[work team]] composed of individuals from various functional specialties.
 
*[[Cross-functional team]]. A [[work team]] composed of individuals from various functional specialties.
 
*[[Cross-functional team]]. A [[work team]] of employees from about the same hierarchical level, but from different work areas, who come together to accomplish a task.
 
*[[Compressed workweek]]. A workweek where employees work longer hours per day but fewer days per week.
 
*[[Contingent worker]]. A temporary, freelance, or contract worker whose employment is contingent on demand for her or his services.
 
*[[Downsizing]]. The planned elimination of jobs in an organization.
 
*[[Affirmative action]]. Organizational programs that enhance the status of members of protected groups.
 
*[[Board representative]]. An employee who sits on a company's board of directors and represents the interests of the firm's employees.
 
*[[Decentralization]]. The degree to which lower-level employees provide input or actually make decisions.
 
*[[Centralization]]. The degree to which [[decision making]] is concentrated at upper levels of the organization.
 
*[[Centralization]]. The degree to which decision making is concentrated at a single point in an [[organization]].
 
*[[Employee empowerment]]. Giving employees more [[authority]] (power) to make decisions.
 
*[[Chain of command]]. The line of authority extending from upper organizational levels to the lowest levels, which clarifies who reports to whom.
 
*[[Chain of command]]. The unbroken line of authority that extends from the top of the organization to the lowest echelon and clarifies who reports to whom.
 
*[[Formalization]]. How standardized an organization's jobs are and the extent to which employee behavior is guided by rules and procedures.
 
*[[Formalization]]. The degree to which jobs within an [[organization]] are standardized.
 
*[[High-involvement work practice]]. Work practice designed to elicit greater input or involvement from workers.
 
*[[High-performance work practice]]. Work practice that leads to both high individual and high organizational performance.
 
*[[Human resource planning]]. Ensuring that the organization has the right number and kinds of capable people in the right places and at the right times.
 
*[[Interpersonal justice]]. The degree to which employees are treated with dignity and respect.
 
*[[Job analysis]]. An assessment that defines jobs and the behaviors necessary to perform them.
 
*[[Job characteristics model]]. A framework for analyzing and designing jobs that identifies five primary core job dimensions, their interrelationships, and their impact on outcomes.
 
*[[Job characteristics model]]. A model that proposes that any job can be described in terms of five core job dimensions: skill variety, task identity, task significance, autonomy, and feedback.
 
*[[Job depth]]. The degree of control employees have over their work.
 
*[[Job description]]. A written statement that describes a job.
 
*[[Job design]]. The way tasks are combined to form complete jobs.
 
*[[Job design]]. The way the elements in a job are organized.
 
*[[Job engagement]]. The investment of an employee's physical, cognitive, and emotional energies into job performance.
 
*[[Job enlargement]]. The horizontal expansion of a job by increasing [[job scope]].
 
*[[Job enrichment]]. The vertical expansion of a job by adding planning and evaluating responsibilities.
 
*[[Job involvement]]. The degree to which a person identifies with a job, actively participates in it, and considers performance important to self-worth.
 
*[[Job involvement]]. The degree to which an employee identifies with her or his job, actively participates in it, and considers her or his job performance to be important self-worth.
 
*[[Job rotation]]. The periodic shifting of an employee from one task to another.
 
*[[Job score]]. The number of different tasks required in a job and the frequency with which those tasks are repeated.
 
*[[Job sharing]]. An arrangement that allows two or more individuals to split a traditional 40-hour-a-week job.
 
*[[Job sharing]]. The practice of having two or more people split a full-time job.
 
*[[Job specification]]. A written statement of the minimum qualifications a person must possess to perform a given job successfully.
 
*[[Labor union]]. An organization that represents workers and seeks to protect their interests through collective bargaining.
 
*[[Line authority]]. Authority that entitles a manager to direct the work of an employee.
 
*[[Mental model]]. Team members' knowledge and beliefs about how the work gets done by the team.
 
*[[Mentor]]. A senior employee who sponsors and supports a less-experienced employee, called a protégé.
 
*[[Mentoring]]. A process whereby an experienced organizational member (a mentor) provides advice and guidance to a less experiences member (a protégé).
 
*[[Multiteam system]]. A collection of two or more interdependent teams that share a superordinate goal; a team of teams.
 
*[[Participative management]]. A process in which subordinates share a significant degree of decision-making power with their immediate superiors.
 
*[[Personality-job fit theory]]. A theory that identifies six personality types and proposes that the fit between personality type and occupational environment determines satisfaction and turnover.
 
*[[Person-organization fit]]. A theory that people are attracted to and selected by organizations that match their values, and leave when there is not compatibility.
 
*[[Problem-solving team]]. A [[work team]] of 5 to 12 employees from the same department who meet for a few hours each week to discuss ways of improving quality, efficiency, and the work environment.
 
*[[Problem-solving team]]. A work team from the same department of functional area that's involved in efforts to improve work activities or solve specific problems.
 
*[[Proactive perspective of work design]]. An approach to [[job design]] in which employees take the initiative to change how their work is performed.
 
*[[Reflexivity]]. A team characteristic of reflecting on and adjusting the master plan when necessary.
 
*[[Self-managed work team]]. A [[work team]] of 10 to 15 people who take on responsibilities of their former supervisors.
 
*[[Self-managed work team]]. A type of work team that operates without a manager and is responsible for a complete work process or segment.
 
*[[Virtual team]]. A [[work team]] that use computer technology to tie together physically dispersed members in order to achieve a common goal.
 
*[[Virtual team]]. A type of [[work team]] that uses technology to link physically dispersed members in order to achieve a common goal.
 
*[[Relational job design]]. Constructing jobs so employees see the positive difference they can make in the lives of others directly through their network.
 
*[[Relational perspective of work design]]. An approach to [[job design]] that focuses on how people's tasks and jobs are increasingly based on social relationships.
 
*[[Responsibility]]. The obligation of expectation to perform any assigned duties.
 
*[[Skill-based pay]]. A pay system that rewards employees for the job skills they can demonstrate.
 
*[[Variable pay]]. A pay system in which an individual's compensation is contingent on performance.
 
*[[Variable-pay program]]. A pay plan that bases a portion of an employee's pay on some individual and/or organizational measure of performance.
 
*[[Merit-based pay plan]]. A pay plan based on performance appraisal ratings.
 
*[[Pay-for-performance program]]. Variable compensation plans that pay employees on the basis of some performance measure.
 
*[[Piece-rate pay plan]]. A pay plan in which workers are paid a fixed sum for each unit of production completed.
 
*[[Work team]]. A [[group]] whose individual efforts result in performance that is greater than the sum of the individual inputs.
 
*[[Work team]]. A group whose members work intensely on a specific, common goal using their positive synergy, individual and mutual accountability, and complementary skills.
 
  
''The successor lecture is [[Leadership Quarter]].''
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''[[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==
 +
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[[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