Usability in the context of Software engineering


Usability in the context of Software engineering

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⭐ Core Definition: Usability

Usability or user friendliness 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.

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Usability in the context of User interface

In the industrial design field of human–computer interaction, a user interface (UI) is the space where interactions between humans and machines occur. The goal of this interaction is to allow effective operation and control of the machine from the human end, while the machine simultaneously feeds back information that aids the operators' decision-making process. Examples of this broad concept of user interfaces include the interactive aspects of computer operating systems, hand tools, heavy machinery operator controls and process controls. The design considerations applicable when creating user interfaces are related to, or involve such disciplines as, ergonomics and psychology.

Generally, the goal of user interface design is to produce a user interface that makes it easy, efficient, and enjoyable (user-friendly) to operate a machine in the way which produces the desired result (i.e. maximum usability). This generally means that the operator needs to provide minimal input to achieve the desired output, and also that the machine minimizes undesired outputs to the user.

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Usability in the context of User interface design

User interface (UI) design or user interface engineering is the design of user interfaces for machines and software, such as computers, home appliances, mobile devices, and other electronic devices, with the focus on maximizing usability and the user experience. In computer or software design, user interface (UI) design primarily focuses on information architecture. It is the process of building interfaces that clearly communicate to the user what's important. UI design refers to graphical user interfaces and other forms of interface design. The goal of user interface design is to make the user's interaction as simple and efficient as possible, in terms of accomplishing user goals (user-centered design). User-centered design is typically accomplished through the execution of modern design thinking which involves empathizing with the target audience, defining a problem statement, ideating potential solutions, prototyping wireframes, and testing prototypes in order to refine final interface mockups.

User interfaces are the points of interaction between users and designs.

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Usability in the context of User experience design

User experience design (UX design, UXD, UED, or XD), upon which is the centralized requirements for "User Experience Design Research" (also known as UX Design Research), defines the experience a user would go through when interacting with a company, its services, and its products. User experience design is a user centered design approach because it considers the user's experience when using a product or platform. Research, data analysis, and test results drive design decisions in UX design rather than aesthetic preferences and opinions, for which is known as UX Design Research. Unlike user interface design, which focuses solely on the design of a computer interface, UX design encompasses all aspects of a user's perceived experience with a product or website, such as its usability, usefulness, desirability, brand perception, and overall performance. UX design is also an element of the customer experience (CX), and encompasses all design aspects and design stages that are around a customer's experience.

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Usability in the context of Web usability

Web usability of a website consists of broad goals of usability, presentation of information, choices made in a clear and concise way, a lack of ambiguity and the placement of important items in appropriate areas as well as ensuring that the content works on various devices and browsers.

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Usability in the context of Web accessibility

Web accessibility, or eAccessibility, is the inclusive practice of ensuring there are no barriers that prevent interaction with, or access to, websites on the World Wide Web by people with physical disabilities, situational disabilities, and socio-economic restrictions on bandwidth and speed. When sites are correctly designed, developed and edited, more users have equal access to information and functionality.

For example, when a site is coded with semantically meaningful HTML, with textual equivalents provided for images and with links named meaningfully, this helps blind users using text-to-speech software and/or text-to-Braille hardware. When text and images are large and/or enlargeable, it is easier for users with poor sight to read and understand the content. When links are underlined (or otherwise differentiated) as well as colored, this ensures that color blind users will be able to notice them. When clickable links and areas are large, this helps users who cannot control a mouse with precision. When pages are not coded in a way that hinders navigation by means of the keyboard alone, or a single switch access device alone, this helps users who cannot use a mouse or even a standard keyboard. When videos are closed captioned, chaptered, or a sign language version is available, deaf and hard-of-hearing users can understand the video. When flashing effects are avoided or made optional, users prone to seizures caused by these effects are not put at risk. And when content is written in plain language and illustrated with instructional diagrams and animations, users with dyslexia and learning difficulties are better able to understand the content. When sites are correctly built and maintained, all of these users can be accommodated without decreasing the usability of the site for non-disabled users.

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Usability in the context of Web browsing

Web navigation is the process of navigating a network of information resources in the World Wide Web, which is organized as hypertext or hypermedia. The user interface that is used to do so is called a web browser.

A central theme in web design is the development of a web navigation interface that maximizes usability.

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Usability in the context of Desktop metaphor

In computing, the desktop metaphor is an interface metaphor which is a set of unifying concepts used by graphical user interfaces to help users interact more easily with the computer. The desktop metaphor treats the computer monitor as if it is the top of the user's desk, upon which objects such as documents and folders of documents can be placed. A document can be opened into a window, which represents a paper copy of the document placed on the desktop. Small applications, called desk accessories are also available, such as a desk calculator or notepad, etc.

The desktop metaphor itself has been extended and stretched with various implementations of desktop environments, since access to features and usability of the computer are usually more important than maintaining the 'purity' of the metaphor. Hence one can find trash cans on the desktop, as well as disks and network volumes (which can be thought of as filing cabinets—not something normally found on a desktop). Other features such as menu bars or taskbars have no direct counterpart on a real-world desktop, though this may vary by environment and the function provided; for instance, a familiar wall calendar can sometimes be displayed or otherwise accessed via a taskbar or menu bar belonging to the desktop.

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Usability in the context of User-centered design

User-centered design (UCD) or user-driven development (UDD) is a framework of processes in which usability goals, user characteristics, environment, tasks and workflow of a product, service or brand are given extensive attention at each stage of the design process. This attention includes testing which is conducted during each stage of design and development from the envisioned requirements, through pre-production models to post production.

Testing is beneficial as it is often difficult for the designers of a product to understand the experiences of first-time users and each user's learning curve. UCD is based on the understanding of a user, their demands, priorities and experiences, and can lead to increased product usefulness and usability. UCD applies cognitive science principles to create intuitive, efficient products by understanding users' mental processes, behaviors, and needs.

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Usability in the context of Door furniture

Door furniture (British and Australian English) or door hardware (North American English) refers to any of the items that are attached to a door or a drawer to enhance its functionality or appearance.

Design of door furniture is an issue to disabled persons who might have difficulty opening or using some kinds of door, and to specialists in interior design as well as those usability professionals which often take their didactic examples from door furniture design and use.

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Usability in the context of Information architecture

Information architecture is the structural design of shared information environments, in particular the organisation of websites and software to support usability and findability.

The term information architecture was coined by Richard Saul Wurman. Since its inception, information architecture has become an emerging community of practice focused on applying principles of design, architecture and information science in digital spaces.

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Usability in the context of Patch (computing)

A patch is data for modifying an existing software resource such as a program or a file, often to fix bugs and security vulnerabilities. Patch is also the process of applying the data to the existing resource. Patching a system involves applying a patch. A patch may be created to improve functionality, usability, or performance. A patch may be created manually, but commonly it is created via a tool that compares two versions of the resource and generates data that can be used to transform one to the other.

Typically, a patch needs to be applied to the specific version of the resource it is intended to modify, although there are exceptions. Some patching tools can detect the version of the existing resource and apply the appropriate patch, even if it supports multiple versions. As more patches are released, their cumulative size can grow significantly, sometimes exceeding the size of the resource itself. To manage this, the number of supported versions may be limited, or a complete copy of the resource might be provided instead.

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Usability in the context of Gamification

Gamification is the process of integrating game design elements and principles into non-game contexts. The goal is to increase user engagement and motivation through the use of game elements such as points, badges, leaderboards, and more. It is a component of system design. Gamifcation has been used to improve organizational productivity, flow, learning, crowdsourcing, knowledge retention, employee recruitment and evaluation, usability, usefulness of systems, physical exercise, tailored interactions and icebreaker activities in dating apps, traffic violations, voter apathy, public attitudes about alternative energy, and more.

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Usability in the context of 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, authors John Whiteside and John 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, memorability, error-free use, and subjective satisfaction before implementing the product. Nielsen’s work describes how to perform usability tests and how to use usability heuristics in the usability engineering lifecycle. Ensuring good usability via this process prevents problems in product adoption after release. Rather than focusing on finding solutions for usability problems—which is the focus of a UX or interaction designer—a usability engineer mainly concentrates on the research phase. In this sense, it is not strictly a design role, and many usability engineers have a background in computer science because of this. Despite this point, its connection to the design trade is absolutely crucial, not least as it delivers the framework by which designers can work so as to be sure that their products will connect properly with their target usership.

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Usability in the context of Science book

A science book is a work of nonfiction, usually written by a scientist, researcher, or professor like Stephen Hawking (A Brief History of Time), or sometimes by a non-scientist such as Bill Bryson (A Short History of Nearly Everything). Usually these books are written for a wide audience presumed to have a general education rather than a specifically scientific training, as opposed to the very narrow audience that a scientific paper would have, and are therefore referred to as popular science. As such, they require considerable talent on the part of the author to sufficiently explain difficult topics to people who are totally new to the subject, and a good blend of storytelling and technical writing. In the UK, the Royal Society Prizes for Science Books are considered to be the most prestigious awards for science writing. In the US, the National Book Awards briefly had a category for science writing in the 1960s, but now they just have the broad categories of fiction and nonfiction.

There are many disciplines that are well explained to lay people through science books. A few examples include Carl Sagan on astronomy, Jared Diamond on geography, Stephen Jay Gould and Richard Dawkins on evolutionary biology, David Eagleman on neuroscience, Donald Norman on usability and cognitive psychology, Steven Pinker, Noam Chomsky, and Robert Ornstein on linguistics and cognitive science, Donald Johanson and Robert Ardrey on paleoanthropology, and Desmond Morris on zoology and anthropology, and Fulvio Melia on black holes.

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