Chapter 10: Usability (TEST 2) Flashcards

1
Q

What is Usability

A

The International Organization for Standardization (ISO) defines usability as

“the extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency, and satisfaction”

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2
Q

Three criteria to judge usability of a product

A

Effectiveness, Efficiency, and Satisfaction

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3
Q

Effectiveness

A

Accuracy and completeness in regards to users’ specific goals

completed tasks, number of errors, quality of the outcome, recall, spatial accuracy

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4
Q

Efficiency

A

Resources required to achieve users’ goals

Time to complete, mental effort (cognitive load), patterns of usage, number of steps to complete, input rate

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5
Q

Satisfaction

A

Freedom from discomfort and positive attitudes towards the user of the product

surveys, ease of use, perception

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6
Q

Steps to creating a usability test

A
  1. Identify Users
  2. Identify Task
  3. Identify Measures
  4. Create Your Environment
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7
Q

Factors to consider when Identifying your Task

A

Can be performed in a reasonable time

Represents typical users’ goals

Needs to be measurable and can be validated

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8
Q

Factors in Identifying Measures

A

Discrete: # of errors
Continuous: time to complete task

Navigate to ____ | # of clicks
Find ___________ | Time in takes

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9
Q

What is an interface

A

A point where two systems, subjects, organizations, etc. meet and interact

The interface is how the user gives commands to the computer/technology and how the computer/technology gives information back to the user

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10
Q

Jakob Nielsen’s Ten Usability Heuristics

A
  1. Visibility of System Status - interactive mall map
  2. Match between System and Real World -stovetop controls match to each burner
  3. User Control and Freedom - emergency exits
  4. Consistency and Standards - conventional design is intuitive (check-in desk at the front)
  5. Error Prevention - guard rails
  6. Recognition rather than Recall - Avoid making users remember
  7. Flexibility and Efficiency of Use - Shortcuts hidden from novice users
  8. Aesthetic and Minimalist Design - no information is irrelevant
  9. Recognize, Diagnose, and Recover from Errors - errors are expressed correctly
  10. Help and Documentation - information kiosk
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11
Q

My favorite three heuristics

A
  1. Aesthetic and Minimalist Design
  2. Flexibility and Efficiency of Use
  3. Recognition Rather than Recall
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