Usability in the Development Process
- Trainers
- Dimiter Simov, Irina Gerdjikova
- Objective
-
Show the place of usability in the development lifecycle.
After the course, attendees
- can define usability and discuss usability issues
- know how usability fits into the product development lifecycle
- understand various approaches and methods for assuring usability
- know various design tools and testing techniques
- can prioritize and plan usability work for their products and services.
- Target Audience
- Project managers, product managers, team leads, quality assurance staff, software designers and developers. Any professionals who want to introduce usability into their organizations and product lifecycles.
- Certificate
- Participants receive certificates for attendance.
- Format
-
Workshop: presentation of theoretical background and models, discussions, and practical exercises.
- The course covers the complete product lifecycle.
- Attendees perform real tasks and provide deliverables.
- Attendees receive personal feedback on their performance.
- Duration
-
2 days.
- Delivery
- In-house at your premises, at Lucrat's office, or another appropriate location.
- Price
-
Based on the number of participants
Participants Price (BGN, without VAT) Up to 3 3000 4 - 6 3200 + 800 for each participant after the 4th 7 - 12 4900 + 700 for each participant after the 7th
- Options
-
For in-house delivery
- The format, duration, content, and respectively price of the course are negotiable.
- Topics can be included or excluded from the syllabus.
Syllabus
- Introduction
- What is usability? When and how do we do usability testing? Types of testing. (discussion)
- Usability assurance. What development process guarantees usability. (example, Schaffer' method).
- User Requirements
- Finding out user needs and describing user requirements
- Contextual observations (field studies, user groups, models and approaches)
- User profiles (questionnaires, interviews, demographic traits)
- Personas (representation, attitudes, expectations, needs)
- Comparative analysis of competitive products (user testing, review, observation, interviews)
- Analysis of existing product (user testing, review, observation, interviews)
- Design
- Information architecture (card sorting, free categorization, classification)
- Prototypes (mock-ups, wireframes, storyboards; static and interactive; paper-based)
- Tools
- Testing and monitoring
- Testing before development (interactive prototype interactive, paper mock-up, graphic design)
- Testing before release
- Testing after release
- Monitoring the released product (visitor logs, analytics, tests, interviews)
- Bringing usability in the process
- Priorities
- Most appropriate moments
- Most appropriate approaches


