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Engageability: a new sub-principle of the learnability principle in

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dc.contributor.advisor
dc.contributor.author Chimbo, Bester
dc.contributor.author Gelderblom, J.H.
dc.contributor.author De Villiers, M.R. (Ruth)
dc.date.accessioned 2012-03-01T06:26:12Z
dc.date.available 2012-03-01T06:26:12Z
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/10500/5484
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 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 en
dc.type Article en


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