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Human Computer Interaction

Human Computer Interaction. INSY 3020/7976 ENH 670. Usability (ISO Definition). The effectiveness, efficiency, and satisfaction with which specified users can achieve specific goals using a particular software application Effectiveness – extent to which a goal or task is achieved

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Human Computer Interaction

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  1. Human Computer Interaction INSY 3020/7976 ENH 670

  2. Usability (ISO Definition) The effectiveness, efficiency, and satisfaction with which specified users can achieve specific goals using a particular software application • Effectiveness – extent to which a goal or task is achieved • Efficiency – amount of effort required to accomplish the goal • Satisfaction – level of comfort that users feel when interacting with the product Usability Engineering: The application of HF principles to the design of products

  3. User Characteristics Effects on Usability • Experience • Domain knowledge • Cultural Background • The physically or Mentally Challenged • Age and Gender

  4. The Component Model of Usability Accounts for the change in the level of task performance with repetition (repeated exposure to the software) Re-usability Time on Task / Error Rate First Task EUP System Potential Learnability Gulf Guessability Gulf

  5. Component Model Comprised of: • Guessability • Learnability • Experienced User Performance (EUP) • System Potential • Re-usability

  6. 1. Guessability • Effectiveness, efficiency, and satisfaction with which specified users can achieve specific tasks using a particular software for the first time • A measure of the cost of the user in using the product to perform a new task for the first time, the lower the cost, the higher the guessability

  7. 2. Learnability • Effectiveness, efficiency, and satisfaction with which specified users can achieve a component level of performance on specified tasks using a particular software, having completed those tasks once previously • Cost to the user in reaching some component level of performance • May be a critical factor in situations where training time is short • Can distinguish between experienced and inexperienced users • Affected by how memorable the first encounter was for the user (lessons learned)

  8. 3. Experienced User Performance (EUP) • Effectiveness, efficiency, and satisfaction with which specified experienced users can achieve using a particular software package • Relatively unchanging performance of someone who has used a product many times before to perform a particular task • Critical when after product operation has been learned, users must then perform at a high level • Less critical for products used either intermittently or on an on-off basis • Pertinent to the use of highly specialized products

  9. 4. System Potential • The optimum level of effectiveness, efficiency, and satisfaction with which it would be possible to complete a specified task using a particular software package • Represents the maximum level of performance that would be theoretically possible (EUP upper limit) • Reasons why EUP < System Potential • System Potential is a critical issue when it is a limiting factor on EUP

  10. 5. Re-usability • Refers to the possible decreament in performance after the user has not used the software package for a comparatively long period if time (intermittent user) • Can occur if the user has forgotten certain procedures/options associated with proper product use • Typically measured as the level of task performance achieved when using the software after a layoff (as a percent of EUP) • Dependent on the length of time away and the complexity of the product and task

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