COAP:COAP-3150 - week 6: Difference between revisions

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*How do I participate?
*How do I participate?
*Is it newsworthy?
*Is it newsworthy?
;[http://www.useit.com/papers/heuristic/heuristic_list.html Ten Usability Heuristics] by Jakob Nielsen
Reduced to five in [http://www.useit.com/alertbox/20030825.html Usability 101].
*'''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 reestablish 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?
Borrowing from Davis' [[Technology Acceptance Model]], Nielsen defines useful web design as
*Utility = whether it provides the features you need.
*Usability = how easy & pleasant these features are to use.
*Useful = usability + utility.


====Related pages====
====Related pages====
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*[[Design and usability methods and techniques]]
*[[Design and usability methods and techniques]]
*[[User interaction and user interface design]] - definitions and distinction
*[[User interaction and user interface design]] - definitions and distinction
====Usability principles====
*[http://www.useit.com/papers/heuristic/heuristic_list.html Ten Usability Heuristics] by Jakob Nielsen


;analysing the user tasks
;analysing the user tasks

Revision as of 21:46, 23 February 2012

Interaction styles

Usability testing

Heuristics and quick tests

The 5 second rule[1]

Upon landing on a homepage a user should be able to figure out in 5 seconds - The 5 second rule

  • What is it about?
  • Do I care?
  • Is it trustworthy?
  • How do I participate?
  • Is it newsworthy?
Ten Usability Heuristics by Jakob Nielsen

Reduced to five in Usability 101.

  • 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 reestablish 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?

Borrowing from Davis' Technology Acceptance Model, Nielsen defines useful web design as

  • Utility = whether it provides the features you need.
  • Usability = how easy & pleasant these features are to use.
  • Useful = usability + utility.

Related pages

analysing the user tasks
designing the test

Examples

Bad usability in (web) design

Designing interaction

Webforms (self-study)

See HTML forms tutorial

Javascript (self-study)

See and Javascript tutorial - basics

Publish a site

Assignment 8 - Functional prototype

Links

References

  • NIELSEN, J., (1993) Usability engineering. Boston, Academic Press.
  • SCAPIN, D.L. and BASTIEN, J.M.C. (1997). Ergonomic criteria for evaluating the ergonomic quality of interactive systems. Behavior & Information Technology, 1997, 17 (4/5), 220-231.
  • SHNEIDERMAN, B. (1992). Designing the user interface : strategies for effective human-Computer-Interaction. (Chap 3, 4 and 5). 2nd ed., Addison-Whesley Publishing Company.