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Making the Case: Rounding Out Usability Testing with Web Analytics

Using qualitative data, you can plan usability tests and analyze test results by reviewing where users currently go on your site.网页分析数据是一个有助于可用性测试设计和测试结果分析的定量数据源。웹 분석은 사용성 평가를 계획하고 평가 결과를 분석할 수 있도록 돕는 정량적 데이터 소스입니다. 계획 중, 사이트에서 현재 사용자들이 방문하는 페이지뷰 데이터를 검토함으로써 업무에 우선순위를 정할 수 있습니다.El uso de datos cualitativos permite planificar tests…
Book cover

Making Everything Fit (Book Review)

A review of Responsive Web Design by Ethan MarcotteMaking a case and practical instruction for creating a design that scales based on platform.In his new book “Responsive Web Design,” Ethan Marcotte makes a case and offers practical instruction for creating a design that scales based on platform.In his new book “Responsive Web Design,” Ethan Marcotte…
A digital slate with hands using it

The Fate of a Digital Slate

A low-cost tablet prototype for assisting in the tracking of child malnutrition in rural India encountered socio-technical challenges beyond usability in field test.我们以印度中部农村地区的 10 名低收入、低文化水平的卫生工作人员为样本,对该系统进行了最初的培训和评估。在此过程中,该系统看起来似乎大获成功리고 디지털 정보 기록을 위한 더 오래된 종이 기반 시스템으로부터 상당히 매끄러운 전환을 허락하는 인터랙티브 터치 스크린을 사용합니다.Um protótipo de tablet de baixo custo para auxiliar no monitoramento da desnutrição infantil…

Follow the Flow: Using Mind-Mapping to Capture User Feedback


Mind-mapping can provide a visual representation of user feedback during usability testing. It can be a valuable tool for capturing non-linear data flow. 如果使用传统的线性笔记方法,在可用性研究过程中捕获参与者反馈可能会有些困难。전통적인 직선적 노트 필기 기술을 이용하여 사용성 연구 동안 참가자의 피드백을 얻는 것은 성가신 일일 수도 있습니다.O mapa mental pode fornecer uma representação visual do feedback do usuário durante o teste de…
Eyetracking on mobile screen

Better Games: Insights from Eye Tracking

Using eye tracking during usability testing of games decreases potentially false assumptions, and helps developers better understand player behavior by offering qualitative insights.眼动跟踪在游戏的用户测试中会很有用아이 트래킹은 사용자 평가 게임을 위한 유용한 도구입니다.O uso de eye-tracking durante o teste de usabilidade de jogos diminui as potenciais suposições falsas e ajuda os desenvolvedores a entenderem melhor o comportamento…

Playing to Learn: Teaching User Research to Game Design Students

Students of Game Player Experience understand the value of user research first hand by learning good game user experience principles and seeing those principles implemented. 南加利福尼亚大学 (University of Southern California) 是最早设立正式科系,为视频游戏行业培养人才的学校之一,该系自设立以来,已成为美国此类专业的首要提供者之一。University of Southern California(USC:南カリフォルニア大学)はビデオゲーム業界へ進む人材を育てる学部を早期に公式に設置した大学のひとつで、そのプログラムは米国でトップクラスと定評がある。
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SUStisfied? Little-Known System Usability Scale Facts

SUS will continue to provide a reliable, valid and quick measure of ease of use and average SUS scores may increase due to UX improvements. John Brooke 于 1986 年开发的系统可用性量表 (SUS) 是一种使用最为广泛的调查问卷,用于度量人们所感知的可用性。该量表包含十条陈述,回答范围从 1(强烈反对)到 5(强烈赞同)不等。システムユーザビリティスケール(System Usability Scale Facts:SUS)はジョン・ブルック(John Brooke)により1986年に開発され、ユーザビリティの受け止められ方について測定するために最も広く利用されている質問票である。