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Human Computer Interaction INSY 3020/7976 ENH 670
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Usability (ISO Definition) The effectiveness, efficiency, and satisfaction with which specified users can achieve specific goals using a particular software application Effectiveness – extent to which a goal or task is achieved Efficiency – amount of effort required to accomplish the goal Satisfaction – level of comfort that users feel when interacting with the product Usability Engineering: The application of HF principles to the design of products
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User Characteristics Effects on Usability Experience Domain knowledge Cultural Background The physically or Mentally Challenged Age and Gender
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The Component Model of Usability Guessability Gulf Re-usability System Potential EUPFirst Task Time on Task / Error Rate Learnability Gulf Accounts for the change in the level of task performance with repetition (repeated exposure to the software)
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Component Model Comprised of: Guessability Learnability Experienced User Performance (EUP) System Potential Re-usability
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1. Guessability Effectiveness, efficiency, and satisfaction with which specified users can achieve specific tasks using a particular software for the first time A measure of the cost of the user in using the product to perform a new task for the first time, the lower the cost, the higher the guessability
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2. Learnability Effectiveness, efficiency, and satisfaction with which specified users can achieve a component level of performance on specified tasks using a particular software, having completed those tasks once previously Cost to the user in reaching some component level of performance May be a critical factor in situations where training time is short Can distinguish between experienced and inexperienced users Affected by how memorable the first encounter was for the user (lessons learned)
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3. Experienced User Performance (EUP) Effectiveness, efficiency, and satisfaction with which specified experienced users can achieve using a particular software package Relatively unchanging performance of someone who has used a product many times before to perform a particular task Critical when after product operation has been learned, users must then perform at a high level Less critical for products used either intermittently or on an on-off basis Pertinent to the use of highly specialized products
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4. System Potential The optimum level of effectiveness, efficiency, and satisfaction with which it would be possible to complete a specified task using a particular software package Represents the maximum level of performance that would be theoretically possible (EUP upper limit) Reasons why EUP < System Potential System Potential is a critical issue when it is a limiting factor on EUP
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5. Re-usability Refers to the possible decreament in performance after the user has not used the software package for a comparatively long period if time (intermittent user) Can occur if the user has forgotten certain procedures/options associated with proper product use Typically measured as the level of task performance achieved when using the software after a layoff (as a percent of EUP) Dependent on the length of time away and the complexity of the product and task
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