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Usability
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===Other methods=== ====Cognitive walkthrough==== {{Main|Cognitive walkthrough}} [[Cognitive walkthrough]] is a method of evaluating the user interaction of a working prototype or final product. It is used to evaluate the system's ease of learning. Cognitive walkthrough is useful to understand the user's thought processes and decision making when interacting with a system, specially for first-time or infrequent users. ====Benchmarking==== {{Main|Benchmarking}} [[Benchmarking]] creates standardized test materials for a specific type of design. Four key characteristics are considered when establishing a benchmark: time to do the core task, time to fix errors, time to learn applications, and the functionality of the system. Once there is a benchmark, other designs can be compared to it to determine the usability of the system. Many of the common objectives of usability studies, such as trying to understand user behavior or exploring alternative designs, must be put aside. Unlike many other usability methods or types of labs studies, benchmark studies more closely resemble true experimental psychology lab studies, with greater attention to detail on methodology, study protocol and data analysis.<ref>{{cite web |url=http://www.scottberkun.com/essays/27-the-art-of-usability-benchmarking/ |title=#27 β The art of usability benchmarking |publisher=Scottberkun.com |date=2010-04-16 |access-date=2013-11-01 |url-status=live |archive-url=https://web.archive.org/web/20131104042915/http://scottberkun.com/essays/27-the-art-of-usability-benchmarking/ |archive-date=2013-11-04 }}</ref> ====Meta-analysis==== {{Main|Meta-analysis}} [[Meta-analysis]] is a statistical procedure to combine results across studies to integrate the findings. This phrase was coined in 1976 as a [[Numerical data|quantitative]] literature review. This type of evaluation is very powerful for determining the usability of a device because it combines multiple studies to provide very accurate quantitative support. ====Persona==== {{Main|Persona (marketing)}} [[Persona (marketing)|Personas]] are fictitious characters created to represent a site or product's different user types and their associated demographics and technographics. [[Alan Cooper (software designer)|Alan Cooper]] introduced the concept of using personas as a part of interactive design in 1998 in his book ''The Inmates Are Running the Asylum'',<ref>Cooper, A. (1999). ''The Inmates Are Running the Asylum'', Sams Publishers, {{ISBN|0-672-31649-8}}</ref> but had used this concept since as early as 1975. Personas are a usability evaluation method that can be used at various design stages. The most typical time to create personas is at the beginning of designing so that designers have a tangible idea of who the users of their product will be. Personas are the [[archetypes]] that represent actual groups of users and their needs, which can be a general description of person, context, or usage scenario. This technique turns marketing data on target user population into a few physical concepts of users to create empathy among the design team, with the final aim of tailoring a product more closely to how the personas will use it. To gather the [[marketing]] data that personas require, several tools can be used, including online surveys, [[web analytics]], customer feedback forms, and usability tests, and interviews with customer-service representatives.<ref>{{cite web |url=http://seoroi.com/case-studies/4-5-personas-of-my-seo-site/ |title=How I Built 4 Personas For My SEO Site |publisher=Seoroi.com |access-date=2013-11-01 |url-status=live |archive-url=https://web.archive.org/web/20131103061740/http://seoroi.com/case-studies/4-5-personas-of-my-seo-site/ |archive-date=2013-11-03 }}</ref>
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