Problems with usability: Difference between revisions

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You should be aware of usability issues in a range of devices including PCs, digital cameras, cell phones, games consoles, MP3 players and other commonly used digital devices. If you understand [[usability]], you should be able to identify usability problems.
To identify a range of usability problems with commonly used digital devices, we must outline issues that hinder the user experience and analyze their potential causes. Below are usability problems associated with common digital devices:


== Do I understand this? ==
---


Consider the following digital devices and identify 5 usability problems for each device.
== Mobile Phones ==
- Problem: Small screen size.
  - Impact: Harder to read text, view images, or use touch-based controls.
  - Possible Cause: Examine how screen size affects user interaction in apps and websites not designed for responsiveness.
- Problem: Touchscreen sensitivity.
  - Impact: Mis-taps lead to unintended actions or navigation.
  - Possible Cause: Assess whether calibration issues or poor interface design lead to frequent input errors.


# your cellphone (or a cellphone)
---
# the TV in your house
# your school computer


Please keep in mind there probably isn't a perfect answer. The '''purpose''' of this activity is to get you to think about usability problems.
== Laptops ==
- Problem: Trackpad usability.
  - Impact: Users find it difficult to control the cursor precisely.
  - Possible Cause: Determine whether low sensitivity settings or hardware design flaws cause inaccuracy.
- Problem: Overheating during prolonged use.
  - Impact: Device becomes uncomfortable or throttles performance.
  - Possible Cause: Explain how poor ventilation or inefficient thermal management in design contributes to this issue.
 
---
 
== 3. Tablets ==
- Problem: Heavy weight for prolonged handheld use.
  - Impact: Users experience physical strain while using the device.
  - Possible Cause: Investigate if material choice or size optimization can improve ergonomics.
- Problem: Limited multitasking functionality compared to laptops.
  - Impact: Reduces productivity for users needing multiple open applications.
  - Possible Cause: Justify whether this limitation stems from hardware constraints or software prioritization.
 
---
 
== 4. Smartwatches ==
- Problem: Small input area.
  - Impact: Difficulties in typing or navigating menus.
  - Possible Cause: Evaluate alternative input methods, such as voice or gestures, for improved usability.
- Problem: Short battery life.
  - Impact: Frequent charging reduces convenience.
  - Possible Cause: Explore how energy-intensive features, like constant connectivity, drain the battery.
 
---
 
== Gaming Consoles ==
- Problem: Complex controller layouts.
  - Impact: New users struggle to remember button mappings.
  - Possible Cause: Discuss whether this complexity is due to game design or a lack of standardization.
- Problem: Online connectivity issues.
  - Impact: Players experience interruptions during multiplayer sessions.
  - Possible Cause: Examine whether server limitations or poor network code exacerbate this problem.





Revision as of 09:18, 20 November 2024

System Fundamentals[1]

To identify a range of usability problems with commonly used digital devices, we must outline issues that hinder the user experience and analyze their potential causes. Below are usability problems associated with common digital devices:

---

Mobile Phones[edit]

- Problem: Small screen size.

 - Impact: Harder to read text, view images, or use touch-based controls.
 - Possible Cause: Examine how screen size affects user interaction in apps and websites not designed for responsiveness.

- Problem: Touchscreen sensitivity.

 - Impact: Mis-taps lead to unintended actions or navigation.
 - Possible Cause: Assess whether calibration issues or poor interface design lead to frequent input errors.

---

Laptops[edit]

- Problem: Trackpad usability.

 - Impact: Users find it difficult to control the cursor precisely.
 - Possible Cause: Determine whether low sensitivity settings or hardware design flaws cause inaccuracy.

- Problem: Overheating during prolonged use.

 - Impact: Device becomes uncomfortable or throttles performance.
 - Possible Cause: Explain how poor ventilation or inefficient thermal management in design contributes to this issue.

---

3. Tablets[edit]

- Problem: Heavy weight for prolonged handheld use.

 - Impact: Users experience physical strain while using the device.
 - Possible Cause: Investigate if material choice or size optimization can improve ergonomics.

- Problem: Limited multitasking functionality compared to laptops.

 - Impact: Reduces productivity for users needing multiple open applications.
 - Possible Cause: Justify whether this limitation stems from hardware constraints or software prioritization.

---

4. Smartwatches[edit]

- Problem: Small input area.

 - Impact: Difficulties in typing or navigating menus.
 - Possible Cause: Evaluate alternative input methods, such as voice or gestures, for improved usability.

- Problem: Short battery life.

 - Impact: Frequent charging reduces convenience.
 - Possible Cause: Explore how energy-intensive features, like constant connectivity, drain the battery.

---

Gaming Consoles[edit]

- Problem: Complex controller layouts.

 - Impact: New users struggle to remember button mappings.
 - Possible Cause: Discuss whether this complexity is due to game design or a lack of standardization.

- Problem: Online connectivity issues.

 - Impact: Players experience interruptions during multiplayer sessions.
 - Possible Cause: Examine whether server limitations or poor network code exacerbate this problem.


Standards[edit]

  • Identify a range of usability problems with commonly used digital devices


References[edit]