Consumability 可消费性, 用户体验

Consumability

引用
A concept recently championed by International Business Machines (IBM), the idea of consumability is that there are a set of attributes that are particularly important to the client experience. By increasing the consumability of the product, you increase the value of that software to the client. People must be able to not only know about a software product, but also be able to use it easily.

The following components are often the most scrutinized when evaluation your software for consumability:

    * Installation
    * Configuration
    * Maintenance
    * Problem determination
    * User experience

In software development, "consumability" is often used synonymously with "usability" despite a different literal meaning.


可消费性,说白了,就是让别人能用,易用,也就是usability。用户体验,眼下,是一个对软件产品或服务至关重要的东东。为什么?竞争!同类产品太多,如果你的软件没有一个好的服务态度和质量,谁爱搭理你。另外,也是人性话的一种发展。人们越来越多地使用软件服务来满足日常生活的需要,如果不好用,简直是痛苦,还提什么改善工作生活环境。

可消费行是IBM发起的一个概念。目的也就是研究人们可以在哪些方面或者使用哪些方式来提高用户体验,改善软件服务的易用性。

引用

Usability consultant Jakob Nielsen and computer science professor Ben Shneiderman have written (separately) about a framework of system acceptability, where usability is a part of "usefulness" and is composed of:

    * Learnability: How easy is it for users to accomplish basic tasks the first time they encounter the design?
    * Efficiency: Once users have learned the design, how quickly can they perform tasks?
    * Memorability: When users return to the design after a period of not using it, how easily can they re establish proficiency?
    * Errors: How many errors do users make, how severe are these errors, and how easily can they recover from the errors?
    * Satisfaction: How pleasant is it to use the design?


易学 - 最好不用学习,直接就可以使用。只要用户有相关的业务只是就可以。最好用户不用思考就知道怎么去做。最好还能引导和帮助用户去做,达到一定的决策支持和智能帮助。
效率 - 用尽量少的操作完成尽量多的工作。用点击代替输入。
记忆性 - 记住用户的偏好,用户下次来了就能重用以前的过程,这里有点个性化的味道
错误处理 - 对于系统或用户操作引发的错误,能很好的帮助或提示如何解决,最好能有一键恢复的功能。
满意度 - 让用户喜欢用,感觉用他就是一种享受。 美工很重要!

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