الإستعمالية: إطار عمل مقترح للتحقق من فاعلية تصميم واجهات المستخدم الرسومية

نوع المستند : Original Article

المؤلفون

1 أستاذ مساعد بقسم التصميم الصناعى، كلية الفنون التطبيقية، جامعة بنها

2 مدرس بقسم التصميم الصناعى، كلية الفنون التطبيقية، جامعة دمياط

المستخلص

مفهوم الإستعمالية مصطلح تم تفعيله على نطاق واسع فى مجال تصميم المنتجات/الأنظمة/الخدمات، ويشير إلى سهولة الاستخدام للمنتجات الصناعية وإتمام المهام بكفاءة وفعالية، وكنتيجة مباشرة لتطبيق مفهوم الإستعمالية داخل أى نظام أو منتج تفاعلى، أصبح مفهوم عام وجزءاً لا يتجزأ من تطوير البرامج المخصصة للمنتجات التفاعلية، ولا يزال موضوعاً ذا أهمية فى مجال تكنولوجيا المعلومات، ويتم من خلال إنشاء سيناريو وشخصية مستخدم وهمية، ويناقش البحث إختبار واجهات المستخدم الرسومية الفعلية التى تم إنشائها بواسطة مصممى التفاعلات لتحديد ما إذا كانت تلبى توقعات المستخدمين، وتحقق البحث من النقاط التالية على وجه الخصوص: 1) هل المعلومات معروضة بشكل صحيح؟، 2) هل الواجهة بديهية بما يكفى لفهم وظائفها؟، 3) هل عملية التنقل بين العناصر واضحة ومريحة؟، 4) هل مسار تتابع الوظائف سهل المتابعة؟، 5) هل توفر الواجهة مستوى مناسباً من الدعم للمستخدم أثناء كل خطوة من خطوات المهمة التى يتم تنفيذها؟، 6) هل يجد المستخدمون الواجهة جذابة وممتعة فى الاستخدام؟؛ بشكل عام، باستخدام مجموعة من المعايير المحددة مسبقاً وإجراء العديد من الإختبارات على واجهات رسومية ذات تقسيمات هندسية مختلفة، تم تقييم نجاح تصميم الواجهات التفاعلية بشكل أكثر دقة، علاوة على ذلك، تم إستخلاص إستنتاجات أكثر عمومية حول العوامل الكامنة وراء نجاح عملية تصميم الواجهات الرسومية، وكذلك تحديد أفضل الطرق لتحقيق النتائج المُثلى، وتناقش هذه الورقة المفاهيم المختلفة المتعلقة بإختبار الإستعمالية الخاص بواجهات التفاعل، وتوضح كيف يمكن تطبيقها لتحسين الجودة الإجمالية لتصميم واجهات المستخدم الرسومية بشكل أفضل، وذلك عن طريق دراسة تقسيم مساحات التصميم داخل واجهات المستخدم على هيئة وحدات هندسية، وكذلك مناقشة التحسينات التى يمكن إجراؤها لإثراء تجربة المستخدم، وزيادة فاعلية واجهة المنتج التفاعلية، وتحسين خبرة المستخدم الإجمالية.

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