1 / 18

Användbarhet - usability

Användbarhet - usability. Vad är användbarhet, hur testar vi det och vilka är måtten. Vad kan man sedan ha resultaten till?. Usability. The context of usability (Nielsen, 1993). System Acceptability. Practical acceptability. Social acceptability. Cost. Reliability. Compatibility. Etc.

uriel
Download Presentation

Användbarhet - usability

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Användbarhet - usability Vad är användbarhet, hur testar vi det och vilka är måtten. Vad kan man sedan ha resultaten till?

  2. Usability

  3. The context of usability(Nielsen, 1993) System Acceptability Practical acceptability Social acceptability Cost Reliability Compatibility Etc. Usefulness Utility USABILITY Learnability Efficiency Memorability Errors Satisfaction

  4. Usabilityaspekter (Nielsen, 1993) Learnability: The system should be easy to learn so that the user can rapidly start getting some work done with the system. Efficiency: The system should be efficient to use, so that once the user has learned the system, a high level of productivity is possible. Memorability: The system should be easy to remember, so that the casual user is able to return to the system after some period of not having used it, without having to learn everything all over again. Errors: The system should have a low error rate, so that users make few errors during the use of the system, and so that if they do make errors they can easily recover from them. Further, catastrophic errors must not occur. Satisfaction: The system should be pleasant to use so that users are subjectively satisfied when using it; they like it.

  5. Utvärderingsmetoder för användbarhet • Dels grovt upp i: • Empiriska utvärderingsmetoder • Expertutvärderingsmetoder- inspektionsmetoder

  6. Method Measures Generated data Empiriska metoder Think-aloud (or verbal) protocol Captured events from usage situations; problems, expectations etc. Record of cognitive processes of users in system usage Use data collection Number of errors, types of errors, time to complete task Record of statistics for errors, listings of types of occurring errors, time statistics Clinical experiments Eye gaze, heart rate, skin color, body heat Statistics for measured clinical aspects Surveys and Questionnaires Accuracy regarding memory, learning etc. Record of answers – quantitative or qualitative Interviews General information from users. Structured or unstructured. Record of answers - qualitative

  7. Usabilitylabb

  8. Usabilitylabb (forts)

  9. Method Characteristics of evaluators Number of evaluators Goals of inspection Expertutvärderingsmetoder Heuristic evaluation Usability experts One Judge whether each element in interface follows heuristics Cognitive Walkthrough Cognitive Psychologists One Predictions of user behavior regarding learning Formal usability inspections One or group Combines Heuristic Ev. with Cog. Walkthrough Design (or pluralistic)Walkthroughs Users, developers and Human Factor HCI experts One or group Walkthrough of each dialogue element by using scenarios Feature inspection Inspection of sequences of (complicated) features Consistency inspection (External) designers Group Comparison of different designs to check consistency Standard inspections Expert in (specific) standard(s) One Inspection of interface for compliance with standard(s) Theory-based reviews Experts in each method One Discover problems on a micro-level.

  10. Heuristic Evaluation 1.Visability of system statusThe system should always keep users informed about what is going on, through appropriate feedback within reasonable time. 2.Match between system and real world.The system should speak the users' language, with words, phrases and concepts familiar to the user, rather than system-oriented terms. Follow real-world conventions, making information appear in a natural and logical order. 3.User control and freedomUsers often choose system functions by mistake and will need a clearly marked "emergency exit" to leave the unwanted state without having to go through an extended dialogue. Support undo and redo. 4.Consistency and standardsUsers should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions. 5.Error preventionEven better than good error messages is a careful design, which prevents a problem from occurring in the first place. 6.Recognition rather than recallMake objects, actions, and options visible. The user should not have to remember information from one part of the dialogue to another. Instructions for use of the system should be visible or easily retrievable whenever appropriate. 7.Flexibility and efficiency of useAccelerators -- unseen by the novice user -- may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions.

  11. Usabilityaspekterna i relation till metoder och mått

  12. Hur utvärdera? Design - implementation, var i process Laboratorium - fältstudier Subjektiv - objektiv, grad av tolkning Kvalitativ - kvantitativ mätning Tidpunkt för svar Grad av involvering (intervention) Resurser för utvärdering (labb,speglar.. )

  13. Användbarhet och upplevelser • Charlotte Wiberg

  14. Usability användbarhet – vad är det? • Förståelse • Lärbarhet • Effektivitet • Antal fel • ’USER SATISFACTION • Traditionella usabilitystudier • Användarstudier • Tidsstudier • Heuristiker • Upplevelse • Estetik • Attityd • Kul • Hur mäter vi det då? • Eye tracking • Puls • Intervjuer • .. • …

  15. Upplevelser? • Funktionalitet – användbarhet – upplevelser • Holistisk egenskap • Teorier? • Kan teorierna hjälpa oss bilda bas för att avgöra om bra/dåliga upplevelser? • Vad utvärderas – gränssnittet eller användaren?

  16. Avhandlingen - fokus • EWS – entertainment web sites • Upplevelser – underhållning – EWS • Kan traditionella metoder användas vid utvärdering av EWS? • Resultat: Ja.. Med viss modifikation kan både traditionella Emp metoder och expertmetoder användas – se modifikationer.

  17. Resultat • Specifika heuristiker för Heuristisk utvärdering • Guidelines för empirisk utvärdering

More Related