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1.
This article describes recent research in subjective usability measurement at IBM, focused on evaluating the psychometric properties of questionnaires designed for use in scenario‐based usability evaluation. The questionnaires address evaluation at both a global overall system level and at a more detailed scenario level. The primary goals of this article are to (a) discuss the psychometric characteristics of IBM questionnaires that measure user satisfaction with computer system usability, and (b) provide the questionnaires, with administration and scoring instructions. For scenario‐level measurement, the 3‐item After‐Scenario Questionnaire (ASQ) has excellent internal consistency, with coefficient alphas across a set of scenarios ranging from .90 to .96. For more global assessment, the Post‐Study System Usability Questionnaire (PSSUQ) also has excellent internal consistency, with an overall coefficient alpha of .97. Preliminary principal factor analysis of 48 PSSUQ questionnaires suggested the presence of three factors named, after varimax rotation, System Usefulness, Information Quality, and Interface Quality, with corresponding coefficient alphas of .96, .91, and .91. Evaluation of 377 PSSUQ questionnaires (modified to allow mailing to respondents in their offices and referred to as the Computer System Usability Questionnaire, or CSUQ) confirmed the structure of the preliminary principal factor analysis. Consequently, usability practitioners can use these questionnaires to help them measure users’ satisfaction with the usability of computer systems in the context of scenario‐based usability studies.  相似文献   

2.
. We present a case study that tracks usability problems predicted with six usability evaluation methods (claims analysis, cognitive walkthrough, GOMS, heuristic evaluation, user action notation, and simply reading the specification) through a development process. We assess the method's predictive power by comparing the predictions to the results of user tests. We assess the method's persuasive power by seeing how many problems led to changes in the implemented code. We assess design-change effectiveness by user testing the resulting new versions of the system. We concludethatpredictivemethodsarenot as effective as the HCI field would like and discuss directions for future research.  相似文献   

3.
Abstract

We present a case study that tracks usability problems predicted with six usability evaluation methods (claims analysis, cognitive walkthrough, GOMS, heuristic evaluation, user action notation, and simply reading the specification) through a development process. We assess the method's predictive power by comparing the predictions to the results of user tests. We assess the method's persuasive power by seeing how many problems led to changes in the implemented code. We assess design-change effectiveness by user testing the resulting new versions of the system. We concludethatpredictivemethodsarenot as effective as the HCI field would like and discuss directions for future research.  相似文献   

4.
Abstract

Recent HCI research has produced analytic evaluation techniques which claim to predict potential usability problems for an interactive system.Validation of these methods has involved matching predicted problems against usability problems found during empirical user testing. This paper shows that the matching of predicted and actual problems requires careful attention, and that current approaches lack rigour or generality. Requirements for more rigorous and general matching procedures are presented. A solution to one key requirement is presented: a new report structure for usability problems.It is designed to improve the quality of matches made between usability problems found during empirical user testing and problems predicted by analytic methods. The use of this report format is placed within its design research context, an ongoing project on domain-specific methods for software visualizations.  相似文献   

5.
Okay, so you've purchased a graphical user interface (GUI) builder tool to help you quickly build a sophisticated user interface, and your developers promise to follow a particular style guide (e.g., OSF/Motif, Apple/Macintosh) when creating the GUI. This is definitely a step in the right direction, but it is no guarantee that the application's user interface will be usable; that is, where the user interface helps, rather than hinders, the end-users from doing their jobs. Numerous techniques for testing the usability and user satisfaction of an application's GUI are available, such as design walk-throughs, field testing with beta releases, demonstrations of prototypes to future end-users, and user questionnaires. One of the most effective techniques is usability testing with defined tasks and metrics, and yet, it is not commonly used in project development life cycles at the National Aeronautics and Space Agency (NASA). This paper discusses a low-budget, but effective, approach we used at NASA's Goddard Space Flight Center (GSFC) to perform structured usability testing. It did not require any additional staff or a usability laboratory, but did successfully identify problems with the application's user interface. The purpose of the usability testing was two-fold: (1) to test the process used in the usability test; and (2) to apply the results of the test to improving the subject software's user interface. This paper will discuss the results from the test and the lessons learned. It will conclude with a discussion of future plans to conduct cost benefit analysis and integrate usability testing as a required step in a project's development life cycle.  相似文献   

6.
. Recent HCI research has produced analytic evaluation techniques which claim to predict potential usability problems for an interactive system.Validation of these methods has involved matching predicted problems against usability problems found during empirical user testing. This paper shows that the matching of predicted and actual problems requires careful attention, and that current approaches lack rigour or generality. Requirements for more rigorous and general matching procedures are presented. A solution to one key requirement is presented: a new report structure for usability problems.It is designed to improve the quality of matches made between usability problems found during empirical user testing and problems predicted by analytic methods. The use of this report format is placed within its design research context, an ongoing project on domain-specific methods for software visualizations.  相似文献   

7.
In urban rail trains, traditional printed guide information interfaces are being replaced by digital interfaces. An electronic guide screen is an important device for passengers to obtain information about the ride because the train is running underground. In particular, when the train is crowded, passengers must obtain information in advance and make appropriate decisions. Therefore, it is important to efficiently search for guidance interfaces. In this study, use scenarios of the guidance interface were simulated. The typical information layout and display mode in the current electronic guidance interface were the experimental variables. Through eye tracking and subjective evaluation, the effects of design features on user search performance, visual behavior, and usability satisfaction were discussed. The experimental results showed that the information layout and display mode of the guidance interface had an interactive effect on the task completion time, fixation counts, and usability score; they also had a significant effect on the recall accuracy and saccade ratio. Task completion time had a strong positive correlation with usability satisfaction and was correlated with visual behavior. The study confirmed that the split-screen display mode combined with interlaced layout could improve search performance and subjective satisfaction.Relevance to industryPrinted guide signs in subway cars are being replaced by electronic guide screens of different styles. Passengers must search for the required information within a limited period. In this study, the effects of different interface layouts and display modes on search performance, visual behavior, and usability were studied. This had a positive significance in improving user experience.  相似文献   

8.
Three structured judgment evaluation techniques were applied to a system with a graphical direct manipulation style interface, to understand the types of usability problems they address. These evaluation techniques were cognitive walkthrough, heuristic evaluation, and the Smith and Mosier (1986) guidelines. The authors wanted to learn whether the techniques identify problems: across all stages of user activity, which noticeably affect users' performance with the system, and which are important to the usability of direct manipulation-style systems. Results showed that the cognitive walkthrough method identifies issues almost exclusively within the action specification stage, while guidelines covered more stages. The walkthrough was best, however, and the guidelines worst at predicting problems that cause users noticeable difficulty (as observed during a usability study). All the techniques could be improved in assessing semantic distance and addressing all stages on the evaluation side of the HCI activity cycle. To evaluate the directness of engagements, improved or new techniques are needed.  相似文献   

9.
Progress in the field of e-learning has been slow, with related problems mainly associated with the poor design of e-learning systems. Moreover, because of a depreciated importance of usability, usability studies are not very frequent. This paper reports the experience with the usability assessment of intelligent learning and teaching systems which are based on TEx-Sys model and are intended to enhance the process of knowledge acquisition in daily classroom settings. The applied scenario-based usability evaluation, as a combination of behaviour and opinion based measurements, enabled to quantify usability in terms of users’ (teachers’ and students’) performance and satisfaction. According to the achieved results, the main directions for interface redesign are offered. The acquired experience indicates that useful usability assessments with a significant identification of interface limitations can be performed quite easily and quickly. On the other hand, it raised a series of questions which, in order to be clarified, require further comprehensive research, the more so if the employment of universal design within e-learning context is considered.  相似文献   

10.
In the Human-Computer Interaction (HCI) community, software usability has primarily been concerned with the presentation of information, more precisely with the user interface. However, some usability problems can prove costly to fix if the changes require modifications that reach beyond the presentation layer, namely those that cannot be easily accommodated by the software architecture. Taking into account some usability requirements earlier in the software development cycle, specifically prior to the architectural design phase, can reduce the cost of these modifications. There is a scarcity of methods and guidelines with the scope to direct users in eliciting the usability requirements that can impact the software architecture. This paper proposes a usability-driven adaptation of the quality attribute workshop (QAW) to assist software development organizations in discovering and documenting usability requirements. It shows how this method can be integrated into a software development process, by discussing how the existing software framework workflows can be adjusted to take this new activity into consideration. A preliminary exercise was conducted to help discern the utility and the limits of the proposed method. Participants with different levels of knowledge of usability and comprehension of the system being developed found the method constructive, as it guided them in identifying the architecturally relevant usability requirements. It also helped determine the usability aspects that would not necessarily have been defined if this technique had not been employed.  相似文献   

11.
In an experiment conducted to study the effects of product expectations on subjective usability ratings, participants (N = 36) read a positive or a negative product review for a novel mobile device before a usability test, while the control group read nothing. In the test, half of the users performed easy tasks, and the other half hard ones, with the device. A standard usability test procedure was utilized in which objective task performance measurements as well as subjective post-task and post-experiment usability questionnaires were deployed. The study revealed a surprisingly strong effect of positive expectations on subjective post-experiment ratings: the participants who had read the positive review gave the device significantly better post-experiment ratings than did the negative-prime and no-prime groups. This boosting effect of the positive prime held even in the hard task condition where the users failed in most of the tasks. This finding highlights the importance of understanding: (1) what kinds of product expectations participants bring with them to the test, (2) how well these expectations represent those of the intended user population, and (3) how the test situation itself influences and may bias these expectations.  相似文献   

12.
Most design and evaluation of software tools is based on the intuition and experience of the designers. Software tool designers consider themselves typical users of the tools that they build and tend to subjectively evaluate their products rather than objectively evaluate them using established usability methods. This subjective approach is inadequate if the quality of software tools is to improve and the use of more systematic methods is advocated. This paper summarises a sequence of studies that show how user interface design choices for software development tools can be evaluated using established usability engineering techniques. The techniques used included guideline review, predictive modelling and experimental studies with users.  相似文献   

13.
Inconsistencies among testing methods and results in previous research prompted this study that builds upon a systematic usability testing research framework to better understand how interface medium influences users' abilities to detect usability flaws in applications. Interface medium was tested to identify its effects on users' perceptions of usability and abilities to detect usability problems and severe usability problems. Results indicated that medium has no effect on users' abilities to detect usability problems or perceptions of usability. However, results did indicate an interaction between the medium and the tested application in which users were able to identify significantly more usability problems on a higher fidelity medium using a particular application. Results also indicated that as users' perceptions of an application's usability increases, the users are less able to detect usability problems in that application. Usability testing should begin early in the design process, even if low fidelity mediums will be used.  相似文献   

14.
There is an agreement that perceived usability is important beyond actual effectiveness of software systems. Perceived usability is often obtained by self-reports provided after system use. Aiming to improve summative usability testing, we propose a methodology to enhance in-depth testing of users' performance and perceived usability at the task level. The metacognitive research approach allows detailed analysis of cognitive processes. Adapting its methodologies, we propose the Metacognitive Usability Profile (MUP) which includes a comprehensive set of measures based on collecting confidence in the success of each particular task and triangulating it with objective measures. We demonstrate using the MUP by comparing two versions of a project management system. Based on a task analysis we allocated tasks that differ between the versions and let participants (N = 100) use both versions. Although no difference was found between the versions in system-level perceived usability, the detailed task-level analysis exposed many differences. In particular, overconfidence was associated with low performance, which suggests that user interfaces better avoid illusions of knowing. Overall, the study demonstrates how the MUP exposes challenges users face. This, in turn, allows choosing the better task implementation among the examined options and to focus attempts for usability improvement.  相似文献   

15.

Little attention has focused so far on evaluating the success of online communities. This paper begins to identify some key determinants of sociability and usability that help to determine their success. Determinants of sociability include obvious measures such as the number of participants in a community, the number of messages per unit of time, members' satisfaction, and some less obvious measures such as amount of reciprocity, the number of on-topic messages, trustworthiness and several others. Measures of usability include numbers of errors, productivity, user satisfaction and others. The list is not exhaustive but it is intended to provide a starting point for research on this important topic that will lead to develop of metrics. To avoid creating false impressions it is advisable to use several measures and to triangulate with qualitative data, particularly from ethnographic studies.  相似文献   

16.
Despite the increased focus on usability and on the processes and methods used to increase usability, a substantial amount of software is unusable and poorly designed. Much of this is attributable to the lack of cost-effective usability evaluation tools that provide an interaction-based framework for identifying problems. We developed the user action framework and a corresponding evaluation tool, the usability problem inspector (UPI), to help organize usability concepts and issues into a knowledge base. We conducted a comprehensive comparison study to determine if our theory-based framework and tool could be effectively used to find important usability problems in an interface design, relative to two other established inspection methods (heuristic evaluation and cognitive walkthrough). Results showed that the UPI scored higher than heuristic evaluation in terms of thoroughness, validity, and effectiveness and was consistent with cognitive walkthrough for these same measures. We also discuss other potential advantages of the UPI over heuristic evaluation and cognitive walkthrough when applied in practice. Potential applications of this work include a cost-effective alternative or supplement to lab-based formative usability evaluation during any stage of development.  相似文献   

17.
As a feminist HCI agenda develops, feminist analyses of behaviour must venture beyond the dominant liberal feminist approach to include other feminist approaches. Using the personal narrative or auto-ethnographic method, this article explores the role of gender in usability work, a common research practice in HCI. In this article, the author interprets three gendered behaviours that occur in usability work - playing stupid, caring for and about users, and putting on a good show - demonstrating that while these behaviours appear anti-feminist in a liberal feminist framework, they appear feminist in alternative feminist frameworks, such as relational/care-giving, sex-positive, multicultural, post-colonial and Third Wave. The article demonstrates how a feminist HCI agenda that embraces the multiplicity of feminisms necessarily forces a re-examination of usability work’s relationship to both feminism and HCI research methods.  相似文献   

18.
ABSTRACT

Human–computer interaction (HCI) practice has emerged as a research domain in the HCI field and is growing. The need to transfer HCI practices to the industry began significantly with the works of Nielsen on usability engineering. To date, methods and techniques for designing, evaluating, and implementing interactive systems for human use have continued to emerge. It is, therefore, justified to conduct a systematic mapping study to determine the landscape of HCI practice research. A Systematic Mapping Study method was used to map 142 studies according to research type, topic, and contribution. These were then analyzed to determine an overview of HCI practice research. The objective was to analyze studies on HCI practice and present prominent issues that characterize the HCI practice research landscape. Second, to identify pressing challenges regarding HCI practices in software/systems development companies. The results show that HCI practice research has steadily increased since 2012. The majority of the studies explored focused on evaluation research that largely contributed to the evaluation methods or processes. Most of the studies were on design tools and techniques, design methods and contexts, design work and organizational culture, and collaboration and team communication. Interviews, case studies, and survey methods have been prominently used as research methods. HCI techniques are mostly used during the initial phase of development and during evaluation. HCI practice challenges in companies are mostly process-related and on performance of usability and user experience activities. The major challenge seems to be to find a way to collect and incorporate user feedback in a timely manner, especially in agile processes. There are areas identified in this study as needing more research.  相似文献   

19.
《Ergonomics》2012,55(8):1253-1265
This study examined usability principles and interface designs in order to understand the relationship between the intentions of mobile e-book interface designs and users' perceptions. First, this study summarised 4 usability principles and 16 interface attributes, in order to conduct usability testing and questionnaire survey by referring to Nielsen (1993), Norman (2002), and Yeh (2010), who proposed the usability principles. Second, this study used the interviews to explore the perceptions and behaviours of user operations through senior users of multi-touch prototype devices. The results of this study are as follows: (1) users' behaviour of operating an interactive interface is related to user prior experience; (2) users' rating of the visibility principle is related to users' subjective perception but not related to user prior experience; however, users' ratings of the ease, efficiency, and enjoyment principles are related to user prior experience; (3) the interview survey reveals that the key attributes affecting users' behaviour of operating an interface include aesthetics, achievement, and friendliness.  相似文献   

20.
Little attention has focused so far on evaluating the success of online communities. This paper begins to identify some key determinants of sociability and usability that help to determine their success. Determinants of sociability include obvious measures such as the number of participants in a community, the number of messages per unit of time, members' satisfaction, and some less obvious measures such as amount of reciprocity, the number of on-topic messages, trustworthiness and several others. Measures of usability include numbers of errors, productivity, user satisfaction and others. The list is not exhaustive but it is intended to provide a starting point for research on this important topic that will lead to develop of metrics. To avoid creating false impressions it is advisable to use several measures and to triangulate with qualitative data, particularly from ethnographic studies.  相似文献   

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