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What is Usability

Applied Psycholinguistics and Multilingual Cognition in Human Creativity
Relates to the product or software characteristic that deals with the easiness of use in order to achieve a certain objective.
Published in Chapter:
Methodology for Developing a Usability Assessment Questionnaire in Spanish as a Bilingual Strategy for Software Improvement: A Validation Approach
Manuel Alejandro Barajas Bustillos (Autonomous University of Ciudad Juárez, Mexico), Aide Aracely Maldonado-Macías (Autonomous University of Ciudad Juarez, Mexico), Juan Luis Hernández Arellano (Autonomous University of Ciudad Juárez, Mexico), Liliana Avelar Sosa (Autonomous University of Ciudad Juárez, Mexico), and Rosa María Reyes Martínez (Technological Institute of Ciudad Juárez, Mexico)
DOI: 10.4018/978-1-5225-6992-3.ch007
Abstract
Usability is the characteristic of a software product of being effective and efficient and producing satisfaction for users and traditionally is assessed through questionnaires but most of them are only available in English. A software usability assessment questionnaire (SUAQ) is proposed in two languages: Spanish and English. The methodology comprises four stages: 1) questionnaire development, 2) administration, 3) statistical validation, and 4) sample size determination. Twenty items were evaluated in terms of clarity, consistency, and relevancy. Then, the SUAQ was administered to 95 respondents. Overall, reliability values were acceptable in Spanish and English version, respectively. The factor analysis was feasible since the KMO index, and the Bartlett sphericity test was statistically significant. Both versions of SUAQ were tested to determine their validity. The findings show that the proposed methodology is an effective usability assessment instrument and thus an effective software improvement tool from a bilingual approach.
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Interface Design Issues for Mobile Commerce
Usability refers to how well an application is designed for users to perform desired tasks easily and effectively.
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Evaluation Methods for E-Learning Applications in Terms of User Satisfaction and Interface Usability
Is the extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use.
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CLARC: Robotic Platform to Assist the CGA Evaluation in Elderly Patients
The extent to which a product (or robot) can be used with effectiveness, efficiency and satisfaction by the users in a specific context of use.
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Pulse!!: Designing Medical Learning in Virtual Reality
A quality inherent in user-centered design of a virtual-reality platform determined by quantitative and qualitative data.
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A Proposal of Evaluation Criteria for the Quality of ESL/EFL Websites for Autonomous Learning
Feature or characteristic present in any technology-based product related to the ease of use of such product and how much effort the user must employ to use it.
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A Web-Based Platform for Crop-Specific Data Management and Exchange of Farmers' Experiences
It is a collection of techniques aimed at facilitating the interaction between users and software products.
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Effects of Virtual Reality Learning Platforms on Usability and Presence: Immersive vs. Non-Immersive Platform
A measure of how well users can use the functionality of a particular tool or system.
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Usability Analysis of a Mobile Learning Application
A quality attribute that measures the degree of ease of use, effectiveness, efficiency and satisfaction of a product or software during the execution specific tasks.
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The MOBEL Project: Experiences from Applying User-Centered Methods for Designing Mobile ICT for Hospitals
The extent to which a product can be used by specific users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use (ISO 9241).
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Improving Multimedia Digital Libraries Usability Applying NLP Sentence Similarity to Multimodal Sentences
The term identifies that quality of a system that makes it easy to learn, easy to use, and encourages the user to regard the system as a positive help in getting the job done. Usability it is defined by five quality components: Learnability, which defines how easy it is for users to accomplish basic tasks the first time they encounter the design; Efficiency, which defines users’ quickness in performing tasks; Memorability, which is important when users return to the design after a period of not using it, in order to define how easily they can reestablish proficiency; Errors, which defines how many errors users make, how severe are these errors, and how easily they can recover from errors; And satisfaction, which that defines the satisfaction of the users using the systems.
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Interface Design, Emotions, and Multimedia Learning
“The degree to which people (users) can perform a set of required tasks” (Brink, Gergle, & Wood, 2002).
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Usability Engineering of User-Centered Web Sites
The potential for user efficiency, effectiveness and satisfaction, or simply, user success and satisfaction, when interacting with technology.
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Systematic Review and Evaluation of Pain-Related Mobile Applications
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A Disability-Aware Mentality to Information Systems Design and Development
This refers to how easy it is for an end user to use an information system.
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Interface Technology Trends Implications for News and Information Services
A process of determining how effectively and efficiently people are able to use products or systems created by designers. A core aspect of usability is having people use the product or interface and examine how easy or difficult it is to use. Based on these data, designers make refinements to the system.
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Will Laboratory Test Results be Valid in Mobile Contexts?
The extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency, and satisfaction in a specified context of use (ISO 9241-11)
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Barriers to Successful Knowledge Management
The extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use. endnote 1 Cf. (Bullinger et al., 1998, p.30 AU19: The in-text citation "Bullinger et al., 1998" is not in the reference list. Please correct the citation, add the reference to the list, or delete the citation. ].
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Appropriating Heuristic Evaluation Methods for Mobile Computing
Usability is: “The extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency, and satisfaction in a specified context of use.” (ISO 9241-11 Ergonomic requirements for office work with visual display terminals: Guidance on usability, 1998). ISO 9241 identifies the following as the most useful indicators in measuring the level of usability of a product: effectiveness in use, efficiency in use, and satisfaction in use.
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Design Guidelines for Asynchronous E-Learning Applications
Usability is the extent to which a product or a system can be used by specified users to achieve specified goals with effectiveness, efficiency, and satisfaction in a specified context of use (ISO, 1997).
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Design of a Home Automation App to Assist Elderly and Limited Mobility People
A non-functional software requirements used to measure the ability of users to easily and fully manipulate a software.
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Usability-Oriented Quality Model Based on Ergonomic Criteria
Usability is the effectiveness, efficiency and satisfaction with which specified users achieve specified goals in particular environments (process-oriented definition). Usability is the capability of the software product to be understood, learned, used and attractive to the user, when used under specified conditions (product-oriented definition).
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Learning to Follow Directions in English Through a Virtual Reality Environment: An Eye Tracking Study and Evaluation of Usability
A measure that establishes how easy or difficult is to use a system from the perspective and perception of the user.
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A Software Testing Process Based in Gamification for Children With Down Syndrome
Usability means making products and systems easier to use, and matching them more closely to user needs and requirements.
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Towards the Learning Experience Technology Usability Framework
Learner’s ability to use a product for its intended purpose efficiently without frustration.
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Design and Development of a Taxonomy Generator: A Case Example for Greenstone
ISO 9241-11 defines usability as “the extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use.” Usability of hypertext/Web is commonly measured using established usability dimensions covering categories of usability defects such as screen design, terminology and system information, system capabilities and user control, navigation, and completing tasks.
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Human Factors in Information Security and Privacy
The ease with which a system or interface can be used by a person. Usability studies evaluate alternative designs for products and interfaces to ensure effective transactions.
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E-Learning: Psycho-Pedagogical Utility, Usability and Accessibility Criteria from a Learner Centred Perspective
Easy to learn and easy to use. In the context of educational technologies usability could be associated to efficiency, learnability, memorability, and even, learners’ satisfaction.
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Usability on Standard Work Visuals in Manufacturing
The quality attribute in terms of ease to use and learnability of a human-made product and/or to the methods used to facilitate the use during the design process of a human-made product.
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Design, New Media, and Human-Computer Interactions
A process of determining how effectively and efficiently people are able to use products or systems created by designers. A core aspect of usability is having people use the product or interface and examine how easy or difficult it is to use. Based on these data, designers make refinements to the system.
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Augmented Reality in Informal Learning Environments: A Music History Exhibition
Measure that relates to a product's potential to accomplish the goals of a user. In ICT, it’s often used regarding software applications or web sites, but the concept is also used for any product designed to accomplish a determined task.
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Ergonomic Design of a Driver Training Simulator for Rural India
It is the ease with which a product can be used by the users for fulfilling their specific needs.
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Usability Evaluation of E-Learning Systems
The ISO 9241 defines usability as “the extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency, and satisfaction in a specified context of use.”
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Gamifying Interventions: Sweetening Mental Health Interventions for Children
A measure of how well a user in a specific context can effectively use a product to achieve a defined goal.
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An Integrative Approach to User Interface Design
The term is usually taken to mean that a product is easy to use or “user friendly.” In a more technical sense, the term refers to one of six software characteristics that a product has to have in order to achieve the quality set by the ISO standards.
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The Influence of Ageing on User Experience
Is defined as: the potential for the user to benefit from a product or system’s utility through successful interaction.
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Design of a Web3D Serious Game for Human Anatomy Education: A Web3D Game for Human Anatomy Education
The effectiveness, efficiency, and satisfaction with which specified users achieve specified goals in particular environments.
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Context Awareness in Mobile Devices
This focuses on the creating of the system making sure it is useable. Using the user’s experiences and the factors involved this helps to create a better view into the development of technology, and help provide and maintain a better experience for the user with future technologies.
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E-Learning Design Quality
A key concept of human-computer interface. ISO standard (1997, 1999) views usability as a measure of the quality of a software system: “Usability is the extent to which a product or a system can be used by specified users to achieve specified goals with effectiveness, efficiency, and satisfaction in a specified context of use” (Bevan, 2001 p. 536).
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Experience Evaluation in Virtual Environments on Using an Accessible Prototype
Interaction design term. It refers to characteristics when using a product or interactive system to accomplish the objectives of a task in a context.
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The Usability Dimension in the Development of Web Applications
the extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use.
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Evaluating IBMEC-RJ’s Intranet Usability Using Fuzzy Logic
Means making products and systems easier to use, and matching them more closely to user needs and requirements.
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Digital Moms: Devices, Social Networking Sites, and Perceptions Towards Digital Marketing Strategies
The extent to which a product can be used by specified users to achieve goals with efficiency and satisfaction.
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User-Centred Design and Evaluation of Information Architecture for Information Systems
Degree to which a system can be used by specific users to achieve specific goals in specific contexts.
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Improving User Satisfaction in VO through Systems Usability
The usability concept refers to the time a system takes to perform tasks, to user satisfaction and to the ease with which the user learns to interact with that system. According to the ISO 9126-1 standard, usability is defined as “the capability of a software product to be understood, learned, used, and attractive to the user when used under specified conditions.”
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Virtual Training for Scuba Divers
The quality of a user's experience when interacting with products or systems, including websites, software, devices, or applications. Usability is about effectiveness, efficiency, and the overall satisfaction of the user.
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Individual Risk Assessment (ERIN): Method for the Assessment of Workplace Risks for Work-Related Musculoskeletal Disorders
Magnitude in which a method is considered simple, easy to use and learn, and applicable to varied situations in real contexts.
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Digital Marketing Strategies for Accessible Tourism
It’s a term that refers to the ease of access and/or use of software or website, allowing users to achieve specified goals, with effectiveness, efficiency and satisfaction.
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UI Design for Mobile Technology in a Closed Environment
A term used to denote the ease with which people can employ a particular tool or other human-made object in order to achieve a particular goal effectively with efficiency and satisfaction. In the human-computer interaction context of this chapter, usability refers to the elegance and clarity with which the interaction with a Web site is designed
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Local Internet Forums: Interactive Land Use Planning and Urban Development in Neighbourhoods
Usability is related to interactive tools and their users. Knowing the users, their goals and the context they use the tool in are the main principles of usability. Efficiency of use, learnability, memorability and subjective satisfaction can be considered as dimensions of usability, but also other criteria can be defined. Usability research explores the relationship between the user, his goals or tasks and the use context. The objective in usability design is to find harmony between these elements.
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Application of Direct and Indirect Human-Centered Design Techniques With Dyslexic Users
Usability describes the extent to which a product, like for example software, can be used to achieve specific goals in an effective, efficient, engaging, error-tolerant, and easy-to-learn way.
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Virtual Course of Accessibility of the Tecnológico Nacional de México and IT Aguascalientes: Analysis and Improvement Proposal
Measure of the degree of ease in the use of a type of product (in this case “technological”) and the type of satisfaction generated by that use in the user.
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Transgenerational Designs in Mobile Technology
The term describes users’ effectiveness, efficiency, and satisfaction with which users achieve specified goals in a technical system.
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Designing Medical Research Web Sites
The measure of the ability of users to navigate a website and use it to accomplish some goal with a minimum of mistakes.
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Major Metrics, Concerns, and Assessment Strategy for Mobility Assistive Devices
Is defined as the ease of use and learnability of a human-made object such as a tool or device. It comprises effectiveness, efficiency, learnability, flexibility, robustness, and utility. A usable system should be easy to learn, easy to remember how to use, effective to use, efficient to use, safe to use and enjoyable to use. In software engineering, is related to the degree to which a software can be used by the end-users to achieve quantified objectives with effectiveness, efficiency, and satisfaction in a quantified context of use. Needs analysis and the study of the principles behind an object's perceived efficiency or elegance are in the frames of usability. In human-computer interaction and computer science, usability studies the elegance and clarity with which the interaction with a computer program or a web site is designed. User satisfaction and utility are quality components of usability.
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Blind User Interfacing: Requirements, Models and a Framework
The extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use.
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Assessing Mobile Applications Considered Medical Devices
Relates to user interfaces ease of use.
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Human-Factors Design for Public Information Technology
The degree to which human-technological systems, artifacts, and products are appropriately and efficiently designed for the user (i.e., ease of use) is the indication of that product’s usability. Various heuristics and criteria can provide an objective, empirical basis against which to measure and evaluate the level and degree of design efficiency corresponding to the key construct of usability.
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Striving for Inclusion in E-Learning and E-Health
The quality or state of being usable, ease of use.
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Audience-Drive Design Approach for Web Systems
The extent to which a product or system can be used by specified users to achieve specified goals with effectiveness, efficiency, and satisfaction in a specified context of use.
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Computer Music Interface Evaluation
The extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency, and satisfaction in a specified context of use. In order to evaluate usability, five criteria are used: (1) learnability, (2) effectiveness, (3) efficiency, (4) satisfaction, and (5) capability.
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Designing Online Mental Training Using WebExcellence
The ease and speed with which the user can find and understand the material on the Web site without assistance.
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Do User-Generated Social Shopping Website Features Contribute to Website Aims?
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Adoption of E-Government Services in Developing Countries: An Empirical Evaluation
Refers to the broad discipline of applying sound scientific observation, measurement and design principles to the creation and maintenance of websites to facilitate ease of use and learnability, usefulness and avoidance of discomfort for users.
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Securing the Human Cloud: Applying Biometrics to Wearable Technology
This refers to the overall ease of integration, and the kind of user experience that is offered by the device while being deployed or used. It is important as it directly affects the people that the technology is meaningful to.
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How Visualisation and Interaction Can Optimize the Cognitive Processes Towards Big Data
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.
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Towards Disability-Aware Social Media-Enriched Virtual Learning Environments
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Audience, User, Producer: MOOCs as Activity Systems
The study and practice of use and learnability of designed objects or systems.
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Designing a Ubiquitous Audio-Based Memory Aid
The effectiveness, efficiency, and satisfaction with which specified users of a particular piece of technology can achieve specified goals. Often considered a basic requirement of all new interactive applications and sometimes regulated using ISO9241 11.
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Factors Influencing Virtual Learning System Usage in Higher Education
A non-functional characteristic that refers to capability of the system to be understood, learnt, used and liked by users.
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Using a Design Science Research Approach to Develop a HCI Artifact for Designing Web Interfaces: A Case Study
Usability is defined as the effectiveness, efficiency and satisfaction with which specified users achieve specified goals in particular environments. Effectiveness is the accuracy and completeness with which specified users can achieve specified goals in particular environments. Efficiency is the resources expended in relation to the accuracy and completeness of goals achieved. Satisfaction is the comfort and acceptability of the work system to its users and other people affected by its use.
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Researching Mobile Learning: Understanding the Relationship Between M-Learning and Mobile HCI
The level that a user finds a mobile application or website useful, effective, efficient and satisfactory.
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An Examination of Website Usability
How effectively site visitors can access your site’s information -- things enacted to make a Web site easier to use.
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Critical Human Factors on Mobile Applications for Tourism and Entertainment
the study of the ease with which people can employ a particular tool or other human-made object in order to achieve a particular goal.
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Human-Computer Interaction: A Human Resources Perspective
The degree of effectiveness, efficiency, and satisfaction with which users achieve their goals with a certain software’s user interface.
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Information Overload!: Investigating the Usability of an Information Tool for Crisis Situations With Biometric Data
The extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency, and satisfaction in a specified context of use.
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Human Factors for Business Mobile Systems
The extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use.
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Human Factors for Networked and Virtual Organizations
The degree to which human-technological systems, artifacts, and products are appropriately and efficiently designed for the user (i.e., ease of use) is the indication of that product’s usability. Various heuristics and criteria can provide an objective, empirical basis against which to measure and evaluate the level and degree of design efficiency corresponding to the key construct of usability.
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Web Usability
The ISO 9241-11 standard states that usability is the “effectiveness, efficiency and satisfaction with which a specified set of users can achieve a specified set of tasks in a particular environment”.
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The Ubiquitous Grid
Is an equivalent to “user friendliness” and denotes the ease with which people can employ a tool or an object in order to achieve a particular goal.
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Evaluating Mobile Human-Computer Interaction
“… the extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use.” (ISO9241-11, 1998)
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A Standard-Based Framework to Support Personalisation, Adaptation, and Interoperability in Inclusive Learning Scenarios
“The effectiveness, efficiency and satisfaction with which specified users achieve specified goals in particular environments” (ISO IEC 9241)
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Accessibility, Usability, and Functionality in T-Government Services
The delivery mechanism must be straightforward to use with minimum effort required. Some general rules to guide these principles are maintain a simple design, reducing the number of tables and frames; summarize the key contents on the display; reduce the pages to an adequate number to vehicle the information to the user; make the navigation easy and the remote-control ergonomic; guarantee an intuitive and simple layout; make the visual and graphics elements have no impact on the timing of downloading; create indexes and supports to the navigation that contribute to fasten the process of searching.
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Telegerontology®: A New Technological Resource for Elderly Support
Measurement to know how much a product can be used by some people to reach certain objectives.
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An Ergonomic Perspective of Software Validation in the Medical Product Manufacturing
It refers to the diverse attributes of the products considering the preferences of users.
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Human Factors Assessment of Multimedia Products and Systems
A term that describes the ability of a human to make a product or system perform the required functions with sufficient efficiency, effectiveness, and end user satisfaction.
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Systematic Approach for Improving Accessibility and Usability in Online Courses
An attribute of instructional materials which goes beyond accessibility and assures that the materials are easily understandable to the learner.
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Web Accessibility
According to an ISO (ISO, 1998) definition, this term indicates “the extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency, and satisfaction in a specified context of use.” More generally, “usability” denotes the ease with which people can employ a particular tool or object in order to achieve a particular goal. The term also refers to techniques for testing ease-of-use of existing products as well as methods for improving simplicity of usage during the design process of new ones.
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Experience Factors and Tool Use in End-User Web Development
Usability is the extent to which a product can be used by specified users to achieve specific goals, with effectiveness, efficiency, and satisfaction in a context of use. Both software and Web sites can be tested for usability. For example, the ease with which visitors are able to use a Web site.
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E-Governance and Quality of Life: Associating Municipal E-Governance with Quality of Life Worldwide
Usability is defined as the extent to which a website user finds the website easy to navigate and the extent to which user can use the information on the website to meet a specific objective.
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Social Commerce Design
The effectiveness, efficiency and satisfaction with which specific customers achieve specific goals in a specific context of use.
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A Model for Usability in E-Commerce Services: Theoretical Concept and Empirical Evidence
Refers to the ability of an artifact (e.g., device, program, website) to be used to achieve specified goals with effectiveness, efficiency, and satisfaction in a specified context of use.
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A Service Oriented Ontological Framework for the Semantic Validation of Web Accessibility
A research field that studies how adequate user interfaces are to users, how easily can they learn to perform tasks, and what are their levels of satisfaction when interacting with user interfaces.
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Information Architecture: A Study about Usability and Accessibility
It is a subjective factor that concerns the user satisfaction, an indicator of the quality of the interaction of users with certain interface.
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A Gamified Approach to Enhance Environmental Sustainability Awareness and Responsibility
The ease with which a serious game can be used and understood by its intended users.
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Usability and Affordances for Teaching and Learning in Second Life
Usability in computer software applications relates to the ease with which people are able to use computer software and hardware in accomplishing a particular task or goal.
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Educational Applications as a Support for Reading Disability at Elementary School
Usability is a quality attribute that assesses how easy user interfaces are to use. The word “usability” also refers to methods for improving ease-of-use during the design process.
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Cultural Elements in Spanish SME Websites and Social Media: From Localization to Transcreation?
The ease with which a specific product can be used by its intended users to achieve a specific purpose.
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Methodology Applied Problem-Based Learning in Teaching HCI: A Case Study in Usability Evaluation of an Online Course
Is a quality attribute that assesses how easy user interfaces are to use. The word “usability” also refers to methods for improving ease-of-use during the design process.
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What-If Analysis on the Evaluation of User Interface Usability
the degree to which a specific piece of software can be used by specified users to achieve quantified objectives with effectiveness, efficiency and satisfaction in a use context.
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UDL in Action: Implementing Strategies in a Large Online Course
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Ultra-Wideband Solutions for Last Mile Access Network
Is a measure of the effectiveness, efficiency, and satisfaction with which users achieve specific goals in a particular environment with the interface in question.
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The MOBEL Project: Experiences from Applying User-Centered Methods for Designing Mobile ICT for Hospitals
The extent to which a product can be used by specific users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use (ISO 9241).
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Organizational Implications of Managing the HRIS Employee Experience
The extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency, and satisfaction in a specified context of use.
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The Mid-Air FogScreen and User Experiences
The extent to which the product can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction (ISO 9241-11, 1998).
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Review and Evaluation of Systems Supporting Data Journalism
A criterion for the evaluation of the system aimed at identifying usability features from a user's point of view.
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Usability Cost-Benefit Analysis for Information Technology Applications and Decision Making
The extent to which an Information Technology application, product, software, system, or service can be used easily, can be used without errors and can be learned easily by the users.
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An Event-Driven Community in Washington, DC: Forces That Influence Participation
Interaction across the human-computer interface that is safe, effective, easy to learn and satisfying.
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Human Factors and Innovation with Mobile Devices
A computer system’s usability is based on measurements of users’ experience with the system, but the focus tends to be specifically on the user interface.
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Time for a Change: Designing a Mobile Application to Assist People With Intellectual Disabilities
A set of measures to examine the ease of use of a product by users in a particular context.
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Interface Trends in Human Interaction, the Internet of Things, and Big Data
A process of determining how effectively and efficiently people are able to use products or systems created by designers. A core aspect of usability is having people use the product or interface and examine how easy or difficult it is to use. Based on these data, designers make refinements to the system.
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Anomaly Detection and Quality Evaluation of Web Applications
A set of attributes that bear on the effort needed for use, and on the individual assessment of such use, by a stated or implied set of users (ISO/IEC 9126).
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Specification of the Context of Use for the Development of Web-Based Applications
Extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency, and satisfaction in a specified context of use.
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Capturing Student Affect: Designing and Deploying Effective Microsurveys
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Software Evaluation From the Perspective of Patients and Healthcare Professionals
Usability relates with the concept of ease of use and the ability to use a product for its intended purpose ( Bevan, 1995 ).
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Learnability
The ease with which a user can accomplish a desired task within a Web site. One also talks of a site being user-friendly.
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Ambient Intelligence
Usability is a fine and complex concept, quite beyond intuition. In simple terms, usability refers to the qualities of an object related to its use or, rather, it’s “ease-of-use”. Usability is also the science that studies the principles and design rules to be adopted in order to make usable things. Usability is notoriously a critical issue when dealing with the user interfaces of consumer electronics, computers, communication tools and the Web.
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Wireless Sensor Network to Support Home Care in Telemedicine Applications
Perception of a target user of the effectiveness (fit for purpose), efficiency (work or time required to use), and ease of use of a device, interface, computer program, Web site, and so forth.
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Handhelds for Digital Libraries
ISO 9241-11 defines usability as “the extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency, and satisfaction in a specified context of use.” Usability of hypertext/Web is commonly measured using established usability dimensions covering these categories of usability defects, such as screen design, terminology and system information, system capabilities and user control, navigation, and completing tasks. Perceived usability expresses people’s belief to the extent that a system is not too hard to use, and the performance benefits are not outweighed by the effort of using it.
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The Usability of Social Software
A qualitative attribute that refers to the ease of use of computer software and web-based applications.
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Heuristically Evaluating Web-Based ODL
The ability of a system to interact naturally and transparently with its users. “Naturally” in this context is the way the user is used to act and “transparently” means not interfering with the performed task.
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From Virtual Reality to 360° Videos: Upgrade or Downgrade? The Multidimensional Healthcare VR Technology
Usability indicates if the tools are usable, easy to learn, challenging and engaging, and devoid of major adverse effects.
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Cognitive Models as Usability Testing Tools
In a general ergonomic sense, it is a product’s fitness for purpose
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Analyzing Perspectives on Lifestyle M-Health Apps: User and Non-User Insights
Means how easy it is to use a product and complete tasks with it. The ease-of-use impacts how users perceive the quality of the application.
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Understanding User Experience
According to the ISO 9241(1998) standard usability is: “The ease with which a user can learn to operate, prepare inputs for, and interpret outputs of a system or component.”
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Evaluation of a Speech Interactive CALL System
According to the ISO standard, usability of a system is evaluated in terms of effectiveness (the extent to which the intended goals of use are achieved), efficiency (the resources, such as mental effort, that have to be expended in order to achieve the intended goals) and satisfaction (the extent to which the user finds the use of the product acceptable) with a particular system in a particular context.
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Evaluating the Usability Maturity of Enterprise Resource Planning Systems
Is the capability of the software to be understood learned, used, and attractive by the users, when used under specified conditions.
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What's Memory All About?: The Importance of Memory in Alzheimer's Patients
Making products and systems easier to use, and matching them more closely to user needs and requirements.
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