System Usability User Interface
User Experience Learnability
Efficiency Effectiveness
Satisfaction Error Prevention

 

The visual elements and controls through which a user interacts with a system. The extent to which a system is easy to use and fits the needs of the users.
The speed and ease with which a user can learn to use a system. The overall experience and satisfaction a user has while using a system.
The accuracy and completeness with which a user can achieve their goals using a system. The level of productivity and ease of use a system provides to its users.
The design and implementation of features that reduce the occurrence of user errors. The extent to which a user is pleased or dissatisfied with a system.

 

Accessibility Consistency
Kiss Approach System Design
Simplicity Complexity
Architecture Components

 

The uniformity and predictability in the design and behavior of a system's elements. The degree to which a system can be used by people with disabilities or impairments.
The process of defining the architecture, components, and interfaces of a system to satisfy specified requirements and constraints. The 'Keep It Simple, Stupid' approach in system design emphasizes simplicity and avoiding unnecessary complexity.
The state of having intricate and interconnected parts or elements in system design, making it harder to understand, maintain, and modify. The quality of being clear, straightforward, and uncomplicated in system design, making it easier to understand, maintain, and modify.
The individual parts or elements that make up a system, such as modules, functions, or objects. The structure and organization of a system's components and their relationships, defining its properties, behavior, and interactions.

 

Interfaces Requirements
Constraints

 

The specifications of what a system must do or qualities it must have, usually gathered from stakeholders and users. The points of interaction between different components or systems, defining how they communicate and exchange information.
The limitations and restrictions on a system's design and implementation, such as time, budget, technology, or resources.