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Transes IT2622 Lesson 2
Transes IT2622 Lesson 2
1
USABILITY - Include tasks which are only
performed occasionally. Common
use. User-friendly devices can be used - The system must not introduce
● Brand image
USABILITY MEASURES
2
● 5 Human factors central to community - The basic trade off is getting
evaluation feedback early and perhaps less
- Time to learn: How long does it take expensively in the development
for typical members of the process versus having a more
community to learn relevant tasks? authentic interface evaluated
- Speed of performance: How long
does it take to perform relevant USABILITY MOTIVATIONS
benchmarks?
- Rate of errors by users: How many Many interfaces are poorly designed and
and what kinds of errors are made this is true across domains
during benchmark tasks?
- Retention over time: Frequency of ● Life-critical systems
use and ease of learning help make ● Industrial and commercial systems
for better user retention ● Office, home and entertainment
- Subjective satisfaction: Allow for applications
user feedback via interviews, ● Exploratory, creative and cooperative
free-form comments and systems
satisfaction scales. ● Socio-technical systems
LIFE-CRITICAL SYSTEMS
3
● Speed and error rates are relative to ● With these applications, the computer
cost should be transparent so that the user
● Speed of performance is important can be absorbed in their task domain
because of the number of transactions
● Subjective satisfaction is fairly SOCIAL-TECHNICAL SYSTEMS
important to limit operator burnout
● Complex systems that involve many
range of both novice and expert users comes from research in anthropometry
Competition cause the need for low cost ● There is no average user, either
● Competition cause the need for low cost compromises must be made or multiple
4
● Vision: depth, contrast, color blindness, - Search, imagery, and sensory
and motion sensitivity memory
● Touch: keyboard and touchscreen - Learning, skill development,
sensitivity knowledge acquisition, and concept
● Hearing: audio clues must be distinct attainment
● Workplace design can both help and
hinder work performance ● They also suggest this set of factors
affecting perceptual and motor
The standard ANSI/HFES 100-2007 Human performance:
Factors Engineering of Computer - Arousal and vigilance
Workstations (2007) list these concerns - Fatigue and sleep deprivation
- Work-surface and display-support - Perceptual (mental) load
height - Knowledge of results and feedback
- Clearance under work surface for - Monotony and boredom
legs - Sensory deprivation
- Work-surface width and depth - Nutrition and diet
- Adjustability of heights and angles - Fear, anxiety, mood, and emotion
for chairs and work surfaces - Drugs, smoking, and alcohol
- Posture - seating depth and angle; - Physiological rhythms
back-rest height and lumbar support But note, in any application, background
- Availability of armrests, footrests, experience and knowledge in the task
and palm rests domain and the interface domain play key
roles in learning and performance.
COGNITIVE AND PERCEPTUAL ABILITIES
PERSONALITY DIFFERENCES
● The human ability to interpret sensory
input rapidly and to initiate complex ● There is no set taxonomy for identifying
actions makes modern computer user personality types
systems possible. ● Designers must be aware that
● The journal Ergonomics Abstracts offers populations are subdivided and that
this classification of human cognitive these subdivisions have various
processes: responses to different stimuli
- Long-term and semantic memory ● Myers-Briggs Type Indicator (MBTI)
- Short-term and working memory - Extroversion versus introversion
- Problem solving and reasoning - Sensing versus intuition
- Decision making and risk - Perceptive versus judging
assessment - Feeling versus thinking
- Language communication and
comprehension
5
USERS WITH PHYSICAL CHALLENGES
CONCLUSION