Difference between revisions of "Usability"
From Learning and training wiki
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| Efficiency ||Once users have learned the design, how quickly can they perform tasks. | | Efficiency ||Once users have learned the design, how quickly can they perform tasks. | ||
|- style="border:1px solid #D87A35;background:white;color:black;" | |- style="border:1px solid #D87A35;background:white;color:black;" | ||
− | | Memorability ||When users return to the design after a period of time, how easily can they | + | | Memorability ||When users return to the design after a period of time, how easily can they re-establish proficiency. |
|- style="border:1px solid #D87A35;background:white;color:black;" | |- style="border:1px solid #D87A35;background:white;color:black;" | ||
|Errors ||How easily users can recover from the errors. | |Errors ||How easily users can recover from the errors. |
Revision as of 13:52, 23 September 2009
Qualities | Content |
---|---|
Utility | A key attribute of a design process is utility, which refers to the design's functionality. Usability and utility are equally important. |
Learnability | An easy way for users to accomplish basic tasks the first time they encounter the design (a user-friendly Website). |
Efficiency | Once users have learned the design, how quickly can they perform tasks. |
Memorability | When users return to the design after a period of time, how easily can they re-establish proficiency. |
Errors | How easily users can recover from the errors. |
Satisfaction | How pleasant is it to use the design process. [1] |
References
- ↑ www.useit.com (23 July 2008), www.motive.co.nz (23 July 2008), Wikipedia (23 July 2008); Instructor Competencies - Standards for Face-to-Face, Online, and Blended Settings, James D. Klein, M.Michael Spector, B. Grabowski, Ileana de la Teja, 2004