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Factors Influencing Usability

Ease of learning

How fast can a user who has never seen the user interface before learn it sufficiently well to accomplish basic tasks?

Efficiency of use

Once an experienced user has learned to use the system, how fast can he or she accomplish tasks?

Memorability

If a user has used the system before, can he or she remember enough to use it effectively the next time or does the user have to start over again learning everything?

Error frequency and severity

How often do users make errors while using the system, how serious are these errors, and how do users recover from these errors?

Subjective satisfaction

How much does the user like using the system?

U.S. Department of Health & Human Services

 


 

Universal Design

User Centered Design
Goals of Usability Study 

1.讓使用者減少錯誤的發生

.簡化操作方式

.讓使用者能夠直覺式的反應

2.介面能提供正確的文字或圖像資訊

3.系統及時性的反應

4.介面和程式功能有著緊密的連結                       Peddie 1992

 

What Does Usability Measure?
Quality of a User's Experience

Usability measures the quality of a user's experience when interacting with a product or system.

.a Web site, a software application, mobile technology, or any user-operated device.

Combination of Factors

Usability is a combination of factors.

.It is important to realize that usability is not a single, one-dimensional property of a user   interface. 

 


 

Usability Engineering

Usability Engineering is a practical and systematic way to deliver a product that works for users.

Usability refers to methods for improving ease-of-use during the design process.

 

ISO Definition of Usability

"The extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency, and satisfaction in a specified context of use.“

Usability refers to how well users can learn and use a product to achieve their goals and how satisfied they are with that process.

 

Others

介面設計就是設計人類和機器、電腦或應用程式之間的互動,讓使用者能夠順利且流暢的互動溝通。

科技發展提供了功能複雜的工具。透過介面設計,不只是期待漂亮的介面外觀,而是整個互動流程和經驗。


 

Framework of System Acceptability

Learnability

How easy is it for users to accomplish basic tasks the first time they encounter the design?

Efficiency

Once users have learned the design, how quickly can they perform tasks?

Memorability

When users return to the design after a period of not using it, how easily can they re establish proficiency?

Errors

How many errors do users make, how severe are these errors, and how easily can they recover from the errors?

Satisfaction

How pleasant is it to use the design?

Ben Shneiderman / Jakob Nielsen

國立臺北科技大學 工業設計系暨創新設計研究所 通用設計研究室 版權所有
National Taipei University of Technology Dept.

of Graduate Institute of Innovation and Design

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