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+2.1.1
+=====
+
+* Usability: objective = is the site efficient, memorable, .learnable
+* UX: subjective = how the user feels about the site, happy, frustrated, bored
+
+  Good usability + good design = good UX
+
+Design for identified/profiled users. There may be more than one type of them.
+
+UX
+--
+
+* Interface design
+* Usability
+* Content
+* Structure
+
+More recent term covering all aspects of web design, with a specific focus on what it is like to be a user of the site.
+
+2.1.2 Navigation
+================
+
+* 2 questions
+  * where am I ?
+  * where can I go ?
+* 3 kinds
+  * Hierarchical
+  * Global: top level sections
+  * Local: within the page
+* Cultural : choose the right one for a given culture.
+* As a user, know where you are
+  * Breadcrumbs
+
+2.1.3 What is here ?
+====================
+
+Wireframe typique:
+
+    +-----------------------------------+
+    | Where am I                        | <----------- title
+    +-----------------------------------+
+    +-----------------------------+
+    | Where can I go ?            | <----------------- nav tabs / pills
+    +-----------------------------+
+    +---------+ +---------+ +---------+ +---------+
+    | What is | | What is | | What is | | What is | <- content grid
+    |  here?  | |  here?  | |  here?  | |  here?  |
+    +---------+ +---------+ +---------+ +---------+
+
+Beyond the F shape, eye tracking studies show that users also look for content that has white space around it:
+space makes it easier to find the page elements.
+
+2.1.4 Accessibility
+===================
+
+* Accessibility about all kinds of disabilities, including visual, auditory (multimedia),
+  physical (interaction), speech (voice recognition), neurological
+* WAI @ W3C
+* Testing: simple method = use a text browser, e.g. extension Textize, ChromeVox
+* Simple mechanisms:
+  * images: alt text,
+  * text: headings, color contrast, resizable text
+  * interaction: keyboard navigation
+  * multimedia: captions
+
+Not only do accessible sites/apps provide access to disabled users, they're also easier for everyone.
+
+2.1.5 Guidelines for design
+===========================
+
+* Cognition / evidence principles = Edward Tufte: from the result
+  * What is the information ?
+  * How do we make the information clear ?
+* User-centric (centered) approach: from the audience
+  * Who are our users ?
+  * What do they want ?
+  * How do they get the information ?
+* UX must be consistent, it's what makes things understandable.
+* The two approaches are sometimes in conflict, but they agree that UX is first:
+  * before any code is written
+  * consistent
+* WTF ? (What's This For ?) (sic)
+  * You can judge a good design, by how long it takes to understand what it is about
+  * most users visit a site looking for content
+  * as the author, we should understand and clearly signpost the content
+  * If you're looking at a site/app and are not sure what it means, it is a problem for the site
+    * it may look good, but it's useless
+* Obfuscation vs simplicity
+  * Tufte: the worst kind of designs are those that look like corporate annual reports:
+    * confusing content
+    * padded by generic imagery
+    * not designed to be read by anyone
+  * If there's a lot of text, but it's hard to infer any meaning from scanning it, maybe it's just padding.
+  * Simpler sites are better:
+    * What is it ? A news item, a product, a download...
+    * Where can I get it ? => minimum number of clicks to get to content
+  * Why is this here ?
+    * If it's not helping users to do the above, cut it out.
+    * Including colour! Why are you using colour ? "It's nice" is not a reason.
+    * Colors bring confusion: use them sparingly.
+
+2.1.6 Design examples
+=====================
+
+* Skipping to simple conclusions, you get to the "standard" layout mentioned at http://www.novolume.co.uk/blog/all-websites-look-the-same/
+* http://darkpatterns.org