Difference between revisions of "Usability"
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{{Term|USABILITY|The measure of how effectively, efficiently, and easily a person can navigate an interface and find information on it. The term usability also refers to methods for improving ease-of-use during the design process. Usability is defined by six quality components <ref> [http://www.useit.com www.useit.com],[http://www.motive.co.nz www.motive.co.nz], [http://en.wikipedia.org en.wikipedia.org] (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</ref>:}} | {{Term|USABILITY|The measure of how effectively, efficiently, and easily a person can navigate an interface and find information on it. The term usability also refers to methods for improving ease-of-use during the design process. Usability is defined by six quality components <ref> [http://www.useit.com www.useit.com],[http://www.motive.co.nz www.motive.co.nz], [http://en.wikipedia.org en.wikipedia.org] (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</ref>:}} | ||
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! width= "100pt" | Qualities | ! width= "100pt" | Qualities | ||
! width= "950pt" | Content | ! width= "950pt" | Content | ||
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| '''Utility''' | | '''Utility''' | ||
| A key attribute of a design process is utility, which refers to the design's functionality. Usability and utility are equally important. | | A key attribute of a design process is utility, which refers to the design's functionality. Usability and utility are equally important. | ||
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|'''Learnability''' || An easy way for users to accomplish basic tasks the first time they encounter the design (a user-friendly Website). | |'''Learnability''' || An easy way for users to accomplish basic tasks the first time they encounter the design (a user-friendly Website). | ||
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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. | ||
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|'''Memorability''' ||When users return to the design after a period of time, how easily can they reestablish proficiency. | |'''Memorability''' ||When users return to the design after a period of time, how easily can they reestablish proficiency. | ||
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|'''Errors''' ||How easily users can recover from the errors. | |'''Errors''' ||How easily users can recover from the errors. | ||
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|'''Satisfaction''' ||How pleasant is it to use the design process. | |'''Satisfaction''' ||How pleasant is it to use the design process. | ||
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Revision as of 14:58, 29 July 2008
USABILITY |
The measure of how effectively, efficiently, and easily a person can navigate an interface and find information on it. The term usability also refers to methods for improving ease-of-use during the design process. Usability is defined by six quality components [1]: |
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 reestablish proficiency. |
Errors | How easily users can recover from the errors. |
Satisfaction | How pleasant is it to use the design process. |
References
- ↑ www.useit.com,www.motive.co.nz, en.wikipedia.org (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