Defining the ergonomic buzzwords

ACM '83 Pub Date : 1900-01-01 DOI:10.1145/800173.809707
J. Meads
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引用次数: 1

Abstract

Current software and computer systems are being advertised and sold today as FRIENDLY systems that are EASY TO USE. Most also claim to be EASY TO LEARN as well. But what is it that makes a system FRIENDLY, EASY TO USE, or EASY TO LEARN? Is it sufficient to enshrine a group of interactive features in a video box connected to a single user microcomputer? If a system is EASY TO USE does that make it FRIENDLY? Or does EASY TO LEARN mean that it is EASY TO USE? Does your friendly, easy-going personal computer salesman differentiate between these terms! Although the physical aspects of human factors have been studied for several decades and have an established scientific base, there is very little published material on the software aspects of ergonomics that is based upon well controlled experimental investigation. However, there is a fair amount of literature in which individuals describe their experiences in various ad hoc situations. The similarities among these experiences has resulted in a fair amount of “folklore” which may be beneficially applied. The terms: EASY TO LEARN, EASY TO USE, and FRIENDLY are defined below according to this experiential base.
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定义人体工程学流行语
当前的软件和计算机系统都被宣传为易于使用的友好系统。大多数也声称很容易学。但是,是什么使系统友好、易于使用或易于学习呢?将一组交互功能嵌入到连接到单个用户微型计算机的视频盒中是否足够?如果一个系统很容易使用,那么它是否就很友好?还是说EASY TO LEARN意味着它很容易使用?你们友好、随和的个人电脑推销员能区分这些术语吗?虽然人类因素的物理方面已经研究了几十年,并有一个建立的科学基础,但很少有基于良好控制的实验调查的人体工程学软件方面的出版材料。然而,有相当数量的文献中,个人描述了他们在各种特殊情况下的经历。这些经验之间的相似之处导致了相当数量的“民间传说”,可以有益地应用。术语:易学、易使用和友好是根据这个经验基础定义的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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