Iso 9241 210

ISO 9241-210:2010とは、国際標準化機構(International Organization for Standardization)が2010年に制定したインタラクティブシステムの人間中心設計に関する規格であり、1999年に制定されたISO 13407を改訂したものである。.

In commerce, user experience (UX) is a person's emotions and attitudes about using a particular product, system or service. It includes the practical, experiential, affective, meaningful and valuable aspects of human–computer interaction and product ownership. Additionally, it includes a person's perceptions of system aspects such as utility, ease of use and efficiency. User experience may be subjective in nature to the degree that it is about individual perception and thought with respect to a system. User experience varies dynamically, constantly modifying over time due to changing usage circumstances and to changes to individual systems as well as to the wider usage context in which they operate. In the end, user experience is about how a user interacts with, and experiences, a product.

Definitions[edit]

The international standard on ergonomics of human system interaction, ISO 9241-210,[1] defines user experience as 'a person's perceptions and responses that result from the use or anticipated use of a product, system or service'. According to the ISO definition, user experience includes all the users' emotions, beliefs, preferences, perceptions, physical and psychological responses, behaviors and accomplishments that occur before, during and after use. The ISO also list three factors that influence user experience: system, user and the context of use.

Note 3 of the standard hints that usability addresses aspects of user experience, e.g. 'usability criteria can be used to assess aspects of user experience'. The standard does not go further in clarifying the relation between user experience and usability. Clearly, the two are overlapping concepts, with usability including pragmatic aspects (getting a task done) and user experience focusing on users’ feelings stemming both from pragmatic and hedonic aspects of the system. Many practitioners use the terms interchangeably. The term usability pre-dates the term user experience. Part of the reason the terms are often used interchangeably is that, as a practical matter, a user will at minimum require sufficient usability to accomplish a task, while the feelings of the user may be less important, even to the user themselves. Since usability is about getting a task done, aspects of user experience like information architecture and user interface can help or hinder a user's experience. If a website has 'bad' information architecture and a user has a difficult time finding what they are looking for, then a user will not have an effective, efficient and satisfying search.

In addition to the ISO standard, there exist several other definitions for user experience.[2] Some of them have been studied by Law et al.[3]

History[edit]

Early developments in user experience can be traced back to the machine age that includes the 19th and early 20th centuries. Inspired by the machine age intellectual framework, a quest for improving assembly processes to increase production efficiency and output led to the development of major technological advancements, such as mass production of high-volume goods on moving assembly lines, high-speed printing press, large hydroelectric power production plants, and radio technology to name a few.

Frederick Winslow Taylor and Henry Ford were in the forefront of exploring new ways to make human labor more efficient and productive. Taylor’s pioneering research into the efficiency of interactions between workers and their tools is the earliest example that resembles today’s user experience fundamentals.[citation needed]

The term user experience was brought to wider knowledge by Donald Norman in the mid-1990s.[4] He never intended the term 'user experience' to be applied only to the affective aspects of usage. A review of his earlier work [5] suggests that the term 'user experience' was used to signal a shift to include affective factors, along with the pre-requisite behavioral concerns, which had been traditionally considered in the field. Many usability practitioners continue to research and attend to affective factors associated with end-users, and have been doing so for years, long before the term 'user experience' was introduced in the mid-1990s.[citation needed] In an interview in 2007, Norman discusses the widespread use of the term 'user experience' and its imprecise meaning as a consequence thereof.[6]

Several developments affected the rise of interest in the user experience

  1. Recent advances in mobile, ubiquitous, social, and tangible computing technologies have moved human-computer interaction into practically all areas of human activity. This has led to a shift away from usability engineering to a much richer scope of user experience, where users' feelings, motivations, and values are given as much, if not more, attention than efficiency, effectiveness and basic subjective satisfaction (i.e. the three traditional usability metrics[7]).[8]
  2. In website design, it was important to combine the interests of different stakeholders: marketing, branding, visual design, and usability. Marketing and branding people needed to enter the interactive world where usability was important. Usability people needed to take marketing, branding, and aesthetic needs into account when designing websites. User experience provided a platform to cover the interests of all stakeholders: making web sites easy to use, valuable, and effective for visitors. This is why several early user experience publications focus on website user experience.[9][10][11][12]

The field of user experience represents an expansion and extension of the field of usability, to include the holistic perspective of how a person feels about using a system. The focus is on pleasure and value as well as on performance. Sengoku basara 2 heroes iso android. The exact definition, framework, and elements of user experience are still evolving.

User experience of an interactive product or a website is usually measured by a number of methods, including questionnaires, focus groups, and other methods. A freely available questionnaire (available in several languages) is the User Experience Questionnaire (UEQ).[13] The development and validation of this questionnaire is described in [14]

The 52B design also raised the left receiver wall abreast the magazine higher than the right, whereas on earlier versions both sides were flush with the loading platform. Laudensack also modified the Speed Lock mechanism, including the addition of an adjustable trigger-return spring and a sprung sear-disengagement plunger. Winchester model 52 serial number 35425.

Google Ngram Viewer shows wide use of the term starting in the 1930s.,[15] 'He suggested that more follow-up in the field would be welcomed by the user, and would be a means of incorporating the results of user's experience into the design of new machines.' Use of the term in relation to computer software also pre-dates Norman.[16]

Influences on user experience[edit]

Many factors can influence a user's experience with a system. To address the variety, factors influencing user experience have been classified into three main categories: user's state and previous experience, system properties, and the usage context (situation).[17] Understanding representative users, working environments, interactions and emotional reactions help in designing the system.

Momentary emotion or overall user experience[edit]

Single experiences influence the overall user experience:[18] the experience of a key click affects the experience of typing a text message, the experience of typing a message affects the experience of text messaging, and the experience of text messaging affects the overall user experience with the phone. The overall user experience is not simply a sum of smaller interaction experiences, because some experiences are more salient than others. Overall user experience is also influenced by factors outside the actual interaction episode: brand, pricing, friends' opinions, reports in media, etc.

One branch in user experience research focuses on emotions. This includes momentary experiences during interaction: designing affective interaction and evaluating emotions. Another branch is interested in understanding the long-term relation between user experience and product appreciation. The industry sees good overall user experience with a company's products as critical for securing brand loyalty and enhancing the growth of customer base. All temporal levels of user experience (momentary, episodic, and long-term) are important, but the methods to design and evaluate these levels can be very different.

See also[edit]

References[edit]

  1. ^International Organization for Standardization (2009). Ergonomics of human system interaction - Part 210: Human-centered design for interactive systems (formerly known as 13407). ISO F±DIS 9241-210:2009.
  2. ^'User experience definitions'. Archived from the original on 13 January 2012.
  3. ^Law, E.; Roto, V.; Hassenzahl, M.; Vermeeren, A.; Kort, J. (4–9 April 2009). 'Understanding, Scoping and Defining User Experience: A Survey Approach'(PDF). Proceedings of Human Factors in Computing Systems conference. CHI’09. Boston, MA, USA. Archived(PDF) from the original on 11 September 2017.
  4. ^Donald Norman, Jim Miller, Austin Henderson: What You See, Some of What's in the Future, And How We Go About Doing It: HI at Apple ComputerArchived 20 October 2017 at the Wayback Machine. Proceedings of CHI 1995, Denver, Colorado, USA
  5. ^Buley, Leah. 2013, The User Experience Team of One: A Research and Design Survival Guide. Rosenfield Media, LLC, USA.
  6. ^'Peter in Conversation with Don Norman About UX & Innovation'. Archived from the original on 7 December 2013.
  7. ^ISO 9241-11:1998, Ergonomics of Human System Interaction: Guidance on usability
  8. ^'COST - Towards the Integration of Transectorial IT Design and Evaluation (End date: November 2013)'. www.cost.eu. Archived from the original on 14 March 2015. Retrieved 9 May 2018.
  9. ^Fleming, J. 1998, Web Navigation: Designing the User ExperienceArchived 10 August 2017 at the Wayback Machine. O'Reilly & Associates, Inc, USA.
  10. ^Garrett, J. 2003, Elements of User Experience: User-Centered Design for the WebArchived 3 December 2016 at the Wayback Machine. New Riders Press, USA.
  11. ^Kuniavsky, M. (2003). Observing the User Experience: A Practitioner's Guide to User Research. United States: Elsevier. ISBN978-0-08-049756-3. Archived from the original on 9 May 2018.
  12. ^Berry, D. 2000, The user experience - The iceberg analogy of usability. Technical library of the IBM Ease of Use Team. 'The user experience'. October 2000. Archived from the original on 15 August 2010. Retrieved 15 September 2010.
  13. ^'UEQ - User Experience Questionnaire'. www.ueq-online.org. Archived from the original on 1 October 2017. Retrieved 9 May 2018.
  14. ^Laugwitz, B., Held, T. & Schrepp, M. (2008). Construction and evaluation of a user experience questionnaireArchived 11 September 2017 at the Wayback Machine. In: Holzinger, A. (Ed.): USAB 2008, LNCS 5298, S. 63-76.
  15. ^Lubrication Engineering. 1945.
  16. ^'Google Ngram Viewer'. books.google.com. Retrieved 9 May 2018.
  17. ^Hassenzahl, M. & Tractinsky, N. 2006, User Experience – a Research AgendaArchived 20 October 2014 at the Wayback Machine. Behaviour and Information Technology, Vol. 25, No. 2, March–April 2006, pp. 91-97
  18. ^Forlizzi, J., Battarbee, K. 2004, Understanding Experience in Interactive SystemsArchived 31 January 2016 at the Wayback Machine. Proceedings of DIS2004, 1–4 August 2004, Cambridge, USA.

External links[edit]

Wikimedia Commons has media related to User experience.
Retrieved from 'https://en.wikipedia.org/w/index.php?title=User_experience&oldid=917998697'

ISO 9241 is a multi-part standard from the International Organization for Standardization (ISO) covering ergonomics of human-computer interaction. It is managed by the ISO Technical Committee 159. It was originally titled Ergonomic requirements for office work with visual display terminals (VDTs).[1] From 2006 on, the standards were retitled to the more generic Ergonomics of Human System Interaction.[2]

As part of this change, ISO is renumbering some parts of the standard so that it can cover more topics, e.g. tactile and haptic interaction. For example, two zeros in the number indicate that the document under consideration is a generic or basic standard. Fundamental aspects are regulated in standards ending with one zero. A standard with three digits other than zero in the number regulate specific aspects.

The first part to be renumbered was part 10 (now renumbered to part 110).[3] Part 1 is a general introduction to the rest of the standard. Part 2 addresses task design for working with computer systems. Parts 3–9 deal with physical characteristics of computer equipment. Parts 110 and parts 11–19 deal with usability aspects of software, including Part 110 (a general set of usability heuristics for the design of different types of dialogue) and Part 11 (general guidance on the specification and measurement of usability).

  • 1Ergonomics of Human System Interaction
  • 2Previous version

Ergonomics of Human System Interaction[edit]

9241

The revised multipart standard is numbered in series as follows:

  • 100 series: Software ergonomics
  • 200 series: Human system interaction processes
  • 300 series: Displays and display related hardware
  • 400 series: Physical input devices - ergonomics principles
  • 500 series: Workplace ergonomics
  • 600 series: Environment ergonomics
  • 700 series: Application domains - Control rooms
  • 900 series: Tactile and haptic interactions

Within those series, the standard currently includes the following parts:

  • Part 100: Introduction to standards related to software ergonomics
  • Part 110: Dialogue principles
  • Part 112: Principles for the presentation of information
  • Part 125: Guidance on visual presentation of information
  • Part 129: Guidance on software individualization
  • Part 151: Guidance on World Wide Web user interfaces
  • Part 143: Forms
  • Part 154: Interactive voice response (IVR) applications
  • Part 161: Guidance on visual user interface elements
  • Part 171: Guidance on software accessibility
  • Part 210: Human-centred design for interactive systems
  • Part 300: Introduction to electronic visual display requirements
  • Part 302: Terminology for electronic visual displays
  • Part 303: Requirements for electronic visual displays
  • Part 304: User performance test methods for electronic visual displays
  • Part 305: Optical laboratory test methods for electronic visual displays
  • Part 306: Field assessment methods for electronic visual displays
  • Part 307: Analysis and compliance test methods for electronic visual displays
  • Part 308: Surface-conduction electron-emitter displays (SED)
  • Part 309 (TR): Organic light-emitting diode (OLED) displays
  • Part 310 (TR): Visibility, aesthetics and ergonomics of pixel defects
  • Part 400: Principles and requirements for physical input devices
  • Part 410: Design criteria for physical input devices
  • Part 910: Framework for tactile and haptic interaction
  • Part 920: Guidance on tactile and haptic interactions

ISO 9241-110[edit]

(formerly ISO9241-10, withdrawn) Dialogue principles (2006)

In 2006, it revised ISO 9241-10:1996, Ergonomic requirements for office work with visual display terminals (VDTs) -- Part 10: Dialogue principles.[3]

This part deals with general ergonomic principles which apply to the design of dialogues between humans and information systems:

  • suitability for the task,
  • suitability for learning,
  • suitability for individualization,
  • conformity with user expectations,
  • self-descriptiveness,
  • controllability, and
  • error tolerance.

ISO 9241-210[edit]

(formerly ISO 13407, withdrawn) Human-centred design processes for interactive systems (1999)

ISO 9241-210, Ergonomics of human-system interaction, provides guidance on human-system interaction throughout the life cycle of interactive systems.[4]

With its introduction in 2008, it revised ISO 13407, Human-centred design for interactive systems.[5]

ISO-9241-302, 303, 305, 307:2008 pixel defects[edit]

Of particular interest to the lay computer user are the definitions of flat-panel TV and monitor pixel defects provided in the ISO-9241-3xx series of standards (which renders obsolete ISO 13406-2). These identify three classes for measuring pixel defects in flat panel monitors:

  • Class 0 panels are completely defect-free, including no full pixel or sub-pixel defects.
  • Class 1 panels permit any or all of the following:
    • 1 full bright (“stuck on white”) pixel
    • 1 full dark (“stuck off”) pixel
    • 2 single or double bright or dark sub-pixels
    • 3 to 5 “stuck on” or “stuck off” sub-pixels (depending on the number of each)
  • Class 2 panels permit any or all of the following:
    • 2 full bright pixels
    • 2 full dark pixels
    • 5-10 single or double bright or dark sub-pixels (again, depending on the number of each; no more than 5 bright (“stuck on”) subpixels are permitted).
  • Class 3 panels permit any or all of the following:
    • 5 full bright pixels
    • 15 full dark pixels
    • 50 single or double sub-pixels stuck on or off

Gba emulator for windows. (allowed pixed defects per 1 (one) million pixels in the TFT/LCD matrix)

As of 2010, most premium branded panel manufacturers specify their products as Class 0, expecting a small number of returns due to early failure where a particular item fails to meet Class 0 but would meet Class 1. Budget panel manufacturers tend to specify their products as Class 1[citation needed]. Most premium branded finished product manufacturers (retail TVs, monitors, Laptops, etc.) tend to specify their products as meeting Class 1 even when they have a Class 0 specified panel inside. Some premium branded finished product manufacturers have started to specify their products as Class 0 or offer a Class 0 guarantee for an additional premium.[6][7][8]

Previous version[edit]

ISO 9241 was originally titled Ergonomic requirements for office work with visual display terminals (VDTs) and consisted of the following parts:

  • Part 1: General introduction
  • Part 2: Guidance on task requirements
  • Part 3: Visual display requirements
  • Part 4: Keyboard requirements
  • Part 5: Workstation layout and postural requirements
  • Part 6: Guidance on the work environment
  • Part 7: Display requirements with reflections
  • Part 8: Requirements for displayed colors
  • Part 9: Requirements for non-keyboard input devices
  • Part 10: Dialogue principles
  • Part 11: Guidance on usability
  • Part 12: Presentation of information
  • Part 13: User guidance
  • Part 14: Menu dialogues
  • Part 15: Command dialogues
  • Part 16: Direct manipulation dialogues
  • Part 17: Form filling dialogues
  • Part 20: Accessibility guidelines for ICT equipment and services

Iso Norm 9241 Teil 210

ISO 9241-1[edit]

Part 1: (1997) Ergonomic requirements for office work with visual display terminals (VDTs) - General IntroductionThis part introduces the multi-part standard ISO 9241 for the ergonomic requirements for the use of visual display terminals for office tasks and explains some of the basic underlying principles. It provides some guidance on how to use the standard and describes how conformance to parts of ISO 9241 should be reported.

ISO 9241-2[edit]

Part 2: (1993) Guidance on task requirementsThis part deals with the design of tasks and jobs involving work with visual display terminals. It provides guidance on how task requirements may be identified and specified within individual organisations and how task requirements can be incorporated into the system design and implementation process.

ISO 9241-3[edit]

Part 3: (1993, deprecated) Visual display requirementsThis part specifies the ergonomics requirements for display screens which ensure that they can be read comfortably, safely and efficiently to perform office tasks. Although it deals specifically with displays used in offices, it is appropriate to specify it for most applications that require general purpose displays to be used in an office-like environment.

ISO 9241-4[edit]

Iso 9241 11

Part 4: (1998) Keyboard requirementsThis part specifies the ergonomics design characteristics of an alphanumeric keyboard which may be used comfortably, safely and efficiently to perform office tasks. Keyboard layouts are dealt with separately in various parts of ISO/IEC 9995: 1994 Information Processing - Keyboard Layouts for Text and Office Systems

ISO 9241-5[edit]

Iso 9241 210 2010

Part 5: (1998) Workstation layout and postural requirementsThis part specifies the ergonomics requirement for a Visual Display Terminal workplace which will allow the user to adopt a comfortable and efficient posture. 1990s computer game haunted house.

ISO 9241-6[edit]

Part 6: (1999) Environmental requirementsThis part specifies the ergonomics requirements for the Visual Display Terminal working environment which will provide the user with comfortable, safe and productive working conditions.

ISO 9241-7[edit]

Part 7: (1998, deprecated) Display requirements with reflectionsThis part specifies methods of measurement of glare and reflections from the surface of display screens, including those with surface treatments.

ISO 9241-8[edit]

Part 8: (1997, deprecated) Requirements for displayed colorsThis part specifies the requirements for multicolour displays which are largely in addition to the monochrome requirements in Part 3.

ISO 9241-9[edit]

Part 9: (2000) Requirements for non-keyboard input devicesThis part specifies the ergonomics requirements for non-keyboard input devices which may be used in conjunction with a visual display terminal. It also includes a suggestion for a user-based performance test as an alternative way of showing conformance. The standard covers such devices as the mouse, trackball and other pointing devices, but it does not address voice input.

ISO 9241-10[edit]

Part 10 (1996, withdrawn) 'Dialogue principles': Gives ergonomic principles formulated in general terms; they are presented without reference to situations of use, application, environment or technology. These principles are intended to be used in specifications, design and evaluation of dialogues for office work with visual display terminals (VDTs).[3]

ISO 9241-11[edit]

Part 11: (1998) This part deals with the extent to which a product can be used by specified users to achieve specified goals with effectiveness (Task completion by users), efficiency (Task in time) and satisfaction (responded by user in term of experience) in a specified context of use (users, tasks, equipments & environments).

ISO 9241-12[edit]

Part 12: (1998) Presentation of informationThis part contains specific recommendations for presenting and representing information on visual displays. It includes guidance on ways of representing complex information using alphanumeric and graphical/symbolic codes, screen layout, and design as well as the use of windows.

ISO 9241-13[edit]

Part 13: (1998) User guidanceThis part provides recommendations for the design and evaluation of user guidance attributes of software user interfaces including Prompts, Feedback, Status, On-line Help and Error Management.

ISO 9241-14[edit]

Part 14: (1997) Menu dialoguesThis part provides recommendations for the ergonomic design of menus used in user-computer dialogues. The recommendations cover menu structure, navigation, option selection and execution, and menu presentation (by various techniques including windowing, panels, buttons, fields, etc.).

ISO 9241-15[edit]

Part 15: (1998) Command language dialoguesThis part provides recommendations for the ergonomic design of command languages used in user-computer dialogues. The recommendations cover command language structure and syntax, command representations, input and output considerations, and feedback and help.

ISO 9241-16[edit]

Part 16: (1999) Direct manipulation dialoguesThis part provides recommendations for the ergonomic design of direct manipulation dialogues, and includes the manipulation of objects, and the design of metaphors, objects and attributes. It covers those aspects of Graphical User Interfaces that are directly manipulated, and not covered by other parts of ISO 9241.

ISO 9241-17[edit]

Part 17: (1998) Form-filling dialoguesThis part provides recommendations for the ergonomic design of form filling dialogues. The recommendations cover form structure and output considerations, input considerations, and form navigation.

References[edit]

  1. ^'ISO 9241-1:1992'. International Organization for Standardization. Retrieved 22 July 2011.
  2. ^'ISO/AWI TR 9241-1'. International Organization for Standardization. Retrieved 22 July 2011.
  3. ^ abc'ISO 9241-10:1996'. International Organization for Standardization. Retrieved 22 July 2011.
  4. ^'ISO 9241-210:2010'. International Organization for Standardization. Retrieved 22 July 2011.
  5. ^'ISO 13407:1999'. International Organization for Standardization. Retrieved 28 April 2011.
  6. ^http://bizsupport2.austin.hp.com/bc/docs/support/SupportManual/c01634493/c01634493.pdf
  7. ^'RouteTo'. Supportapj.dell.com. Retrieved 2013-08-06.
  8. ^http://www.acer.com/acer/service.do;jsessionid=FC40358EEEA4A55F9AB6178CF4B0337C.public_a_14c?LanguageISOCtxParam=hi&sp=page15e&CountryISOCtxParam=IN&miu10einu23.current.attN2B2F2EEF=3767&ctx2.c2att1=158&miu10ekcond13.attN2B2F2EEF=3331&miu10ekcond12.attN2B2F2EEF=3767&ctx1.att21k=1&CRC=836628430

External links[edit]

  • Updates on the new parts of ISO 9241 from Userfocus.co.uk

Iso 19011 Pdf Free

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