Learnability is all about how easy it is for someone new to start using something (like an app or a website) and get really good at it quickly.
If you pick up a new video game, learnability is how quickly you can understand the controls, figure out how to move around, and start having fun or winning.
A system with high learnability means you don't need a lot of time or a thick manual to get going; you can jump right in and feel like a pro sooner rather than later.
Predictability: Determining effect of future actions based on past interaction history
Predictability: Clearly shows what your actions will do.
Predictability: If you press "play" on a music app, you expect it to start playing music, because that's what happened in other apps.
Predictability: Seeing a trash bin icon and knowing clicking it will delete something.
Synthesizability: A design feature that provides support for the user to assess the effect of past operations on the current state.
An example of synthesizability in learnability is the "undo" feature found in many software applications.
Synthesizability refers to the ability of users to assess the impact of their past operations on the current state of the system.
Familiarity: Measure how prior knowledge and experience of the user can be applied during interaction with a new system.
Familiarity in the context of human-computer interaction (HCI) refers to the ease with which users can apply their previous knowledge and experience to interact with a new system.
A system with high familiarity is intuitive for users because it behaves in ways they expect based on their past experiences.
Guessability: This is about how well the design meets the user's initial expectations.
For instance, a play button (triangle shape) on a video player is guessable because most people expect it to start the video.
Use of metaphors: Refers to using real-world analogies in design, like a desktop icon representing the main screen of a computer, helping users intuitively grasp how to navigate the interface.
Affordance: Indicates how the design elements suggest their function, such as a scrollbar looking like something you can drag up or down to view more content on the page.
Generalizability is extending specific interaction knowledge to new situations.
Generalizability refers to the ability of users to apply knowledge gained from one context to another within the same system or interface.
Generalizability is about how learning one part of the system helps to understand and use other parts.
Generalizability: If a user learns to cut and paste text in a word processor like Microsoft Word, they should find it easy to apply the same action (cut and paste) in other applications, such as an email client or a graphic design tool.
Generalizability: This concept relies on consistent interaction patterns across different areas of the system, enhancing the user's ability to generalize their knowledge and skills to new tasks within the system.
Consistency is the likeness in input-output behavior arising from similar situations or similar task objectives.
Consistency means that a system should behave in a uniform way across its various parts.
When actions are consistent, users can transfer their knowledge from one part of the system to another.
Consistency: For example, if double-clicking an icon on a desktop opens an application, then double-clicking should open items similarly in other contexts within the operating system.
This consistency helps users learn the system faster because they can
predict how it will respond to their actions based on their past experiences.
Flexibility means the multiplicity of ways in which the end-user and the system exchange the information.
Flexibility in human-computer interaction refers to the system's ability to adapt to the user's needs, allowing for multiple ways to achieve tasks or goals.
Flexibility: It encompasses the ease with which users can customize or modify the system to better suit their preferences and the way they work.
Multithreading: Enables users to perform multiple tasks simultaneously.
Multithreading: For instance, in a web browser, users can open several tabs to work on different websites at the same time.
Multithreading: In a web browser, you can download a file, watch a video, and chat in a messenger app all at the same time within separate tabs.
Task Migratability: Facilitates the transfer of tasks across devices or systems, providing continuity in the user experience.
Task migratability is the ability to pass a control for the execution of a given task so that it becomes either internalized by the user or the system or shared between them.
Task Migratability: Using a smartphone to listen to music while browsing the internet and receiving notifications. This shows how users can engage in different activities simultaneously on the same device.
Task Substitutivity: Offers alternative methods to accomplish tasks, catering to different user habits or situations.
Substitutivity is allowing equivalent values of input and output to be arbitrarily substituted for each other.
Task Substitutivity: In a word processor, selecting text can be done by mouse dragging, using shift-key with arrow keys, or tapping on a touchscreen. This variety allows users to choose their preferred method.
Customizability is the modifiability of the user interface by the user or the system.