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	<title>UX Garden &#187; 定义</title>
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		<title>可用性维度的5个E</title>
		<link>http://www.uxgarden.com/2008/11/%e5%8f%af%e7%94%a8%e6%80%a7%e7%bb%b4%e5%ba%a6%e7%9a%845%e4%b8%aae/</link>
		<comments>http://www.uxgarden.com/2008/11/%e5%8f%af%e7%94%a8%e6%80%a7%e7%bb%b4%e5%ba%a6%e7%9a%845%e4%b8%aae/#comments</comments>
		<pubDate>Tue, 11 Nov 2008 08:02:28 +0000</pubDate>
		<dc:creator>Junge</dc:creator>
				<category><![CDATA[可用性测试]]></category>
		<category><![CDATA[usability]]></category>
		<category><![CDATA[可用性]]></category>
		<category><![CDATA[定义]]></category>
		<category><![CDATA[维度]]></category>

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		<description><![CDATA[Whitney Quesenbery用5个E开头的单词来描述可用性的5个维度，分别是：
Effective，Efficient，Engaging，Error Tolerant，Easy to Learn。]]></description>
			<content:encoded><![CDATA[<p>Whitney Quesenbery用5个E开头的单词来描述可用性的5个维度，分别是：</p>
<ul>
<li> Effective</li>
<li>Efficient</li>
<li>Engaging</li>
<li>Error Tolerant</li>
<li>Easy to Learn</li>
</ul>
<p><strong>Effective</strong>指的是效力。如果一个系统或者设备无法让用户完成他想要做的工作，无论任务难易或者所花费时间的长短，那么这个系统的效力是很低的。如果我们想测量系统的效力，需要先定义什么是成功的完成一个任务，不管是直接或者曲折的。</p>
<p><strong>Efficient</strong>指的是效率，这个很容易理解。完成任务的时间是衡量效率的主要指标。</p>
<p><strong>Egaging</strong>指的是满意程度，包含了这个界面在多大程度上吸引用户去使用，以及使用中的愉悦感觉，当然还有使用后的满意程度。</p>
<p><strong>Error Tolerant</strong>指的是系统防止错误以及从错误中恢复的能力。</p>
<p><strong>Easy to learn</strong>指的是可学性。某些系统的使用的频率很低，用户可能隔很久才会再用一次。怎么保证用户事隔很久之后还能很容易的再次使用这个系统呢？可学性是一个重要的指标。</p>
<h4>____________________________________________________________________</h4>
<h3>Effective</h3>
<p>The completeness and accuracy with which users achieve their goals.</p>
<p>Effective is the first E. If a user cannot actually do the thing he or she set out to do, it</p>
<p>probably doesn’t matter whether the experience was short or long, easy or hard. In the end,</p>
<p>they have failed to complete their tasks or meet their goals. If we want to be able to</p>
<p>measure effectiveness, we have to know how people define success or usefulness, whether this is</p>
<p>relatively straight forward or more subtle.</p>
<h3><strong>Efficient</strong></h3>
<p>The speed (with accuracy) with which this work can be done.</p>
<p>Efficiency may be something that is carefully defined, for example in a call center where</p>
<p>operators are measured on the number of calls they can handle in a day. It may be a</p>
<p>subjective judgement of when a task is taking “too long” or “too many clicks.”</p>
<h3><strong>Engaging</strong></h3>
<p>How pleasant, satisfying or interesting an interface is to use</p>
<p>“Engaging” replaces “satisfaction,” looking for a word that suggests the ways that the</p>
<p>interface can draw someone into a site or a task. It also looks at the quality of the</p>
<p>interaction, or how well the user can connect with the way the product is presented and</p>
<p>organized.</p>
<h3><strong>Error Tolerant</strong></h3>
<p>How well the product prevents errors, and helps the user recover from any that do</p>
<p>occur</p>
<p>It would be lovely to say “error free” or “prevents errors” but mistakes and accidents and</p>
<p>misunderstandings will happen. The cat nudges the mouse as you click. You misread a link</p>
<p>and need to find your way back, or enter a number with a typo. The real test is how helpful</p>
<p>the interface is when an error does occur.</p>
<h3><strong>Easy to Learn</strong></h3>
<p>How well the product supports both initial orientation and deeper learning</p>
<p>A product may be used just once, once in a while, or on a daily basis. It may support a task</p>
<p>that is easy or complex; and the user may be an expert or a novice in this task. But every</p>
<p>time it is used the interface must be remembered or relearned, and new areas of the</p>
<p>product may be explored over time.</p>
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