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What is Usability?

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The paper relates different approaches to usability based on the product, the user, ease-of-use, actual usage and the context of use; and proposes that usability should be defined as the ease of use and acceptability of a product for a particular class of users carrying out specific tasks in a specific environment. Criterion levels for measure- ments of attitude and user performance determine whether the design of the product is successful in achieving usability. Diagnostic evaluation of usability problems may be based on analysis of user interaction or comparison of product attributes with guidelines.

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... Four different views on human computer interaction to measure interactive qualities currently exists (cf. [1], [17]). (1) The interaction-oriented view: usability quality is measured in terms of how the user interacts with the product ("usability testing"). ...
... [1], [17]). (1) The interaction-oriented view: usability quality is measured in terms of how the user interacts with the product ("usability testing"). This view is the most common one. ...
... Tab. 1): (1) nominal scale (to classify or grouping interfaces), (2) ordinal scale (to compare different types of interfaces and to put categories in order), (3) interval scale (meaningful measure of the distance between categories), and (4) rational scale (interval scale with an absolute null) (cf. [12]). ...
... A method is made on this issue is that they experiment the user's behaviour when user search for According to this research usability issues overcome by replacing website according to user friendly design and by measuring the usability. Usability measure in three terms, first to determine what will be the attribute of the website, second usability measured by determining what will be user behavior and mental effort when use the website third usability checked how the user interact with the website,what will user perceive when using a website (Bevan, Kirakowski, & Maissel, 1991).To improve the usability of the website , regarding this research observers try to analyze the behavior of the user . ...
... A website cannot be consider best before it is evaluated by the user but have some features that determine the behavior of the user, including all the features that imagine useful for the user within the website design. Quality of the website is the key point for the user in best usable websites (Bevan, Kirakowski, & Maissel, 1991). ...
Article
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In this research we identify the usability issues, website does not meet the user need it is not best approach of web usability. Website that contain the structure of a particular domain, business but does not fulfil the user's objective it is major usability issue of website. These websites will also not fulfil the organizations need. For web usability first of all the website must be user friendly. The objectives of the website must be clearly define. Short links given for user to easily access the website. Website contain some features, to use the website and their features some key points must be clearly define to reduce the usability issue. Navigation bar must contain some common links that the user fined in all websites .All links must be cover their title which provide the user access to fulfil the needs. Website establishment must provide guidelines for writing styles, for navigation bar, page design and for short links that provide the better usability to user. In all website criteria maintenance is very important for better usability. Also monitoring helps to reduce the usability issues of a website
... There are many scholars gave their thought in defining the term of usability in the system design. Usability is originally derived from the word "user-friendly" [55] however, the term had gained a large group of vague and subjective intentions and accordingly the expression of "usability" was recommended to supplant this term [56]. Recently, the term of "usability" has been defined as the quality of use [57] which it can rather be measured as the result of interaction in a context that the resources, for example, time, cash or mental exertion that must be exhausted to accomplish the objectives (effectiveness) and the extent to which user finds the whole system worthy (satisfaction) [58]. ...
Conference Paper
Recent years we have witnessed major advancements in technologies that support the children that have been diagnosed with the autism by the increasing number of the application to enhance their ability in communication, understanding and interface with others. There are increasing numbers of a new mobile application that can be found on the market today, unfortunately, many of them are difficult to use and learn by the autistic children. This is due to the lack of usability guidelines for mobile application and relatively unexplored and unproven. This research will propose usability guidelines for interface design of mobile application for autism. The objectives of this research are to identify existing usability factors that have been currently used to design the interface of mobile application for autism and to review the usability guideline to design the interface of mobile application for autism. This project will be conducted in three phases and mixed method involving observation and interview will be applied. The finding of this study is to identify compatible usability elements for designing mobile application user interface for autistic children.
... De même, nous voulons tester l'utilisabilité (Bevan et al., 1991) du système parce que si celle-ci n'est pas assurée dans le jeu, les efforts des joueurs porteront sur la manière d'utiliser l'interface et ne seront plus concentrés sur le contenu du jeu (Olsen et al., 2011). Pour tester l'utilisabilité, nous nous baserons sur un questionnaire distribué aux joueurs après avoir participé aux expériences (Brooke, 1996). ...
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Nous proposons l’architecture ARGILE (Architecture for Representations, Games, Interactions, and Learning among Experts) adaptée au jeu sérieux « participatif et intensif en connaissances ». Elle s’adresse à la formation dans les domaines d’expertise et de pratique complexe, où les connaissances de référence ne sont ni stabilisées ni unanimes, mais au contraire dynamiques et en évolution continue. L’expert praticien ne prend pas ses décisions en fonction de recettes préétablies, mais il est amené à procéder par essais et erreurs, et à découvrir au fil de l’eau des solutions dans les situations complexes qui lui sont proposées. Cela amène à souhaiter que les règles et les objets du jeu puissent être facilement commentés, mis en discussion et modifiés par les formateurs et acteurs du domaine eux-mêmes. Nous présentons dans cet article un cadre de méthode pour atteindre ces objectifs. Nous exposons les lignes directrices de l’infrastructure technique de l’ensemble du dispositif, que nous souhaitons construire, pour à la fois gérer les actions des apprenants et leurs effets, et assurer la conception participative des objets et des règles, impliquant d’en débattre entre concepteurs. Nous illustrons concrètement les idées présentées sur deux exemples liés à des projets en cours, amenés à utiliser cette architecture, pour des notions complexes en développement durable (projet Defismed), et pour des situations de crise (projet Aidcrisis).
... The Star Tree showed even the tendency of advantages at larger data structures. The finding, that the subjective appraisal went the inverse way and subjects tended to assess the Tree Browser slightly better than the Star Tree is remarkable, since the subjective appraisal is seen as an important part of usability (Bevan, Kirakowski & Maissel, 1991). Amazing is also the finding, that experts did not show significantly better results than novices. ...
... Part 11 gives the following definition of usability: ,,Usability is measured by the extent to which the intended goals of use of the overall system are achieved (effectiveness); the resources that have to be expended to achieve the intended goals (efficiency); and the extent to which the user finds the overall system acceptable (satisfaction)." For a more detailed discussion of the term usability see (Bevan 1995). Effectiveness, efficiency, and satisfaction can be seen as quality factors of usability. ...
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User interface design is a central issue for the usability of a software product. In this chapter, general requirements referring to the international software ergonomics stan-dardization and specific design features for the user interface of learning systems are pre-sented. Orientation and feedback for the learner are the most relevant issues of interface design of learning systems. Information presentation methods appropriate for learning are proposed. Contextualization of learner support by individualized interfaces, by active and sit-uated learning means, and contextual on-line help are proposed. Reflection during and after the design and development of an interface are recommended.
... The usability of the two pointing devices was assessed in terms of objective device performance and subjective device satisfaction based on the European ESPRIT MUSiC performance metrics method [3,11] and the recommendations outlined in the ISO 9241 Part 11 'Guidance on Usability' International Standard [18]. From these, performance was defined as 'The quality of interaction with the device and the time taken to perform that interaction' and satisfaction was defined as 'The subjective acceptability of the device, expressed in terms of user workload and comfort when using the device and the ease of use of the device'. ...
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This paper examines and compares the usability problems associated with eye-based and head-based assistive technology pointing devices when used for direct manipulation on a standard graphical user interface. It discusses and examines the pros and cons of eye-based pointing in comparison to the established assistive technology technique of head-based pointing, and illustrates the usability factors responsible for the apparent low usage or 'unpopularity' of eye-based pointing. It shows that user experience and target size on the interface are the predominant factors affecting eye-based pointing and suggests that these could be overcome to enable eye-based pointing to be a viable and available direct manipulation interaction technique for the motor-disabled community.
... The usability of the mouse systems was assessed in terms of objective device efficiency and subjective user satisfaction based on the European ESPRIT MUSIC performance metrics method [3,15] and the recommendations outlined in the ISO 9241 Part 11 'Guidance on Usability' International Standard [ 19]. These metrics were defined as follows: ...
Conference Paper
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This paper quantifies the benefits and usability problems associated with eye-based pointing direct interaction on a standard graphical user interface. It shows where and how, with the addition of a second supporting modality, the typically poor performance and subjective assessment of eye-based pointing devices can be improved to match the performance of other assistive technology devices. It shows that target size is the overriding factor affecting device performance and that when target sizes are artificially increased by 'zooming in' on the interface under the control of a supporting modality then eye-based pointing becomes a viable and usable interaction methodology for people with high-level motor disabilities.
... Los términos usabilidad y calidad en uso han estado empleándose como sinónimos en la comunidad de Ingeniería de Software y Web por un largo período. En una encuesta donde se repasa el uso del término usabilidad bajo distintos enfoques Folmer et al [6] afirman, citando a Bevan et al [2], que el término usabilidad tiene su origen en el concepto de "user friendly", pero que esta frase fue adquiriendo un sentido vago y subjetivo, sugiriéndose el término usabilidad para reemplazarla. Luego usabilidad fue definida como una característica principal de la calidad de un producto de software en el estándar 9126 [10] y fue ampliada también en el estándar 9126-1, esta vez con calidad en uso, que ofrece una idea más amplia y completa de calidad que usabilidad. ...
Conference Paper
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En el artículo se propone un enfoque cuantitativo para medir y evaluar calidad en uso, o sea la calidad percibida por los usuarios en contextos reales de uso, para aplicaciones software/Web. La propuesta metodológica está guiada por un marco de medición y evaluación, que a su vez se basa en una ontología de métricas e indicadores. Se ilustra la propuesta con un caso de estudio de evaluación de calidad en uso para una aplicación e-Learning. Se analizan los datos obtenidos y se arrojan conclusiones finales.
... The application of usability to computer-mediated environments has primarily focused on users' ease of use, ease of navigation, efficiency and effectiveness in the computer-mediated environment (Nielsen, 2000). There has been considerable research done on identifying measures for evaluating the usability of websites and software products (Nielsen, 2000;Bevan et al., 1991;Chin et al., 1988;Lewis, 1995;Tullis and Stetson, 2004). ...
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This paper reports on an exploratory study that examined the impact of patients' sociability and usability experience in an online health community and their impact on their attitude towards the healthcare organisation (HCO) that runs the online community. The study data was collected from the online community of a healthcare programme called Comprehensive Health Enhancement Support System (CHESS) run by the Centre for Health Enhancement Support Studies at the University of Wisconsin-Madison. The study results validate the hypotheses and show that it is important for any HCO to evaluate patients' sociability and usability experience in its online health community since the experience can impact patients' attitudes towards the HCO and its services.
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Purpose Language Impairment Testing in Multilingual Settings (LITMUS) instruments were developed to improve the identification of developmental language disorders in multilingual children. The current study investigated the usability and feasibility of the online Dutch version of several of these instruments (LITMUS-NL) according to speech-language pathologists (SLPs), thereby taking the first steps toward implementation in clinical practice. Method We first conducted a usability study in which 24 SLPs performed the LITMUS-NL tests while using a think-aloud protocol. They subsequently filled out a questionnaire to investigate the degree of usability and added value of LITMUS-NL. After adapting LITMUS-NL based on the results of the usability study, a feasibility study was carried out in which 25 other SLPs each used LITMUS-NL with three multilingual children. Afterward, they completed a feasibility questionnaire and questionnaires about the reactions of the children. Results In the first study, many usability issues emerged, mainly concerning technical problems, instructions, and test construction. Despite these issues, the SLPs evaluated the degree of usability and added value as positive. The feasibility study revealed a lower degree of usability and, despite the adaptations, feasibility issues in the same categories. Conclusions By involving the intended users in the process toward implementing a new product, we identified (and solved) many issues that would interfere with successful implementation in daily clinical practice. A systematic, iterative approach toward implementation helps identify what is deemed important by the intended users of a new product and bridges the gap between research and practice. Supplemental Material https://doi.org/10.23641/asha.26864344
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