Usability is about one thing and that is the quality of interaction between people and products. It’s really that simple. However, the process involved to ensure this quality is less straightforward. Also, to clarify, usability is human factors. They are one and the same.
The task of increasing the quality of interactions between people and products can be driven by regulation. For example, making a product safe to use. However, the commercial drivers of making the product more efficient and satisfying to use are just as significant.
It’s important to know that usability isn’t something that is only applied to medical products, nor is it something that is only applied to complex devices. Something as simple as a tin opener has progressed dramatically since the mid-1900s with regard to usability, as has the folding of a baby stroller and the user experience of many software applications. It’s all around us.
https://www.medicalplasticsnews.com/news/opinion/whats-the-use/
One broad question that hounds almost all designers everywhere — ‘What is the perfect designing strategy to develop a user-friendly platform?’ The simpler version of it would be looking for an answer by actually observing the design yourself. Observation is the most critical asset of a designer when developing a design based on User Experience (UX). Ultimately, a good design is not just the by-product of creative ideas but an amalgamation of multiple design elements chosen to bring the idea/imagination to life.
When it comes to User Experience, some factors must be considered prior to the designing task.
https://medium.com/@MarutiTech/3-must-follow-design-principles-for-a-better-user-experience-ux-5510ada6cd8a/
User interface: the point of entry to a knowledge base that provides navigation, search, communication, help, news, site index, site map, and links to all tools
To make it easy for users to access the people, process, and technology components offered by your KM program, provide an intranet or portal site with obvious links to the available resources. Allow users to quickly navigate to the appropriate sites based on their role, business process stage, and current requirements.
The principles of good usability should be incorporated into the user interface. Here are some specific suggestions for doing so.
https://medium.com/@stangarfield/user-interface-user-experience-and-usability-for-knowledge-management-2490dc0a50ab/
This subject may seem incredibly “big” for a single article, but it’s about the specific nature of usability that we often overlook or confuse. With this appreciation, you’ll be able to design more effectively, and your website’s usership will be able to grow, too.
Usability replaced the outmoded label “user friendly” in the early 1990s. “Usability” has had trouble finding the definition we use now. Different approaches to what made a product “usable” splintered between looking at it with the view of the product in mind (i.e., the ergonomic design, such as a curved keyboard); looking at it from the point of view of the user (how much work and satisfaction/frustration he/she experiences using it); and the view of the user’s performance, which involves how easy the product is to use, if it’s to be used in the real world.
https://www.interaction-design.org/literature/article/usability-a-part-of-the-user-experience/
Well, I think it’s important to start by saying there’s no commonly accepted definition.
User experience design is a concept that has many dimensions, and it includes a bunch of different disciplines—such as interaction design, information architecture, visual design, usability, and human-computer interaction.
But let’s try to get a clearer picture of what that really means.
https://www.usertesting.com/blog/2015/09/16/what-is-ux-design-15-user-experience-experts-weigh-in/
Don’t Make Me Think is the title of a book by the HCI and Usability engineer Steve Krug. It teaches UX designers how to deliver great user experiences in a very simple and accessible way. Since its release in the year 2000 it has become one of the defining texts in the industry and an invaluable guide to UX professionals around the world.
We strongly recommend that you read Steve’s book. It really is incredibly short and it will ensure that you get a strong grounding in usability without spending half your life studying the research that surrounds the area. As a way of introduction (or refreshment if you have already read the book), here are some key lessons in the book that are worth highlighting:
https://www.interaction-design.org/literature/article/don-t-make-me-think-key-learning-points-for-ux-design-for-the-web/
Social proof (sometimes referred to as informational social influence) is a psychological concept. It refers to the tendency of human beings to follow the actions of others when making decisions and placing weight on those actions to assume “the correct decision”. It’s a concept that can be used in product design for the Internet and mobile web to help drive user decisions in the direction that a business wants them to go.
Human beings are social creatures. We live in communities, towns and cities. We raise families and have friends. It’s what defines us. It also makes us vulnerable to the influence of other people. Social influence, which is what we refer to when we talk about the impact of other people’s actions on our own, can be very positive (it’s what, for example, makes us less likely to get drunk and start fights in public) but it can also be negative (when it leads to “herd behaviour” or “following the crowd”).
https://www.interaction-design.org/literature/article/making-use-of-the-crowd-social-proof-and-the-user-experience/
Mopinion is proud to announce that capturing visual feedback is now part of its service offering within the Mopinion Feedback Analytics software. This type of feedback allows our users to take an even closer look at how visitors experience their websites and mobile apps. So how does it work?
https://mopinion.com/mopinion-adds-visual-feedback-to-its-feedback-analytics-software/