Resources and links concerning digital accessibility, usability and inclusion.
Designing products, such as websites, to be usable by everyone to the greatest extent possible, without the need for adaptation. Inclusion addresses a broad range of issues including access to and quality of hardware, software, and Internet connectivity; computer literacy and skills; economic situation; education; geographic location; and language — as well as age and disability.
1.(Noun) the degree to which something is able or fit to be used.
2.The ease of use and learnability of a human-made object such as a tool or device. In software engineering, usability is the degree to which a software can be used by specified consumers to achieve quantified objectives with effectiveness, efficiency, and satisfaction in a quantified context of use. Usability includes methods of measuring usability, such as needs analysis and the study of the principles behind an object's perceived efficiency or elegance. In human-computer interaction and computer science, usability studies the elegance and clarity with which the interaction with a computer program or a web site (web usability) is designed. Usability differs from user satisfaction and user experience because usability does not directly consider usefulness or utility.
3.A quality attribute that assesses how easy user interfaces are to use. The word "usability" also refers to methods for improving ease-of-use during the design process. Usability is defined by 5 quality components:
A. Learnability: How easy is it for users to accomplish basic tasks the first time they encounter the design?
B. Efficiency: Once users have learned the design, how quickly can they perform tasks?
C. Memorability: When users return to the design after a period of not using it, how easily
can they reestablish proficiency?
D. Errors: How many errors do users make, how severe are these errors, and how easily
can they recover from the errors?
E. Satisfaction: How pleasant is it to use the design?
(CITE: "Usability 101: Introduction to Usability" by Jakob Nielsen on January 4, 2012
We were able to work with HeroX to draft challenge guidelines, promote the challenge to a targeted audience of interested parties, and ultimately draw a crowd of innovators from across the globe to submit proposals to address our challenge. We were quite satisfied with the number and diversity of both individuals and proposals that the challenge drew.