- Simple things should be simple to operate: explanations or instructions are a sign of failure!
- DESIGN PRINCIPLE:
- Visibility - The possible operations of these systems or on other artifact should be visible and their purpose in how you use the object should be clear.
- Feedback: The system provided visual clues or indicators that showed as I said how it was reacting to the user's actions
Design can save lives
example:
Design Process:
=>Research => Prototipe => Evaluation=>
TCUID - Task-centered User Interface Design
Parts of
Use Case
FFITS LAW
People has short memories and long-term memories. But, for to record a long memory, its cousts a big effort. Because of that, try ever to spend less effort to use a memory and try to make the interface more intuitive and clear.
Other point is the attention. Usually, we cannot pay attention to more than one task. In order of that, a interface with clear and specifcs objectives, without distractions or poltutions, is more effective.
Are common to the humans.






























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