Week 1 Flashcards

1
Q

What is Usability?

A

The degree to which something is able or fit to be used.

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2
Q

LEAF Criteria Shackle, 1986/1991

A

Learnability
Effectiveness
Attitude
Flexibility

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3
Q

Learnability - LEAF

A

Users must be able to learn to use the system after a certain amount of training.

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4
Q

Effectiveness - LEAF

A

Use of a system in a number of environments, within a certain time, and within error limits.

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5
Q

Attitude - LEAF

A

Positive attitudes towards using the system and levels of tiredness or discomfort are kept to a minimum.

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6
Q

Flexibility - LEAF

A

User performance must not degrade beyond a certain limit across tasks and environments.

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7
Q

What concept did Booth (1989) think needs to be incorporated into the definition of usability?

A

Usefulness

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8
Q

3 areas for Nielsen (1993) - framework for usability?

A

1) System acceptability
2) Practical acceptability
3) Usefulness/Usability

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9
Q

System acceptability - Framework for Usability

A

Social acceptability and Practical acceptability

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10
Q

Practical acceptability - framework for usability

A

1) Utility
2) Cost
3) Comparability
4) Reliability
5) Usefulness/Usability

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11
Q

Usefulness/Usability - Framework for Usability

A

1) Efficient to use
2) Easy to learn
3) Easy to remember
4) Few errors
5) Subjectively pleasing

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12
Q

Jordan (1995) extention on Nielsen’s usability concepts

A

Include system potential and system reusability.

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13
Q

System potential

A

Achieving optimal performance - optimal level of effectiveness, efficiency and satisfaction that is possible (the upper limit of experienced user performance).

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14
Q

Reusability

A

Level of performance after non-use - the effectiveness, efficiency and satisfaction with which the specified users can achieve specified tasks with a particular product after a comparatively long period away from these tasks (decrement in performance).

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15
Q

Marazano (1998) - emotions associated with products?

A

Product properties that influence the level of pleasure/displeasure.

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16
Q

‘Ease of use’

A

Something that significantly impacts our emotional reaction to a product.

17
Q

5 E’s? - What makes technology useable?

A
  • Effective - the completeness and accuracy with which users achieve specific goals.
  • Efficient - the speed (with accuracy) in which users can complete the tasks for which they use the product.
  • Engaging - how pleasant, satisfying, or interesting the piece is.
  • Error tolerant - how well the product prevents errors and helps users recover from any errors that do occur,
  • Easy to learn - how well the product supports both initial orientation and deeper meaning.
18
Q

What does confound mean?

A

Things we can control for effect.

19
Q

6 Important User Issues:

A

1) Cognitive and Perceptual
2) Personality Differences
3) Cultural and Environmental Diversity
4) Users with diabetes
5) Senior citizens and children
6) Psychic abilities. Psychical workplace.