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易用度

兩隻軟件,A 同 B,分別嘅學習曲線;軟件 A 條學習曲線比較快到達平嘅最高點,即係 A 對於用家嚟講比較易學識點用。

易用度ji6 jung6 dou6英文usability)喺工程學上係指一個系統(一部機械或者一隻電腦軟件)有幾能夠俾用家用佢有效率噉達到目的。

定義

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國際標準化組織(ISO)係噉樣定義易用度嘅[1]

原版英文:"... 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."
粵文翻譯:(易用度係)一件產品有幾能夠俾特定嘅用家用嚟達到特定(件產品設計嚟達到嘅)目的,而且喺特定嘅情境下達到目的上嚟有效果、有效率同埋能夠令用家滿意

喺最簡化嗰種情況下,易用度可以用學習曲線(learning curve)嘅概念嚟想像。學習曲線心理學同相關領域上用嚟模擬學習現象嘅一種數學模型:想像家陣有個人一路係噉做工作 做一段時間,正常嚟講,隨住時間過去,佢喺工作 上嘅表現正常嚟講會愈嚟愈好(做得愈嚟愈熟手),並且去到某一個點因為受試者技術去到最高點而變平;如果用 Y 軸做嗰個人喺工作 上嘅表現、X 軸做時間,就會畫出一條 Y 值隨時間上升嘅線,呢條就係嗰嗰個人喺工作 上嘅學習曲線,即係好似[2]

當中 係喺工作 上嘅表現(一個理論上會隨住學習而數值下降嘅指標); 係經驗(或者時間); 係指第一吓工作嘅表現;而 呢個參數)會反映個工人嘅學習率(learning rate)。而家假想 係「使用一隻軟件」-如果一隻軟件對用家嚟講容易學識點用,噉用家喺使用隻軟件上嘅學習曲線應該會比較快到達平嘅最高點[3][4]:p. 2

處理器模型

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易用度分析嘅其中一個最重要部份係考慮用家所做嘅認知過程人類處理器模型(human processor model)係易用度分析上成日用嘅一個理論模型,主要攞嚟估計一位用家做某一樣認知作業(例如係撳某一個掣)要用幾耐嘅時間;根據呢個模型,人喺做認知作業嗰陣會經過一柞基本步驟,包括咗

即係好似下圖噉[5]

一位軟件工程師喺度測試緊一隻佢有份設計嘅軟件。

人類處理器模型喺易用度分析上相當有用。例:設計者家陣想設計網購網站,佢哋用心理實驗嘅方法知道咗,用家對眼望勻嗮成個網頁平均要用 230 毫秒,理解得到嗮望到嘅係啲乜就平均要用 300 毫秒,做決策(「買唔買」同埋「要買邊樣嘢」)就平均要用咁多咁多毫秒,而腦部訊號落手嘅肌肉令手做出「撳掣」嘅動作就平均要用咁多咁多毫秒... 等等;將呢啲數值加埋之後,班設計者就可以估計到用家平均會喺個網頁上嘥大約幾耐嘅時間,而呢個數值可以攞嚟做易用度嘅指標之一-易用嘅電腦嘢係應該能夠俾用家快速達成目的嘅[5][6]

評估

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喺實際應用上,人機互動專家會用各種方法評估一個系統嘅易用度,而呢啲評估方法有得分做兩大種[7][8]

  • 易用度測試(usability testing):指真係搵用家(受試者)返嚟試吓用個系統;喺呢個測試過程當中,設計者會要求啲受試者自由噉用吓,跟住又會叫佢哋試吓用某啲特定嘅功能嚟達到某啲里程碑;喺呢個測試過程當中,設計者會用觀察受試者嘅行為,又會某啲方法量度一啲反映易用度嘅指標,「指標」包括「受試者用咗幾多時間嚟達到里程碑」以及「有幾多百分比嘅受試者成功達到里程碑」呀噉-如果個系統易用,應該會出現「多數受試者都能夠喺短時間之內搞掂」嘅情況;而且設計者喺觀察受試者嘅行為嘅過程裏面,仲能夠得到「用家犯錯嗰陣傾向犯乜嘢錯」嘅資訊,而呢樣資訊都幫到設計者度吓個系統嘅設計要點樣執[9]。可以睇埋心理實驗
  • 易用度檢測(usability inspection):指靠易用度專家用客觀方法親自做評估;例如認知走查法(cognitive walkthrough)係一種成日用嘅易用度檢測做法,當一個設計者用認知走查法嗰陣,佢首先要列出嗮「如果用家想要用隻軟件達到某樣效果,需要經過邊啲步驟?」,例如評估緊隻繪圖軟件,列出如果用家想要增加幅圖嘅光度需要先後撳邊個掣;然後 foreach 步驟,設計者都會問幾條問題:
    1. 用家能唔能夠輕易睇得出要撳邊個掣?
    2. 用家能唔能夠理解隻軟件對嗰個功能嘅描述?
  • ... 等等。個設計者會一路做以上嘅嘢,做到評估嗮隻軟件嘅各種功能為止[10][11]

睇埋

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文獻

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  1. T. I. S. Organisation, "Ergonomic Requirements for Office Work with Visual Display Terminals, ISO 9241-11", (1998).
  2. Fioretti, G. (2007). The organizational learning curve. European Journal of Operational Research, 177(3), 1375-1384.
  3. De Laveaga, A., Wadman, M. C., Wirth, L., & Hallbeck, M. S. (2012). Ergonomics of novices and experts during simulated endotracheal intubation. Work, 41(Supplement 1), 4692-4698.
  4. Kainda, R., Flechais, I., & Roscoe, A. W. (2010, February). Security and usability: Analysis and evaluation (PDF). In 2010 International Conference on Availability, Reliability and Security (pp. 275-282). IEEE.
  5. 5.0 5.1 Card, S.K; Moran, T. P; and Newell, A. The Model Human Processor: An Engineering Model of Human Performance. In K. R. Boff, L. Kaufman, & J. P. Thomas (Eds.), Handbook of Perception and Human Performance. Vol. 2: Cognitive Processes and Performance, 1986, pages 1-35.
  6. Liu, Yili; Feyen, Robert; and Tsimhoni, Omer. Queueing Network-Model Human Processor(QN-MHP): A Computational Architecture for Multitask Performance in Human-Machine Systems. ACM Transactions on Computer-Human Interaction. Volume 13, Number 1, March 2006, pages 37-70.
  7. Lewis, J. R. (2006). Usability testing. Handbook of human factors and ergonomics, 12, e30.
  8. Bastien, J. C. (2010). Usability testing: a review of some methodological and technical aspects of the method (PDF). International journal of medical informatics, 79(4), e18-e23.
  9. Dumas, J. S., Dumas, J. S., & Redish, J. (1999). A practical guide to usability testing. Intellect books.
  10. Blackmon, M. H., Polson, P. G., Kitajima, M., & Lewis, C. (2002, April). Cognitive walkthrough for the web (PDF). In Proceedings of the SIGCHI conference on human factors in computing systems (pp. 463-470).
  11. Spencer, R. (2000, April). The streamlined cognitive walkthrough method, working around social constraints encountered in a software development company (PDF). In Proceedings of the SIGCHI conference on Human Factors in Computing Systems (pp. 353-359).
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易用度
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