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Human-computer interaction ,[object Object],[object Object],[object Object],[object Object]
What is a user interface? ,[object Object],Input  is how a person communicates his or her needs or desires to the computer  (e.g., keyboard, mouse, trackball) Output  is how the computer conveys the results of its computations and requirements to the user (e.g., display screen)
Well designed user interface ,[object Object],[object Object],[object Object]
History of screen design ,[object Object],[object Object],[object Object],[object Object]
History of screen design  (continued) ,[object Object],[object Object],[object Object]
History of screen design  (continued) ,[object Object],[object Object]
“ User-Friendly” ,[object Object],[object Object],[object Object],[object Object],[object Object]
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
Definition of usability ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Learnability ,[object Object],Focus on novice users Focus on expert users Usage proficiency and efficiency Time
Learning curve for typical products 100 80 60 40 20 0 Average % of product used
Efficiency of use ,[object Object],[object Object],[object Object],[object Object]
Memorability ,[object Object],[object Object],[object Object]
Few and noncatastrophic errors ,[object Object],[object Object],[object Object],[object Object],[object Object]
Subjective satisfaction ,[object Object],[object Object],[object Object]
How to improve usability? ,[object Object],[object Object],[object Object],[object Object],[object Object]
Usability trade-offs ,[object Object],[object Object],[object Object]
Individual user differences ,[object Object],[object Object],[object Object]
Experience of users Minimal computer experience Extensive computer experience Novice user of system Expert user of system Knowledgeable about domain Ignorant about domain
Users and system usage ,[object Object],[object Object],[object Object],[object Object],[object Object]
Users and system usage  (continued) ,[object Object],[object Object],[object Object]
Usability slogans ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]

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Introduction To Usability

  • 1.  
  • 2.
  • 3.
  • 4.
  • 5.
  • 6.
  • 7.
  • 8.
  • 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
  • 10.
  • 11.
  • 12. Learning curve for typical products 100 80 60 40 20 0 Average % of product used
  • 13.
  • 14.
  • 15.
  • 16.
  • 17.
  • 18.
  • 19.
  • 20. Experience of users Minimal computer experience Extensive computer experience Novice user of system Expert user of system Knowledgeable about domain Ignorant about domain
  • 21.
  • 22.
  • 23.