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Component-Based Usability Testing
Component-based usability testing (CBUT) is a testing approach which aims at empirically testing the usability of an interaction component. The latter is defined as an elementary unit of an interactive system, on which behavior-based evaluation is possible. For this, a component needs to have an independent, and by the user perceivable and controllable state, such as a radio button, a slider or a whole word processor application. The CBUT approach can be regarded as part of component-based software engineering branch of software engineering. Theory CBUT is based on both software architectural views such as model–view–controller (MVC), presentation–abstraction–control (PAC), ICON and CNUCE agent models that split up the software in parts, and cognitive psychology views where a person's mental process is split up in smaller mental processes. Both software architecture and cognitive architecture use the principle of hierarchical layering, in which low level processes are mor ...
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Usability
Usability can be described as the capacity of a system to provide a condition for its users to perform the tasks safely, effectively, and efficiently while enjoying the experience. In software engineering, usability is the degree to which a software can be used by specified consumers to achieve quantified objectives with effectiveness, efficiency, and satisfaction in a quantified context of use. The object of use can be a software application, website, book, tool, machine, process, vehicle, or anything a human interacts with. A usability study may be conducted as a primary job function by a ''usability analyst'' or as a secondary job function by designers, technical writers, marketing personnel, and others. It is widely used in consumer electronics, communication, and knowledge transfer objects (such as a cookbook, a document or online help) and mechanical objects such as a door handle or a hammer. Usability includes methods of measuring usability, such as needs analysis and ...
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Technology Acceptance Model
The technology acceptance model (TAM) is an information systems theory that models how users come to accept and use a technology. The ''actual system use'' is the end-point where people use the technology. ''Behavioral intention'' is a factor that leads people to use the technology. The behavioral intention (BI) is influenced by the ''attitude'' (A) which is the general impression of the technology. The model suggests that when users are presented with a new technology, a number of factors influence their decision about how and when they will use it, notably: *''Perceived usefulness'' (PU) – This was defined by Fred Davis as "the degree to which a person believes that using a particular system would enhance their job performance". It means whether or not someone perceives that technology to be useful for what they want to do. *''Perceived ease-of-use'' (PEOU) – Davis defined this as "the degree to which a person believes that using a particular system would be free from effo ...
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Usability
Usability can be described as the capacity of a system to provide a condition for its users to perform the tasks safely, effectively, and efficiently while enjoying the experience. In software engineering, usability is the degree to which a software can be used by specified consumers to achieve quantified objectives with effectiveness, efficiency, and satisfaction in a quantified context of use. The object of use can be a software application, website, book, tool, machine, process, vehicle, or anything a human interacts with. A usability study may be conducted as a primary job function by a ''usability analyst'' or as a secondary job function by designers, technical writers, marketing personnel, and others. It is widely used in consumer electronics, communication, and knowledge transfer objects (such as a cookbook, a document or online help) and mechanical objects such as a door handle or a hammer. Usability includes methods of measuring usability, such as needs analysis and ...
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Usability Testing
Usability testing is a technique used in user-centered interaction design to evaluate a product by testing it on users. This can be seen as an irreplaceable usability practice, since it gives direct input on how real users use the system. It is more concerned with the design intuitiveness of the product and tested with users who have no prior exposure to it. Such testing is paramount to the success of an end product as a fully functioning application that creates confusion amongst its users will not last for long. This is in contrast with usability inspection methods where experts use different methods to evaluate a user interface without involving users. Usability testing focuses on measuring a human-made product's capacity to meet its intended purposes. Examples of products that commonly benefit from usability testing are food, consumer products, websites or web applications, computer interfaces, documents, and devices. Usability testing measures the usability, or ease of use, o ...
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Usability Engineering
Usability engineering is a professional discipline that focuses on improving the usability of interactive systems. It draws on theories from computer science and psychology to define problems that occur during the use of such a system. Usability Engineering involves the testing of designs at various stages of the development process, with users or with usability experts. The history of usability engineering in this context dates back to the 1980s. In 1988, authorJohn WhitesideanJohn Bennett��of Digital Equipment Corporation and IBM, respectively—published material on the subject, isolating the early setting of goals, iterative evaluation, and prototyping as key activities. The usability expert Jakob Nielsen is a leader in the field of usability engineering. In his 1993 book Usability Engineering', Nielsen describes methods to use throughout a product development process—so designers can ensure they take into account the most important barriers to learnability, efficiency, memo ...
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Human–computer Interaction
Human–computer interaction (HCI) is the process through which people operate and engage with computer systems. Research in HCI covers the design and the use of computer technology, which focuses on the interfaces between people (users) and computers. HCI researchers observe the ways humans interact with computers and design technologies that allow humans to interact with computers in novel ways. These include visual, auditory, and tactile (haptic) feedback systems, which serve as channels for interaction in both traditional interfaces and mobile computing contexts. A device that allows interaction between human being and a computer is known as a "human–computer interface". As a field of research, human–computer interaction is situated at the intersection of computer science, behavioral sciences, design, media studies, and several other fields of study. The term was popularized by Stuart K. Card, Allen Newell, and Thomas P. Moran in their 1983 book, ''The Psychology of Hum ...
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Cognitive Ergonomics
Cognitive ergonomics is a scientific discipline that studies, evaluates, and designs tasks, jobs, products, environments and systems and how they interact with humans and their cognitive abilities. It is defined by the International Ergonomics Association as "concerned with mental processes, such as perception, memory, reasoning, and motor response, as they affect interactions among humans and other elements of a system. Cognitive ergonomics is responsible for how work is done in the mind, meaning, the quality of work is dependent on the persons understanding of situations. Situations could include the goals, means, and constraints of work. The relevant topics include mental workload, decision-making, skilled performance, human-computer interaction, human reliability, work stress and training as these may relate to human-system design."
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Student's T-test
Student's ''t''-test is a statistical test used to test whether the difference between the response of two groups is statistically significant or not. It is any statistical hypothesis test in which the test statistic follows a Student's ''t''-distribution under the null hypothesis. It is most commonly applied when the test statistic would follow a normal distribution if the value of a scaling term in the test statistic were known (typically, the scaling term is unknown and is therefore a nuisance parameter). When the scaling term is estimated based on the data, the test statistic—under certain conditions—follows a Student's ''t'' distribution. The ''t''-test's most common application is to test whether the means of two populations are significantly different. In many cases, a ''Z''-test will yield very similar results to a ''t''-test because the latter converges to the former as the size of the dataset increases. History The term "''t''-statistic" is abbreviated from " ...
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Likert Scale
A Likert scale ( ,) is a psychometric scale named after its inventor, American social psychologist Rensis Likert, which is commonly used in research questionnaires. It is the most widely used approach to scaling responses in survey research, such that the term (or more fully the Likert-type scale) is often used interchangeably with '' rating scale'', although there are other types of rating scales. Likert distinguished between a scale proper, which emerges from collective responses to a set of items (usually eight or more), and the format in which responses are scored along a range. Technically speaking, a Likert scale refers only to the former. The difference between these two concepts has to do with the distinction Likert made between the underlying phenomenon being investigated and the means of capturing variation that points to the underlying phenomenon. When responding to a Likert item, respondents specify their level of agreement or disagreement on a symmetric agree-disa ...
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ISO 9241
ISO 9241 is a multi-part standard from the International Organization for Standardization (ISO) covering ergonomics of human-system interaction and related, human-centered design processes (see also human-computer interaction). It is managed by the ISO Technical Committee 159. It was originally titled ''Ergonomic requirements for office work with visual display terminals (VDTs)''. From 2006 onwards, the standards were retitled to the more generic ''Ergonomics of Human System Interaction''. As part of this change, ISO is renumbering some parts of the standard so that it can cover more topics, e.g. tactile and haptic interaction. For example, two zeros in the number indicate that the document under consideration is a generic or basic standard. Fundamental aspects are regulated in standards ending with one zero. A standard with three digits other than zero in the number regulate specific aspects. The first part to be renumbered was part 10 (now renumbered to part 110). Part 1 is ...
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Component-based Software Engineering
Component-based software engineering (CBSE), also called component-based development (CBD), is a style of software engineering that aims to construct a software system from software component, components that are loosely-Coupling (computer programming), coupled and Reusability, reusable. This emphasizes the separation of concerns among components. To find the right level of component granularity, software architects have to continuously iterate their component designs with developers. Architects need to take into account user requirements, responsibilities and architectural characteristics. Considerations For large-scale systems developed by large teams, a disciplined culture and process is required to achieve the benefits of CBSE. Third-party software component, Third-party components are often utilized in large systems. The system can be designed visually with the Unified Modeling Language (UML). Each software component, component is shown as a rectangle, and an interface is ...
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System Usability Scale
In systems engineering, the system usability scale (SUS) is a simple, ten-item attitude Likert scale giving a global view of subjective assessments of usability. It was developed by John Brooke at Digital Equipment Corporation in the UK in 1986 as a tool to be used in usability engineering of electronic office systems. The usability of a system, as defined by the ISO standard ISO 9241 ISO 9241 is a multi-part standard from the International Organization for Standardization (ISO) covering ergonomics of human-system interaction and related, human-centered design processes (see also human-computer interaction). It is managed by ... Part 11, can be measured only by taking into account the context of use of the system—i.e., who is using the system, what they are using it for, and the environment in which they are using it. Furthermore, measurements of usability have several different aspects: * effectiveness (can users successfully achieve their objectives) * efficiency (how ...
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