"Everyone
knows that the single most important success factor
for a project is good communication..."
|
What
is ...?
User
Experience
(definition from Wikipedia)
User
experience is a term used to describe the overall experience
and satisfaction a user has when using a product or system.
It most commonly refers to a combination of software and business
topics, such as selling over the web, but it applies to any
result of interaction design. Interactive voice response systems,
for instance, are a frequently mentioned design that can lead
to a poor user experience.
User
Experience (UX) Design defines a sequence of screen presentations,
user interactions, and system responses that meet user goals
and tasks while satisfying business and functional requirements.
Typical
outputs include:
- Wireframes
(screen blueprints or storyboards)
- Prototypes
- Written
specifications that describe the design
Usability
(definition
from Wikipedia)
The
design of a user interface affects the amount of effort the
user must expend to provide input for the system and to interpret
the output of the system, and how much effort it takes to
learn how to do this. Usability is the degree to which the
design of a particular user interface takes into account the
human psychology and physiology of the users, and makes the
process of using the system effective, efficient and satisfying.
Usability
is mainly a characteristic of the user interface, but is also
associated with the functionalities of the product. It describes
how well a product can be used for its intended purpose by
its target users with efficiency, effectiveness, and satisfaction,
also taking into account the requirements from its context
of use. These functionalities or features are not always parts
of the user interface (e.g. are you able to reverse with your
car or not), yet they are key elements in the usability of
a product.
New
Media/Multimedia
(definition from Wikipedia)
Multimedia
is the use of several different media (e.g. text, audio, graphics,
animation, video, and interactivity) to convey information.
Multimedia also refers to the use of computer technology to
create, store, and experience multimedia content. Multimedia
is also an oxymoron as media is the plural of medium, hence
it is a double plural.
As
the information is presented in various formats, multimedia
enhances user experience and makes it easier and faster to
grasp information. Presenting information in various formats
is nothing new, but multimedia generally implies presenting
information in various digital formats.
eLearning
(definition from Wikipedia)
As
opposed to the computer-based training of the 1980s, the term
e-learning is most frequently used to refer to computer-based
training which incorporates technologies that support interactivity
beyond that which would be provided by a single computer.
E-learning,
therefore, is an approach to facilitate and enhance learning
through, and based on, both computer and communications technology.
Such devices can include personal computers, CDROMs, Digital
Television, P.D.A.s and Mobile Phones. Communications technology
enables the use of the Internet, email, discussion forums,
collaborative software and team learning systems (see also
online deliberation).
E-learning
may also be used to suit distance learning through the use
of WANs (Wide Area Networks), and may also be considered to
be a form of flexible learning where just-in-time learning
is possible. Courses can be tailored to specific needs and
asynchronous learning is possible. Where learning occurs exclusively
online, this is called online education. When learning is
distributed to mobile devices such as cell phones or PDAs,
it is called M-learning.
Back
to top
Copyright
© 2001 - 2006 Fluid Perception Media Inc. All rights reserved.
|