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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.

 

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