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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 [1] at Digital Equipment Corporation in the UK in 1986 as a tool to be used in usability engineering of electronic office systems.
Hallway testing, also known as guerrilla usability, is a quick and cheap method of usability testing in which people — such as those passing by in the hallway—are asked to try using the product or service. This can help designers identify "brick walls", problems so serious that users simply cannot advance, in the early stages of a new design.
Functionality, usability, reliability, performance and supportability are together referred to as FURPS in relation to software requirements. Agility in working software is an aggregation of seven architecturally sensitive attributes: debuggability, extensibility, portability, scalability, securability, testability and understandability.
Rapid prototyping is a method used in early stages of development to validate and refine the usability of a system. It can be used to quickly and cheaply evaluate user-interface designs without the need for an expensive working model. This can help remove hesitation to change the design, since it is implemented before any real programming begins.
While holistic oriented usability questionnaires such as the system usability scale (SUS) examine the usability of a system on several dimensions such as defined in ISO 9241 Part 11 standard effectiveness, efficiency and satisfaction, a component-based usability questionnaire (CBUQ) [4] is a questionnaire which can be used to evaluate the ...
Usability engineers sometimes work to shape an interface such that it adheres to accepted operational definitions of user requirements documentation.For example, the International Organization for Standardization approved definitions (see e.g., ISO 9241 part 11) usability are held by some to be a context, efficiency, and satisfaction with which specific users should be able to perform tasks.
Usability testing methods aim to evaluate the ease of use of a software product by its users. As existing methods are subjective and open to interpretation, scholars have been studying the efficacy of each method [1] [2] [3] and their adequacy to different subjects, comparing which one may be the most appropriate in fields like e-learning, [4] e-commerce, [5] or mobile applications.
QUIS Version 2.0 was modified and expanded to three major sections. In the first section, there were three questions concerned with the type of system under evaluation and the amount of time spent on that system. In the second section, four questions focused on the user's past computer experiences.