User Experience Quarter
Stakeholder Relations Quarter (hereinafter, the Quarter) is the first of four lectures of Operations Quadrivium (hereinafter, the Quadrivium):
- 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.
Contents
Outline
The predecessor lecture is Stakeholder Engagement Quarter.
Concepts
- Informational architecture (IA). The art and science of organising and labeling websites, intranets, online communities and software to support usability.
- 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.
- User interface (UI).
- 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.
- UX design.
- 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.
Roles
- Architect. There is no architect role in Agile development, instead all Agile team members are responsible for emerging the architecture.
Methods
- 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’.
Instruments
Practices
The successor lecture is Team Dynamics Quarter.