7.2 - Usability

0.0(0)
Studied by 0 people
call kaiCall Kai
Locked
learnLearn
examPractice Test
spaced repetitionSpaced Repetition
heart puzzleMatch
flashcardsFlashcards
GameKnowt Play
Card Sorting

1/16

encourage image

There's no tags or description

Looks like no tags are added yet.

Last updated 10:54 AM on 8/24/26
Name
Mastery
Learn
Test
Matching
Spaced
Call with Kai
Chat

No analytics yet

Send a link to your students to track their progress

17 Terms

1
New cards

Usability

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.

2
New cards

Ease of use

Novice users of a product can learn its features within one or two hours. 

3
New cards

Intuitive

Using or based on what one feels to be true even without conscious reason. E.g. pushing buttons, turning knobs, etc.

4
New cards

Mapping

Correspondence between the layout of the controls and their required action. E.g. stovetop, xbox controller, etc.

5
New cards

Visibility

Controls should have high visibility and be obvious how they work. E.g lights turn on when in use, colors, symbols, etc.

6
New cards

Low memory burden

User does not need to have to memorize many features to use it. Fusion 360 = High memory burden, Netflix = low memory burden

7
New cards

Constraints

Ways that limit the way a product can be used. E.g. USB in a USB slot, chatGPT prompts stopping explicit content, etc.

8
New cards

Affordance

Property of an object that indicates how it can be used. Buttons afford pushing, knobs afford twisting/turning. 

9
New cards

Learnability

The extent to which a user can operate a product or system at a defined level of competence after a pre-determined period of training.  

10
New cards

Attitude

Perception, feeling, and opinions, about a product by a user. 

11
New cards

Efficiency of use

How quickly and easily a user can complete tasks with a product, system, or interface. A design with high efficiency minimizes wasted effort, time, and steps, allowing users to achieve their goals smoothly.

12
New cards

Effectiveness

A measure of the speed of performance or error rate and its reflection to the capabilities of a product. 

13
New cards

Clean unambiguous feedback

Lights turn on when a product is on.

14
New cards

Clear human interface

The point where humans and machines interact.

15
New cards

User error

Mistakes/slips when using the product due to aspects such as complexity. 

16
New cards

Benefits from enhanced usability

Improves product acceptance, improves user experience, improved user productivity, reduces need for training and support. 

17
New cards

Population stereotypes

Categorisation of populations based on culture, class, gender, etc. Assumptions and associations can be made in how a population may approach a given situation.