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Designing the Interactor – From User-Experience to Interaction Experience
Published in Marcelo M. Soares, Francisco Rebelo, Tareq Z. Ahram, Handbook of Usability and User Experience, 2022
Sónia Rafael, Victor M. Almeida
ISO 9241-210: 2019 defines UX as “user perceptions and responses that result from the use and/or anticipated use of a system, product or service.” It also states that “user experience includes all users' emotions, beliefs, preferences, perceptions, physical and psychological responses, behaviors and achievements that occur before, during and after use.” In turn, usability is defined as the “extent to which a system, product or service can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use.” Human–computer interactions have been developed to enable greater information flows in the communication processes between humans and computers, which require less difficulty in interaction and favor usability (Abascal and Moriyón 2002).
Infrastructure Projects Design Versus Use in Local Authorities
Published in Charles Chavunduka, Walter Timo de Vries, Pamela Durán-Díaz, Sustainable and Smart Spatial Planning in Africa, 2022
Usability is key because if users cannot achieve their goals efficiently, effectively and in a satisfactory manner, they are likely to seek other ways of achieving their goals. Usability is the outcome of a UCD process that examines how and why a user will adopt a product/service and seeks to evaluate that use. The process is carried out repeatedly through a series of cycles in the process improving the design towards meeting user expectations (Komninos, 2019). The term ‘UCD’ refers simply to a method of building products with an eye towards what users want and need. According to this line of thinking, we should be driving towards a world where government designs policies with an eye towards the individuals that stand to benefit from—or that could be hurt by—changes to public policy (Moilanen, 2019).
Usability and User Experience of the Built Environment
Published in Marcelo M. Soares, Francisco Rebelo, Tareq Z. Ahram, Handbook of Usability and User Experience, 2022
Erminia Attaianese, Thaisa Sampaio Sarmento
Usability studies started in the 1950s, emerging from diverse backgrounds, and were widely known in relation to applications within product design, information technology and human-computer interaction. Buildings are built for a purpose, and depending on how well they serve their purpose, they contribute to usability criteria: they may express their usability for users. Usability is measured based on three basic parameters: effectiveness, efficiency and satisfaction (Blakstad et al., 2008; Fenker, 2008; Alexander, 2008). Usability depends on how a product can be used by specified users to achieve specified goals; in this way, usability is a process that can only be understood as a social construction (Fenker, 2008). Hence, usability evaluation is connected to user experience and their feedback about the environment design and context of use (Chamorro-Koc, 2007). Usability theory considers that user friendliness, functionality and universal design of the system, buildings or products meet user requirements and expectations in order to offer supportive design for all people. Referred to the built environment, usability studies started as the facilities management (FM) field with the concept of responsibility of the facility manager to fulfill the demand of stakeholders by knowing the action and feedback from users experience to building in use. Consequently, FM related to improvement of surroundings, people and spatial relationships, social, functional aspects, environment and economic (Jensen, 2010; Pheng, 1996).
Usability Requirements for Learning Management Systems in Open Distance Electronic Learning Environments: Considering Lecturers’ Views on Students’ Needs
Published in International Journal of Human–Computer Interaction, 2022
Sewisha Lehong, Judy van Biljon, Ian Sanders
Usability goals are typically presented in the form of specific questions or guidelines, which can be reduced to usability evaluation criteria (Preece et al., 2002). Such criteria enable researchers to assess systems, with the aim of identifying usability problems and improving the usability of those systems. A concept related to usability is that of user experience (UX) which focuses on how the users experience an interactive system. According to Roto et al. (2011, p. 7), this view “emphasizes the outcome and memories of an experience rather than its dynamic nature”. Examples of UX goals include systems that are fun, enjoyable, entertaining, satisfying, helpful, motivating, aesthetically pleasing, supportive of creativity, rewarding and emotionally fulfilling (Hinderks et al., 2019; Preece et al., 2002; Sharp et al., 2019).
Usability Evaluation of Police Mobile Computer Terminals: A Focus Group Study
Published in International Journal of Human–Computer Interaction, 2021
Farzaneh Shahini, David Wozniak, Maryam Zahabi
The objective of this focus group study was to determine the most common usability issues associated with the MCT interface according to police officers who are the primary users of the device. Among all the usability issues, the most frequently mentioned issues were related to lack of interface consistency and adaptability, with cognitive overload and inefficient interaction as secondary issues. Behind these usability principles were major issues such as inconsistency in the order of presented information, desire for voice-based input/output systems, and need for increased consistency with the mapping and guidance systems installed in the MCT interface. To address these issues, officers recommended that information should be standardized to appear in a specific order, with indicators showing information that needs to be added or information that can be considered frivolous for the task at hand. In addition, customization options that allow officers to create an interface that they are familiar with, providing the ability to determine where information pops up, adjustable window sizes, and adjustable data entry methods can be useful in resolving the identified issues. The findings of this focus group study further confirm the results of our prior investigations with various MCT interfaces and in other states. The end users (i.e., police officers) should be the center of MCT interface design in order to ensure efficient human–system interaction. Interface customizability/adaptability is the key to enhance MCTs.
Examining Course Layouts in Blackboard: Using Eye-Tracking to Evaluate Usability in a Learning Management System
Published in International Journal of Human–Computer Interaction, 2020
Quincy Conley, Yvonne Earnshaw, Grayley McWatters
Usability is defined as “the extent to which a system, product or service can be used by specified users to achieve specific goals with effectiveness, efficiency and satisfaction in a specified context of use” (International Organization for Standardization [ISO], 2018). Put simply, usability looks at how easy the interface is to use and consists of five quality components: learnability, efficiency, memorability, errors, and satisfaction (Hartson & Pyla, 2012; Nielsen, 1993, 2012). The concept of usability has been discussed in the human-computer interaction field of computer science for several decades. However, usability does not just apply to business software or entertainment websites, usability should also apply to learning experiences such as LMSs.