1 | 13 | 16 | |||||||||||||||||||||||
15 | |||||||||||||||||||||||||
2 | 3 | ||||||||||||||||||||||||
4 | |||||||||||||||||||||||||
17 | |||||||||||||||||||||||||
12 | |||||||||||||||||||||||||
5/14 | |||||||||||||||||||||||||
6 | |||||||||||||||||||||||||
7 | |||||||||||||||||||||||||
8 | |||||||||||||||||||||||||
9 | |||||||||||||||||||||||||
10 | |||||||||||||||||||||||||
11 | |||||||||||||||||||||||||
1. Training that takes place in the actual work environment.
2. A training method that replicates real-world scenarios for learners to practice.
3. A document that provides instructions and guidance on how to use a product or system.
4. The 'Keep It Simple, Stupid' approach in system design emphasizes simplicity and avoiding unnecessary complexity.
5. The level of productivity and ease of use a system provides to its users.
6. The points of interaction between different components or systems, defining how they communicate and exchange information.
7. The state of having intricate and interconnected parts or elements in system design, making it harder to understand, maintain, and modify.
8. A document that provides solutions to common problems or errors that users may encounter.
9. The specifications of what a system must do or qualities it must have, usually gathered from stakeholders and users.
10. The visual elements and controls through which a user interacts with a system.
11. The overall experience and satisfaction a user has while using a system.
12. The extent to which a user is pleased or dissatisfied with a system.
13. Resources such as presentations, videos, or manuals that are used to educate users on how to use a product or system.
14. The accuracy and completeness with which a user can achieve their goals using a system.
15. The extent to which a system is easy to use and fits the needs of the users.
16. The speed and ease with which a user can learn to use a system.
17. The design and implementation of features that reduce the occurrence of user errors.