STUDY GUIDE · GKU 1

User experience design study guide (Information Technology)

A system that works is not necessarily a system people can use. This unit is about finding out what users need, designing an interface that fits how they think, and testing whether it actually works for them. It covers research methods and the human factors behind them (cognitive load, mental models, behaviour), evidence-based personas, interface design techniques and accessibility, heuristic evaluation, prototypes of different fidelity, and usability testing with performance and affective metrics. The worked examples use the tasks and findings an IT team meets: a checkout that users abandon, a hidden button, a test with five participants.

Structured by the official ETEC subject standard for this topic: every listed topic and learning outcome, with formulas, figures and worked examples. The full sections are available to members in the app.

SKU 1.1 · Human-centered design

  1. User research and understanding human interaction

    Choosing a research method for the question asked (interview, observation, survey, diary, analytics, A/B test), telling qualitative from quantitative and behaviour from opinion, and the human factors that explain what the findings mean: cognitive load, mental models, affordances, feedback and error.

  2. User personas

    What a persona is and is not, how to build one from research rather than stereotypes, which fields carry design decisions (goals, behaviours, context, frustrations), and how proto-personas, anti-personas and multiple personas are used without inventing users.

  3. User interface design techniques

    Turning research into screens: layout and visual hierarchy, grouping and consistency, affordances and feedback, error prevention, accessibility and touch size, and the two laws that put numbers on choice and pointing: Hick's law and Fitts's law.

SKU 1.2 · Human-centered evaluation

  1. Heuristic evaluation of user interfaces

    Evaluating an interface against recognised usability principles: Nielsen's ten heuristics, how several evaluators inspect independently and consolidate, how to rate severity, and how to turn a finding into a specific, testable recommendation.

  2. Prototyping for usability testing

    Choosing a prototype's fidelity and medium for the question at hand (paper, wireframe, clickable, Wizard of Oz, coded), what each can and cannot test, formative versus summative use, and how prototypes support performance and emotional engagement testing.

  3. Usability testing and metrics

    Planning a usability test: the task, the participant, the moderator's role, performance metrics (completion, time, errors) and affective metrics (satisfaction, SUS), how many participants a formative test needs, and how to report a finding that a team can act on.

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