This link has been bookmarked by 281 people . It was first bookmarked on 18 Jul 2006, by sudhindra.
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16 Feb 15
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tmdalexanderNeilsen's evaluation on website and usage
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27 Oct 12
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19 Aug 12
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ition of Usability
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11 Jul 12
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Usability is defined by 5 quality components:
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Usability and utility are equally important and together determine whether something is useful: It matters little that something is easy if it's not what you want. It's also no good if the system can hypothetically do what you want, but you can't make it happen because the user interface is too difficult.
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he first law of e-commerce is that if users cannot find the product, they cannot buy it either.
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Current best practices call for spending about 10% of a design project's budget on usability. On average, this will more than double a website's desired quality metrics and slightly less than double an intranet's quality metrics.
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To identify a design's most important usability problems, testing 5 users is typically enough. Rather than run a big, expensive stu
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User testing is different from focus groups, which are a poor way of evaluating design usability. F
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27 Jun 12
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26 Jun 12
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24 May 12
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If a website is difficult to use, people leave
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12 May 12
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How easy is it for users to accomplish basic tasks the first time they encounter the design?
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Once users have learned the design, how quickly can they perform tasks?
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how easily can they reestablish proficiency?
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Satisfaction: How pleasant is it to use the design?
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10 May 12
Vernon Fowler"How to define usability? How, when, and where can you improve it? Why should you care? This overview answers these basic questions."
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29 Mar 12
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Usability 101: Introduction to Usability
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What — Definition of Usability
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Why Usability is Important
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How to Improve Usability
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When to Work on Usability
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Where to Test
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14 Mar 12
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06 Mar 12
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utility
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Useful = usability + utility
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- Get hold of some representative users, such as customers for an e-commerce site or employees for an intranet (in the latter case, they should work outside your department).
- Ask the users to perform representative tasks with the design.
- Observe what the users do, where they succeed, and where they have difficulties with the user interface. Shut up and let the users do the talking.
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To identify a design's most important usability problems, testing 5 users is typically enough. Rather than run a big, expensive study, it's a better use of resources to run many small tests and revise the design between each one so you can fix the usability flaws as you identify them. Iterative design is the best way to increase the quality of user experience. The more versions and interface ideas you test with users, the better.
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User testing is different from focus groups, which are a poor way of evaluating design usability
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Before starting the new design, test the old design to identify the good parts that you should keep or emphasize, and the bad parts that give users trouble
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Refine the design ideas that test best through multiple iterations, gradually moving from low-fidelity prototyping to high-fidelity representations that run on the computer. Test each iteration
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05 Mar 12
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24 Feb 12
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20 Feb 12
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16 Feb 12
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06 Feb 12
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24 Jan 12
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13 Jan 12
Getaneh AlemuJakob Nielsen's Alertbox
Usability 101: Introduction to Usability -
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08 Jan 12
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06 Dec 11
nirmalnathanWhat — Definition of Usability
Usability is a quality attribute that assesses how easy user interfaces are to use. The word "usability" also refers to methods for improving ease-of-use during the design process.
Usability is defined by 5 quality components:
Learnability: How easy is it for users to accomplish basic tasks the first time they encounter the design?
Efficiency: Once users have learned the design, how quickly can they perform tasks?
Memorability: When users return to the design after a period of not using it, how easily can they reestablish proficiency?
Errors: How many errors do users make, how severe are these errors, and how easily can they recover from the errors?
Satisfaction: How pleasant is it to use the design? -
23 Nov 11
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17 Nov 11
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12 Nov 11
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06 Nov 11
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09 Oct 11
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- Learnability: How easy is it for users to accomplish basic tasks the first time they encounter the design?
- Efficiency: Once users have learned the design, how quickly can they perform tasks?
- Memorability: When users return to the design after a period of not using it, how easily can they reestablish proficiency?
- Errors: How many errors do users make, how severe are these errors, and how easily can they recover from the errors?
- Satisfaction: How pleasant is it to use the design?
Usability is defined by 5 quality components:
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28 Sep 11
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Chris ChristouWhat is usability? How, when, and where can you improve it? Why should you care? This overview answers basic questions and explains how to run fast and cheap usability tests.
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21 Sep 11
Kangdon LeeWhat is usability? How, when, and where to improve it? Why should you care? Overview answers basic questions how to run fast user tests.
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29 Aug 11
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26 Aug 11
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12 Aug 11
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06 Aug 11
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28 Jul 11
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26 Jul 11
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It matters little that something is easy if it's not what you want. It's also no good if the system
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can hypothetically do what you want, but you can't make it happen because the user interface is
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too difficult.
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3 components:
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The only way to a high-quality user experience is to start user testing early in the design process and to keep testing every step of the way.
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22 Jul 11
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15 Jun 11
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On the Web, usability is a necessary condition for survival. If a website is difficult to use, people leave. If the homepage fails to clearly state what a company offers and what users can do on the site, people leave. If users get lost on a website, they leave. If a website's information is hard to read or doesn't answer users' key questions, they leave. Note a pattern here? There's no such thing as a user reading a website manual or otherwise spending much time trying to figure out an interface. There are plenty of other websites available; leaving is the first line of defense when users encounter a difficulty.
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- There are many methods for studying usability, but the most basic and useful is user testing, which has 3 components:
- Get hold of some representative users, such as customers for an e-commerce site or employees for an intranet (in the latter case, they should work outside your department).
- Ask the users to perform representative tasks with the design.
- Observe what the users do, where they succeed, and where they have difficulties with the user interface. Shut up and let the users do the talking.
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It's important to test users individually and let them solve any problems on their own. If you help them or direct their attention to any particular part of the screen, you have contaminated the test results.
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Iterative design is the best way to increase the quality of user experience. The more versions and interface ideas you test with users, the better.
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10 Jun 11
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16 May 11
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12 May 11
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easy user interfaces are to use
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the first time they encounter the design?
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Usability and utility are equally important
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eaving is the first line of defense when users encounter a difficulty.
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10% of a design project's budget
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it's a better use of resources to run many small tests
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test your competitors' designs
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paper prototypes
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07 May 11
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21 Apr 11
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Current best practices call for spending about 10% of a design project's budget on usability. On average, this will more than double a website's desired quality metrics and slightly less than double an intranet's quality metrics.
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19 Apr 11
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12 Apr 11
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15 Feb 11
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13 Feb 11
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Usability is a quality attribute that assesses how easy user interfaces are to use. The word "usability" also refers to methods for improving ease-of-use during the design process.
-
The first law of e-commerce is that if users cannot find the product, they cannot buy it either.
-
Iterative design is the best way to increase the quality of user experience. The more versions and interface ideas you test with users, the better.
-
Before starting the new design, test the old design to identify the good parts that you should keep or emphasize, and the bad parts that give users trouble.
-
Refine the design ideas that test best through multiple iterations, gradually moving from low-fidelity prototyping to high-fidelity representations that run on the computer. Test each iteration.
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08 Feb 11
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06 Jan 11
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20 Dec 10
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23 Nov 10
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18 Nov 10
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long as you can close the door to keep out distractions. What matters is that you get hold of real users and sit with them while they use the design. A notepad is the only equipment you need.
Learn More
My next column will address the main usability misconceptions.Full-day tutorial on user testing and a day with the most important fundamental guidelines for Web usability at the annual Usability Week conference.
Select cities feature a 3-Day Camp teaching Usability in Practice.
For the background research that explains why some user interfaces have better usability than others, see the seminars on Principles of Interface Design and The Human Mind and Usability: How Your Customers Think
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08 Nov 10
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Usability is a quality attribute that assesses how easy user interfaces are to use.
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Learnability: How easy is it for users to accomplish basic tasks the first time they encounter the design?
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Efficiency: Once users have learned the design, how quickly can they perform tasks?
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Memorability: When users return to the design after a period of not using it, how easily can they reestablish proficiency?
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Errors: How many errors do users make, how severe are these errors, and how easily can they recover from the errors?
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- Satisfaction: How pleasant is it to use the design?
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28 Oct 10
Scholarly CommonsHow to define usability? How, when, and where can you improve it? Why should you care? This overview answers these basic questions.
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20 Oct 10
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03 Oct 10
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25 Sep 10
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21 Aug 10
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09 Aug 10
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06 Aug 10
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13 Jul 10
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Yan SuoThis article introduces five basic usability facts: 1. Definition of usability, 2. why usability is important, 3. How to improve usability, 4. when to work on usability, 5. where to test.
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12 Jul 10
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06 Jul 10
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21 Jun 10
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31 May 10
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04 May 10
Abhas AbhinavWhy Usability is Important
On the Web, usability is a necessary condition for survival. If a website is difficult to use, people leave. If the homepage fails to clearly state what a company offers and what users can do on the site, people leave. If users get lost on a website, they leave. If a website's information is hard to read or doesn't answer users' key questions, they leave. Note a pattern here? There's no such thing as a user reading a website manual or otherwise spending much time trying to figure out an interface. There are plenty of other websites available; leaving is the first line of defense when users encounter a difficulty.
The first law of e-commerce is that if users cannot find the product, they cannot buy it either. -
03 May 10
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21 Apr 10
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15 Apr 10
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05 Apr 10
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30 Mar 10
Dave DuarteDefinition and Fundamentals - What, Why, How (Jakob Nielsen's Alertbox)
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19 Feb 10
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05 Feb 10
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27 Jan 10
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08 Jan 10
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Usability is defined by five quality components
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- Learnability: How easy is it for users to accomplish basic tasks the first time they encounter the design?
- Efficiency: Once users have learned the design, how quickly can they perform tasks?
- Memorability: When users return to the design after a period of not using it, how easily can they reestablish proficiency?
- Errors: How many errors do users make, how severe are these errors, and how easily can they recover from the errors?
- Satisfaction: How pleasant is it to use the design?
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- Learnability: How easy is it for users to accomplish basic tasks the first time they encounter the design?
- Efficiency: Once users have learned the design, how quickly can they perform tasks?
- Memorability: When users return to the design after a period of not using it, how easily can they reestablish proficiency?
- Errors: How many errors do users make, how severe are these errors, and how easily can they recover from the errors?
- Satisfaction: How pleasant is it to use the design?
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utility, which refers to the design's functionality: Does it do what users need? Usability and utility are equally important
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utility, which refers to the design's functionality: Does it do what users need? Usability and utility are equally important
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It matters little that something is easy if it's not what you want
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For internal design projects, think of doubling usability as cutting training budgets in half and doubling the number of transactions employees perform per hour. For external designs, think of doubling sales, doubling the number of registered users or customer leads, or doubling whatever other desired goal motivated your design project.
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For internal design projects, think of doubling usability as cutting training budgets in half and doubling the number of transactions employees perform per hour. For external designs, think of doubling sales, doubling the number of registered users or customer leads, or doubling whatever other desired goal motivated your design project.
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employees for an intranet (in the latter case, they should work outside your department)
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What matters is that you get hold of real users and sit with them while they use the design. A notepad is the only equipment you need.
-
Iterative design is the best way to increase the quality of user experience. The more versions and interface ideas you test with users, the better.
-
To identify a design's most important usability problems, testing 5 users is typically enough.
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Listening to what people say is misleading: you have to watch what they actually do.
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Unless you're working on an intranet, test your competitors' designs to get cheap data on a range of alternative interfaces that have similar features to your own
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Refine the design ideas that test best through multiple iterations, gradually moving from low-fidelity prototyping to high-fidelity representations that run on the computer. Test each iteration.
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inal design, test it again. Subtle usability problems always creep in during implementation.
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If you help them or direct their attention to any particular part of the screen, you have contaminated the test results.
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29 Dec 09
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23 Dec 09
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04 Dec 09
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24 Nov 09
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01 Nov 09
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27 Oct 09
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22 Oct 09
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20 Oct 09
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25 Sep 09
Christine SætreFor intranets, usability is a matter of employee productivity. Time users waste being lost on your intranet or pondering difficult instructions is money you waste by paying them to be at work without getting work done.
Current best practices call for spe -
31 Aug 09
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Chris PennyIt's also no good if the system can hypothetically do what you want, but you can't make it happen because the user interface is too difficult.
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