Usability Usability is concerned with how easy it is for the user to accomplish a desired task and the kind of user support the system provides. Usability.

Slides:



Advertisements
Similar presentations
WP 2 Usability Attributes Affected by Software Architecture Deliverable D2 – Usability Patterns Presenter: Robert Chatley - ICSTM.
Advertisements

WEB HOSTING. WHAT IS WEB HOSTING? A web host is a company with several computers that are connected to the internet at all times. The computers they have.
Lecture 13 Enterprise Systems Development ( CSC447 ) COMSATS Islamabad Muhammad Usman, Assistant Professor.
Ch 11 Cognitive Walkthroughs and Heuristic Evaluation Yonglei Tao School of Computing and Info Systems GVSU.
© Tefko Saracevic, Rutgers University1 digital libraries and human information behavior Tefko Saracevic, Ph.D. School of Communication, Information and.
1 Steve Chenoweth Tuesday, 10/25/11 Week 8, Day 2 Right – Desktop computer usability metaphor, from
© Tefko Saracevic, Rutgers University1 digital libraries and human information behavior Tefko Saracevic, Ph.D. School of Communication, Information and.
An evaluation framework
Principles and Methods
© Tefko Saracevic, Rutgers University1 digital libraries and human information behavior Tefko Saracevic, Ph.D. School of Communication, Information and.
Usability and Evaluation Dov Te’eni. Figure ‎ 7-2: Attitudes, use, performance and satisfaction AttitudesUsePerformance Satisfaction Perceived usability.
Ch 3 Usability page 1CS 368 Usability Models the authors compare three usability models and introduce their own “the extent to which a product can be used.
User Interface Design Principles Gabriel Spitz 1 Lecture # 4.
User Characteristics & Design Principles Gabriel Spitz 1 Lecture # 11.
Release & Deployment ITIL Version 3
Android Core Logging Application Keith Schneider Introduction The Core Logging application is part of a software suite that is designed to enable geologic.
Photo-sharing application for Architects Anjali Arora Nov 7, 2004.
How to Manage the Organizational Change LaMarsh & Associates, Inc.
Path-Goal Theory Chapter 7.
Chapter 12 Designing the Inputs and User Interface.
Managing Software Quality
What is Software Engineering? the application of a systematic, disciplined, quantifiable approach to the development, operation, and maintenance of software”
What is KBE? The KBE systems defined as: The use of advanced software techniques to capture and re-use product and process knowledge in and integrated.
Object-Oriented Software Engineering Practical Software Development using UML and Java Chapter 7: Focusing on Users and Their Tasks.
What is a Business Analyst? A Business Analyst is someone who works as a liaison among stakeholders in order to elicit, analyze, communicate and validate.
Chapter 10 Product Issues in Channel Management.
Heuristic evaluation Functionality: Visual Design: Efficiency:
UI Style and Usability, User Experience Niteen Borge.
Usability and Accessibility Usability of Accessibility Features Janey Barnes, PhD User-View, Inc. 1.
Chapter 9 Design guidance and design rationale. UIDE Chapter 9 Sources of Design Guidance Standards Standards –User interface standard Design Guidelines.
Code Complete Steve McConnell. 20. The Software-Quality Landscape.
Path-Goal Theory Approach AGED ~ Marian Anderson Leadership should be born out of the understanding of the needs of those who would be affected.
Leadership Chapter 7 – Path-Goal Theory.  Path-Goal Theory Perspective  Conditions of Leadership Motivation  Leader Behaviors & Subordinate Characteristics.
Human Computer Interaction CITB 243 Chapter 1 What is HCI
LESSON 3. Properties of Well-Engineered Software The attributes or properties of a software product are characteristics displayed by the product once.
Software Engineering and Object-Oriented Design Topics: Solutions Modules Key Programming Issues Development Methods Object-Oriented Principles.
Copyright © by Mark J. Sebern Software Engineering Process I SE 2800.
Q. Characteristics of the Situation “When you’ve exhausted all possibilities, remember this: You haven’t!” ~Robert H. Schuller Chapter 11.
Exam 2 Review Software Engineering CS 561. Outline Requirements Development UML Class Diagrams Design Patterns Users, Usability, and User Interfaces Software.
The Structure of the User Interface Lecture # 8 1 Gabriel Spitz.
Gabriel Spitz 1. Light Switch Issues  Consistency – The switch design is inconsistent with common light switches  Visibility – No visible cue regarding.
REST By: Vishwanath Vineet.
Object-Oriented Software Engineering Practical Software Development using UML and Java Chapter 7: Focusing on Users and Their Tasks.
The Design Process A bluffer’s guide to interface design A ‘proper’ Design process.
Language Teaching Approaches on twenty century. Grammar-translation The approach was generalized to teaching modern languages. Classes are taught in the.
Requirements Gathering CSCI 4800/6800 Feb. 25, 2003.
WOSS 04 1 Task-based Self-adaptation David Garlan Bradley Schmerl Joao Sousa Vahe Poladian Carnegie Mellon University WOSS’04.
Chapter 6: Path-Goal Theory.  Path–Goal Theory Perspective  Conditions of Leadership Motivation  Leader Behaviors & Follower Characteristics  Task.
Chapter 10 Product Issues in Channel Management.
Software Architecture in Practice
Lecture 06 Security, Testability, Usability
Usability engineering
Chapter 11: Usability © Len Bass, Paul Clements, Rick Kazman, distributed under Creative Commons Attribution License.
Usability engineering
BASICS OF SOFTWARE TESTING Chapter 1. Topics to be covered 1. Humans and errors, 2. Testing and Debugging, 3. Software Quality- Correctness Reliability.
Chapter 6: Path-Goal Theory
Lecture 7 – Quality Attributes
Path-Goal Theory Lecture 7 Md. Mahbubul Alam, PhD Associate Professor
Human Computer Interface Prototype
Chapter 10 Product Issues in Channel Management.
Q4 Measuring Effectiveness
The User Interface Design Process
Human Computer Interaction
Leadership Chapter 7 – Path-Goal Theory Northouse, 4th edition.
Proper functionality Good human computer interface Easy to maintain
Lecture 7 – Quality Attributes
Presentation transcript:

Usability Usability is concerned with how easy it is for the user to accomplish a desired task and the kind of user support the system provides. Usability areas: Learning system features Using a system efficiently Minimizing the impact of user errors Adapting the system to user needs Increasing confidence and satisfaction

Usability

Usability Tactics

Support User Initiative Cancel: when the user issues a cancel command, the system must be listening for it, terminating execution of the command, free resources, inform collaborating components to do proper work. Undo: the system must maintain a sufficient amount of information about the system state, so that an earlier state may be restored at the user’s request. Pause/resume: to provide the ability to pause and resume user long-run operations, such downloading, and temporarily free and reallocate resources. Aggregate: provide the ability to aggregate the lower-level objects into a single group, so that the operations may be applied to the group, when a user is performing repetitive operations, or operations that affect a large number of objects in the same way.

Usability Tactics Support System Initiative Maintain task model: to determine context so the system can have some idea of what the user is attempting and provide assistance. Maintain user model: explicitly represents the user’s knowledge of the system, the user’s behavior in terms of expected response time, and other aspects specific to a user or a class of users. Example: user interface customization for individual users. Maintain system model: maintain an explicit model of itself, to determine expected system behavior, so that appropriate feedback can be given to the user. Example: system progress bar.