Section 5 Flashcards
Name four main key mobile patterns?
One, intro
Two, login
Three, navigation
Four, on boarding
Intro screens?
Intro screens are designed to give users a visual introduction to a product and its functionality. They are especially useful when testing a new project or prototype.
Login screens?
Sometimes application skip the on boarding screens and jump straight to the login screen. Login screens let users securely access your product or service. They are also a great opportunity to introduce your project, Brown, and tone of voice.
Navigation?
Navigation provides proper orientation, organizes information, and allows users to effectively move through the information space of your digital application. It is a crucial element of your design.
Name two common patterns for mobile navigation?
One, hierarchal navigation
Two, flat navigation
On boarding?
On boarding means more than just swiping through intro screens when you download an app or sign up for a product for the first time. On boarding is the part of your users journey that helps them understand how to use the app. It creates instant engagement and helps them set them up for success. It is helpful to think of your apps on boarding not in terms of features, but in terms of what you’re app helps users to achieve.
What is the goal of usability testing?
The goal of usability testing is to directly observe another’s behavior and interaction with your prototype. This is supposed to use her interviews, which are purely conversational and attitudinal in nature. Usability test are there for scripted to include specific task and scenarios. Direct observation of a user while performing these task is essential, either in person or remotely using online tools. Keep in mind the basic usability testing can be conducted wherever and whenever is most convenient for both examiner and examinees
Why do we conduct usability testing?
The ultimate goal of usability testing is to build something that is useful. To be useful, our prototype needs to provide the appropriate utility, or features, as well as be Usable, these features must be succinctly simple and enjoyable to use.
Utility?
Utility is the features and functionality needed to complete important task. Does your application provide the necessary functionality to allow people to sign up, login, an input personal information? Does the application provide a logical pattern of navigation, as well as the ability to upload and study new words?
Usability?
How easy your project features are to use, as well as whether they bring satisfaction. Can people successfully navigate your application when asked to find a certain section? How long does it take them to upload a new word? Do they enjoy studying new words with the prototype you have built?
Useful?
Useful = usability + utility.
Or something to be useful, it must address the functional and emotional requirements expressed by your target audience during exploratory research. The only way to validate the usefulness of your prototype is to test it with real people using Evaluative research methods such as usability testing