dc.contributor.author |
Chimbo, Bester
|
|
dc.contributor.author |
Gelderblom, J.H.
|
|
dc.contributor.author |
De Villiers, M.R. (Ruth)
|
|
dc.date.accessioned |
2014-02-06T16:29:50Z |
|
dc.date.available |
2014-02-06T16:29:50Z |
|
dc.date.issued |
2011-12 |
|
dc.identifier.citation |
Td The Journal for Transdisciplinary Research in Southern Africa, 7(2) December 2011, pp. 383 - 406. |
en |
dc.identifier.uri |
http://hdl.handle.net/10500/13153 |
|
dc.description.abstract |
The learnability principle relates to improving the usability of software, as well as users’
performance and productivity. A gap has been identified as the current definition of the
principle does not distinguish between users of different ages. To determine the extent of
the gap, this article compares the ways in which two user groups, adults and children,
learn how to use an unfamiliar software application. In doing this, we bring together the
research areas of human-computer interaction (HCI), adult and child learning, learning
theories and strategies, usability evaluation and interaction design. A literature survey
conducted on learnability and learning processes considered the meaning of learnability
of software applications across generations. In an empirical investigation, users aged from
9 to 12 and from 35 to 50 were observed in a usability laboratory while learning to use
educational software applications. Insights that emerged from data analysis showed
different tactics and approaches that children and adults use when learning unfamiliar
software. Eye tracking data was also recorded. Findings indicated that subtle reinterpretation
of the learnability principle and its associated sub-principles was required.
An additional sub-principle, namely engageability was proposed to incorporate aspects of
learnability that are not covered by the existing sub-principles. Our re-interpretation of
the learnability principle and the resulting design recommendations should help
designers to fulfill the varying needs of different-aged users, and improve the learnability
of their designs. |
en |
dc.language.iso |
en |
en |
dc.subject |
Child computer interaction |
en |
dc.subject |
Design principles |
en |
dc.subject |
Eye tracking |
en |
dc.subject |
Generational differences |
en |
dc.subject |
human-computer interaction |
en |
dc.subject |
Learning theories |
en |
dc.subject |
Learnability |
en |
dc.subject |
Engageability |
en |
dc.subject |
Software applications |
en |
dc.subject |
Usability |
en |
dc.title |
Engageability: a new sub-principle of the learnability principle in human-computer interaction |
en |
dc.type |
Article |
en |
dc.description.department |
Computing |
en |