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1 8  Chapter 1   Whpt is interaction design?

                            (c)  A well-designed authoring too1 should let the user create a basic page in about 20 min-
                               utes. Learning the full range of  operations and possibilities is  likely to  take much
                               longer, possibly a few days. In reality, there are some good authoring tools that allow
                               the user to get started straight away, providing templates that they can adapt. Most
                               users will extend their repertoire, taking another hour or so to learn more functions.
                               However, very few people actually learn to use the full range of functions provided by
                               the authoring tool. Users will tend to remember frequently used operations (e.g., cut
                               and paste, inserting images), especially if they are consistent with the way they are car-
                               ried out in other software applications. However, less frequently used operations may
                               need to be relearned (e.g., formatting tables).



                           The usability goals discussed so far are well suited to the design of  business systems
                           intended to support working practices. In particular, they are highly relevant for
                           companies and organizations who are introducing or updating applications running
                           on desktop and networked systems-that are intended to increase productivity by
                           improving and enhancing how work gets done. As well as couching them in terms
                           of  specific questions, usability goals are turned  into usability  criteria. These are
                           specific  objectives that enable the usability of a product to be assessed in terms of
                           how it can improve (or not) a user's performance. Examples of commonly used us-
                           ability criteria are time to complete a task (efficiency), time to learn a task (learn-
                           ability), and the number of  errors made when carrying out a given task over time
                           (memorability).


            1.5.2  User experience goals
                           The realization that new technologies are offering increasing opportunities for sup-
                           porting people in their everyday lives has led researchers and practitioners to con-
                           sider further goals. The emergence of  technologies (e.g., virtual reality, the web,
                           mobile computing) in a diversity of  application areas (e.g., entertainment, educa-
                           tion, home, public areas) has brought about a much wider set of  concerns. As well
                           as focusing primarily on improving efficiency and productivity at work, interaction
                           design is increasingly concerning itself with creating systems that are:

                                satisfying
                                enjoyable
                                fun
                                entertaining
                                helpful
                                motivating
                                aesthetically pleasing
                                supportive of creativity
                                rewarding
                                emotionally fulfilling
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