Usability expresses how well a computerized system supports human activity. The human-computer interaction occurs via the user interface, which is constituted by a Graphical User Interface (GUI) to a great extent. The issue is to integrate GUI design and usability engineering with traditional system development in order to slide on the man-machine scale.The purpose of writing this thesis was to find out how to approach GUI design with respect to stakeholders? interests, technical issues, functional requirements and budget limitations. After having conducted four system development projects of varying nature…
Contents
1. INTRODUCTION
1.1. BACKGROUND
1.2. PURPOSE
1.3. CONTEXT
1.4. GOAL
1.5. INPUT AND OUTPUT
1.6. THE AUDIENCE
1.7. DELIMITATION
2. THE USABILITY TOOLBOX
2.1. WHY A USABILITY TOOLBOX?
2.2. THE WATERFALL MODEL
2.3. MY MODEL
3. ìINSPIRATIONî
3.1. INFORMATION ECOLOGIES
3.2. THE INVISIBLE COMPUTER
4. ìINTERACTIONî
4.1. COMMUNICATION
4.2. LEARNING
5. ìCREATIVITYî
5.1. REQUIREMENTS ANALYSIS
5.2. CONCEPTUAL MODEL DESIGN
5.3. DETAILED SCREEN DESIGN
5.4. HEURISTIC EVALUATION
5.5. USABILITY TESTING
6. ìGUIDANCEî
6.1. THE ICEBERG ANALOGY OF USABILITY
6.1.1. Usability Factors
6.1.2. The User Model
6.2. GUI HEURISTICS
7. PROJECT ONE: LOCAL ADMINISTRATION SYSTEM
7.1. BACKGROUND
7.2. REQUIREMENTS ANALYSIS
7.3. USABILITY TESTING BEFORE REDESIGN
7.4. REDESIGN
7.4.1. Conceptual Model Design
7.4.2. Detailed Screen Design
7.5. USABILITY TESTING AFTER REDESIGN
7.6. REVISION OF DESIGN
7.7. CONCLUSION
8. PROJECT TWO: WEB ADMINISTRATION SYSTEM
8.1. REQUIREMENTS ANALYSIS
8.2. CONCEPTUAL MODEL DESIGN
8.3. DETAILED SCREEN DESIGN
8.4. USABILITY TESTING
8.5. IMPLEMENTATION
8.6. CONCLUSION
9. PROJECT THREE: CUSTOMER SUPPORT SYSTEM
9.1. REQUIREMENTS ANALYSIS
9.2. HEURISTIC EVALUATION
9.3. CONCEPTUAL MODEL DESIGN
9.3.1. Information Architecture
9.3.2. Mock-ups
9.4. DETAILED SCREEN DESIGN
9.5. CONCLUSION
10. PROJECT FOUR: MOBILE APPLICATION
10.1. MOBILE USABILITY
10.2. REQUIREMENTS ANALYSIS
10.3. CONCEPTUAL MODEL DESIGN
10.3.1. Task Analysis
10.3.2. Information Architecture
10.3.3. Screen Map
10.4. DETAILED SCREEN DESIGN
10.5. CONCLUSION
11. EVALUATION OF THE USABILITY TOOLBOX
11.1. “INSPIRATION”
11.2. “INTERACTION”
11.3. “CREATIVITY”
11.3.1. Requirements Analysis
11.3.2. Conceptual Model Design
11.3.3. Detailed Screen Design
11.3.4. Usability Testing
11.3.5. Heuristic Evaluation
11.4. “GUIDANCE”
11.4.1. The Iceberg Analogy of Usability
11.4.2. GUI Heuristics
11.5. TESTIMONIALS
11.5.1. End-users
11.5.2. Customers
11.5.3. Colleagues
12. CONCLUSION
12.1. DISCUSSION
12.2. FUTURE RESEARCH
13. REFERENCES
13.1. LITERATURE
13.2. ARTICLES
13.3. WEB SITES
13.4. OTHER
Author: Hanna Sjöberg
Source: Blekinge Institute of Technology
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