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usability : ウィキペディア英語版
usability

Usability is the ease of use and learnability of a human-made object.〔http://www.merriam-webster.com/dictionary/usability〕 The object of use can be a software application, website, book, tool, machine, process, or anything a human interacts with. A usability study may be conducted as a primary job function by a ''usability analyst'' or as a secondary job function by designers, technical writers, marketing personnel, and others. It is widely used in consumer electronics, communication, and knowledge transfer objects (such as a cookbook, a document or online help) and mechanical objects such as a door handle or a hammer.
Usability includes methods of measuring usability, such as needs analysis and the study of the principles behind an object's perceived efficiency or elegance. In human-computer interaction and computer science, usability studies the elegance and clarity with which the interaction with a computer program or a web site (web usability) is designed. Usability differs from user satisfaction and user experience because usability also considers usefulness.
==Introduction==
The primary notion of usability is that an object designed with a generalized users' psychology and physiology in mind is, for example:
* More efficient to use—takes less time to accomplish a particular task
* Easier to learn—operation can be learned by observing the object
* More satisfying to use
Complex computer systems find their way into everyday life, and at the same time the market is saturated with competing brands. This has made usability more popular and widely recognized in recent years, as companies see the benefits of researching and developing their products with user-oriented methods instead of technology-oriented methods. By understanding and researching the interaction between product and user, the ''usability expert'' can also provide insight that is unattainable by traditional company-oriented market research. For example, after observing and interviewing users, the usability expert may identify needed functionality or design flaws that were not anticipated. A method called ''contextual inquiry'' does this in the naturally occurring context of the users own environment.
In the user-centered design paradigm, the product is designed with its intended users in mind at all times. In the user-driven or participatory design paradigm, some of the users become actual or de facto members of the design team.〔Holm, Ivar (2006). ''Ideas and Beliefs in Architecture and Industrial design: How attitudes, orientations, and underlying assumptions shape the built environment''. Oslo School of Architecture and Design. ISBN 82-547-0174-1.〕
The term ''user friendly'' is often used as a synonym for ''usable'', though it may also refer to accessibility. Usability describes the quality of user experience across websites, software, products, and environments.
There is no consensus about the relation of the terms ergonomics (or human factors) and usability. Some think of usability as the software specialization of the larger topic of ergonomics. Others view these topics as tangential, with ergonomics focusing on physiological matters (e.g., turning a door handle) and usability focusing on psychological matters (e.g., recognizing that a door can be opened by turning its handle).
Usability is also important in website development (web usability). According to Jakob Nielsen, "Studies of user behavior on the Web find a low tolerance for difficult designs or slow sites. People don't want to wait. And they don't want to learn how to use a home page. There's no such thing as a training class or a manual for a Web site. People have to be able to grasp the functioning of the site immediately after scanning the home page—for a few seconds at most." Otherwise, most casual users simply leave the site and browse or shop elsewhere.

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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