9. System acceptability Social acceptability Practical acceptability System acceptability Usefulness Utility Usability Easy to learn Efficient to use Easy to remember Few errors Subjective pleasing Cost Compatibility Reliability Etc. J. Nielsen, “Usability Engineering”, p. 25
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12. Learning curve for typical products 100 80 60 40 20 0 Average % of product used
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20. Experience of users Minimal computer experience Extensive computer experience Novice user of system Expert user of system Knowledgeable about domain Ignorant about domain