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Efficiency, 252–253
Electronic banking, 253
Electronics:
automobile, 192–193
consumer electronics industry, 249
Email, 230
Emotional effect, 254, 257–259
Emotional end-user needs, 97–98
Empathy (in design), 258
Engineering solutions, 133–134
(See also Usability engineering)
English, in screen menu, 64–66
Entertainment services (see Mobile Media and Entertainment Services project)
Ergonomics, 37
Ericsson, 34n., 286, 287
Error rate, 252–253
Ethnographic research methods, 100
Ethnography, 126
Expectations, user, 92–93, 220
Experiencers, 19
Expert knowledge, 134
during design phase, 148
for teams, 145
for usability engineering, 235–237
Expression phones, 17, 18
control keys for, 21
features for, 21, 25
functionality in, 25
“Extras,” 12–13
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