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 | ||
;analysing the user tasks | ;analysing the user tasks |
Revision as of 21:46, 23 February 2012
Interaction styles
- HCI interaction styles - based on Shneiderman
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
- Usability
- Human-computer interaction#Interaction_design Interaction design
- Design and usability methods and techniques
- User interaction and user interface design - definitions and distinction
- analysing the user tasks
- designing the test
Examples
- Bad usability in (web) design
Designing interaction
Webforms (self-study)
Javascript (self-study)
See and Javascript tutorial - basics
Publish a site
- Assignment 8 - Functional prototype
Links
References
- ↑ Oli Gardner, The 5 second rule, http://unbounce.com/landing-page-optimization/the-5-second-rule-best-sites-of-2009-part-1/
- 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.