4. ã¡ã¾ãã§è¨ããããã¼ã¯ã¼ã (è¶
æç²) ããè¦ã UX ããã¦ãªã ç´æç æ°æã¡ãã 使ãããã ãããããã ä½é¨ ã¸ã£ã¼ãã¼ããã ã·ããªãª ã³ã³ã»ããããã ãµã¼ãã¹ãã«ã¼ããªã³ã ã¯ã¤ã¤ã¼ãã¬ã¼ã ãã«ã½ã A/Bãã¹ã ãã¥ã¼ãªã¹ãã£ãã¯è©ä¾¡ ã°ãã¼ã¹ãã㯠ã¢ã¯ãã£ã³ã°ã¢ã¦ã ã³ã³ãã¯ã¹ãã¥ã¢ã« ã¤ã³ã¯ã¯ã¤ã¢ãªã¼ ã¦ã¼ã¶ã¼ãã¹ã 5. æåãªãã¤ã¢ã°ã©ã ããè¦ãUX ãã®1 The Elements of UX | Jasse James Garrett (2000) å
ã
ã¯ã¦ã§ããµã¤ãã®UXã¨ãã¦å®ç¾©ããããã®ã§ãã UXãå½¹å²ãä½æ¥ã§å解ããå³ 6. æåãªãã¤ã¢ã°ã©ã ããè¦ãUX ãã®2 UX Honeycomb | Peter Mobil (2004) Useful. As practitioners, we can't be content to paint
{{#tags}}- {{label}}
{{/tags}}