User-centered design

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    Chapter 2: Literature Review {Insert Intro Text about Literature Review} 2.1 Online Learning Ever since the computer evolution the way people learn has changed. Back in the day the major idea of learning was limited to a physical classroom environment, but since the advent of computers and the Internet that idea has since changed. Now it is possible to learn anywhere at anytime as long as one has a computing device and Internet access. There is usually confusion between Online Learning and E-learning

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    creative thinking in order to inspire design. Due to the interactive nature of the studio classroom, both professors and students frequently use the white board when teaching or explaining class concepts. When selecting my project 2 product, I connected my experiences with the uses of the classroom whiteboard and thought of a “Whiteboard Squeegee”. Now that I am at the point in the design process where I analyze the potential users and stakeholders, I narrowed down the user group for the whiteboard to studio

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    According to Pratt & Nunes (2012), accessibility and/or usability in the context of web design and computing are two closely related features. Their approaches, goals and guidelines closely overlap each other, hence it is convenient to collectively consider them in web designing and content development. However, it may be necessary to be specific sometimes especially when addressing the issue of discrimination against those with disabilities or in defining the specific accessibility and usability

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    participate in surveys, user-research groups, and alpha/beta testing of products I use, taking the time to answer questions, discover shortcomings, and provide constructive criticism. I hope to see these contributions result in design and engineering decisions being made from feedback rather than instinct. These participations serve as insight and allow me to recognize opportunities and challenges as I work towards my goal of being on the other side of the table in the role of User Experience Designer

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    we have read multiple articles related to cognitive load theory and user-centered design processes. I find these two weeks’ worth of readings very interesting in that I did not know there were two different user-design processes that could be utilized when creating designs. I also found it interesting to learn about the various loads in the cognitive load theory. While I think I understood the basic idea of not overwhelming the user, I never knew the theories behind the process. In my future work

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    assessments, robot designers can actually employ some of the same techniques as described in the Section 4.1, particularly ethnographic observation, interviews and surveys. The difference is that the robot becomes the focus of evaluation instead of the user, and its affective expression is what is measured. Subjects are usually given emotion recognition tests - specific tasks that subject them to the various affective states of the robot for which they have to identify the displayed emotion. For example

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    Case Study Of Nurun

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    Introduction Nurun is a creative business specialising in connected products, services and experiences that transform consumer relationships, through human-centered design by inventive humans. Nurun is a part of Publicis Worldwide, a multinational advertising and public relations company. Today’s world is rife with traditional advertising agencies. Change in business is constant yet, the advertising industry has struggled to keep up with change. Many are still focusing on creating big campaigns

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    Contextual Inquiry

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    (Ghasemifard, Shamsi, Kenari, & Ahmadi, 2015). Therefore contextual inquiry method is carried out to assist the cognitive performance among users. The first step taken is to observe users based on the usability testing methods in their cognitive performance while using the app. Then questions are asked based on the existing problem discovered and the process taken by users in completing their task through the app. There are four evaluators that participated in this study to observe the usability of the application

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    efficiency. Interaction between human and machine occurs in user interface and the communication mode between user and a computer

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    AIALS Case Study

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    is “user-centered and addresses user-relevant issues at all stages in whatever form is appropriate” (Dillon, 1994, p. 19). Hung et al. (2015) supported this phenomenon by indicating that when a system is well-designed, its users can navigate it easily, use its features and tools efficiently and respond appropriately to the demands of the systems. Hence, a well-designed AIALS is aligned accordingly with usability principles, and with features and tools to enhance learning performance for users. Generally

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