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  usability glossary    

  new terms and concept would be added from time to time, when I come across them. These are the compilation of various usability terms collected from numerous sites I had browsed for my personal knowledge. I have mentioned most the sources in the bibliograph at the end of this page.  
     
 
A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
 
     
   
  Accessibility --  
  In the world of electronic and information technology, "accessibility" refers to the possibility for everyone, including and especially people with disabilities, to access and use technology and information products. A piece of software or a Website, for instance, is fully "accessible" if it can be accessed by people with any of the following types of disabilities: Sensory impairments (vision or hearing), mobility impairments, and cognitive impairments.

Also see -
http://www.w3c.org/WAI/ for W3C Web Accessibility Initiative (WAI).
 
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Affinity Diagrams --  
  Affinity diagramming is a categorization method where users sort various concepts into several categories. This method is used by a team to organize a large amount of data according to the natural relationships between the items. Basically, you write each concept on a Post-It note and tack them onto a wall. Team members move the notes to groups based on how they feel the concept belongs with other concepts. We use this technique when we need to generate a large number of ideas or concepts and sort them into groups and relationships.


figure of Affinity Diagram excercise.
(image adapted from sapdesignguild)

Also see -
Card Sorting
 
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  Affordance --  
  More precisely called “Visual Affordance.” Coined by ecological psychologist James J. Gibson (1904-1979) and co-opted by usability pioneer Donald Norman, it has come to mean a visual clue that signals to a user how to interact with an object. For example, you see a door with a handle. You sense that you can open the door by giving the handle a pull. And in most cases, you'd be right. Of course, we've all had the experience where you have to push on a handle to get the door open. If that happens, you have a bad affordance on your hands.
Another example: you're reading a Web site, and some of the text is underlined and in a blue color. That's an affordance signaling clickability. What if it's underlined and blue, but not clickable? That's called a false affordance. And be on the lookout, too, for the hidden affordance. The right button is there somewhere, if only you could find it. The hidden affordance is why no one knows how to program their VCR.
 
   
  benchmarks --  
  A quantitative way of measuring the degree of usability of a system. Examples of these include time to perform a task, number of errors, time to learn a system, and how a user feels after using a system.  
     
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  Contextual Inquiry --  
  The contextual inquiry is a specific type of interview for gathering field data from users. It is usually done by one interviewer speaking to one interviewee (person being interviewed) at a time. The aim is to gather as much data as possible from the interviews for later analysis.

Also see -
Interviews
User surveys
User observation
 
     
     
Bibolography  
  Bob Goodman's personal site glossary listing, http://www.bobgoodman.net/main/glossary.html  
     
Home > resources > usability glossary << user centered design principles go to > user interface design (UID) >>
  Abhichandra Hupare
email : abhi@abhihupare.com
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