Usability of Computer Programming Language
Usability of Computer Programming Language
Programming languages form the interface between programmers (the users) and the
computation that they desire the computer to execute. Although studies exist for some
received little or no human factors evaluations. Designers thus have little they can rely
on if they want to make new languages highly usable, and users cannot easily choose a
language based on usability criteria. This SIG will bring together researchers and
practitioners interested in increasing the depth and breadth of studies on the usability
languages.
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1.0 INTRODUCTION
The empirical studies of programmers (ESP), which was also called the psychology of
programming, dates back to before the CHI conference was formed (e.g.,), and yet
“Programming is the process of transforming a mental plan into one that Permission to
make digital or hard copies of part or all of this work for personal or classroom use is
granted without fee provided that copies are not made or distributed for profit or
commercial advantage. The programming language is the way that this transformation
is expressed, and the smaller the transformation, the easier the programming task is
However, few human factors studies provide guidance to language designers or users.
In fact, are cent survey found only randomized controlled trials (RCTs) of features of
textual languages between the early 1950s through 2012. Even modern changes (e.g.,
Java with JDK 8 and 9, C++ 11 or 14, ECMA Script 6) have not been vetted from a
language design (PL) are trying to provide appropriate methods for evaluating
We hope that this can alleviate “programming language wars” based purely on
unsubstantiated claims. This special interest group (SIG) meeting will bring together
these researchers, along with practitioners who have insights into usability issues for
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1.1 BACKGROUND OF THE STUDY
Usability is 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 software can be used
and satisfaction in a quantified context of use. The object of use can be a software
online help) and mechanical objects such as a door handle or a hammer (Evertson,
2001).
Usability includes methods of measuring usability, such as needs analysis and the
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
Complex computer systems find their way into everyday life, and at the same time the
market is saturated with competing brands. This has made usability more popular and
widely recognized in recent years, as companies see the benefits of researching and
methods. By understanding and researching the interaction between product and user,
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the usability expert can also provide insight that is unattainable by traditional
users, the usability expert may identify needed functionality or design flaws that were
not anticipated. A method called contextual inquiry does this in the naturally
paradigm, the product is designed with its intended users in mind at all times. In the
The term user friendly is often used as a synonym for usable, though it may also refer
software, products, and environments. There is no consensus about the relation of the
terms ergonomics (or human factors) and usability. Some think of usability as the
software specialization of the larger topic of ergonomics. Others view these topics as
handle) and usability focusing on psychological matters (e.g., recognizing that a door
behavior on the Web find a low tolerance for difficult designs or slow sites. People
don't want to wait. And they don't want to learn how to use a home page.
In order for computer-based systems to be widely accepted and used effectively, they
need to be well designed via a “user-centered” approach. This is not to say that all
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systems have to be designed to accommodate everyone, but that computer-based
systems should be designed for the needs and capabilities of the people for whom they
are intended. In the end, users should not even have to think about the complexity of
how to use a computer. For that reason, computers and related devices have to be
designed with an understanding that people with specific tasks in mind will want to
use them in a way that is seamless with respect to their work. Additionally, it is very
important to “define style, norms, roles and even mores of human and computer
relationship that each side can live with, as computers become more complex, smarter
autonomous control of more critical aspects of our lives and society (Miller 2004, p.
34).
Systems designers need to know how to think in terms of future users’ tasks and how
establishing a good interface design to let the user interact and deal with the computer
without any difficulties and to have more control of the system. Head (2015, p. 6)
stated that good interface design “is a reliable and effective intermediary, sending us
the right cues so that tasks get done regardless of how trivial, incidental, or artful
technical systems that take into account not only their users, but also the use of
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HCI “is recognized as an interdisciplinary subject” (Dix et al. 2008, p. 4). HCI needs
input from a range of disciplines; for example, “computer science (application design
cognitive processes and the empirical analysis of user behavior), sociology and
2.2 USABILITY
Usability is the measure of the quality of a user's experience when interacting with a
There are several definitions for usability, but basically the following 4 characteristics
Does your product or web site have the above characteristics? Usability increases
benefits for both parties: the User (potential customers) and the Provider (yourself).
i. They will be satisfied, not frustrated, with the web site or product;
ii. They will enjoy interacting with the web site or product;
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iii. They will achieve their goals effectively and efficiently;
iv. They will cultivate confidence and trust in the product or web site.
If your users are satisfied, they will become loyal, and may even recommend your
v. Return on Investment.
vii. all of which saves time and means the finished program can be completed more
quickly
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2.6 The disadvantages of using modular programming:
iii. can lead to problems when modules are linked because link must thoroughly
tested
i. Learnability: How easy is it for users to accomplish basic tasks the first time
iii. Memorability: When users return to the design after a period of not using it,
does the user remember enough to use it effectively the next time, or does the
iv. Errors: How many errors do users make, how severe are these errors and how
i. Usability test can be modified to cover many other types of testing such
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ii. Usability testing can be very economical if planned properly, yet highly
iii. If proper resources (experienced and creative testers) are used, usability test
can help in fixing all the problems that user may face even before the system is
finally released to the user. This may result in better performance and a
standard system.
iv. Usability testing can help in discovering potential bugs and potholes in the
system which generally are not visible to developers and even escape the other
type of testing.
v. Usability testing is a very wide area of testing and it needs fairly high level of
understanding of this field along with creative mind. People involved in the
usability testing are required to possess skills like patience, ability to listen to
the suggestions, openness to welcome any idea, and the most important of them
all is that they should have good observation skills to spot and fix the issues or
problems.
According to Dix, “Interaction involves at least two participants: the user and the
system. Both are complex, as we have seen and are very different from each other in
the way that they communicate and view the domain and the task. The interface must,
(Preece, 1994).
Users can interact with computer systems in a variety of ways. At the lowest level is
batch input, in which the user provides all the information to the computer at once and
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leaves the machine to perform the task. This approach is called indirect interaction.
An approach which involves a real-time interaction between the users and the
computer is called direct interaction, as a dialogue between the user and computer will
be established and at the same time will provide feedback and control right through to
The study of interaction can help both the HCI specialists and the users
understand exactly what is going on in the interaction, and identify the likely root of
difficulties.
It can compare different interaction styles and take into account the interaction
problems. On the other hand, the users are able to achieve their goals successfully.
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2.9.1 Relationship between the HCI and Human Dialogue
HCI is the study and theory of the interaction between humans and complex
technology and is concerned with how current input and output technologies affect
interaction, and the situations in which these technologies and techniques might be put
to best use. Therefore, the relationship between HCI and human dialogue may be
limited in some respects, but if designed properly, a computer system will do as its
user wishes, provided the user knows what is possible and how to give commands.
Communications requires agreement on the terms used in the dialogue. When humans
used and the concepts to which they refer. This is also true of human computer
communication. When a user gives commands to a system, then the system must have
Communications requires agreement, not only upon the terms and concepts used, but
also upon the context of the communication. For example, if two people are speaking
to one another, then there needs to be an agreed understanding of what they are
speaking about.
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CONCLUSION
development of many different kinds of real time software system. By making easy
access to previous work, work once done can be reused and there is a possibility that
more innovative ideas will come. The reviews with users of their requirements, use of
prototypes and the design of the final product in an iterative manner makes the user an
active part of the process and results in a higher level of the system usability and user
satisfaction, since designers are continually working according to their needs. Our
objective here is to lay out the foundation of tools that helps the designer to design
Human Factor Based User Interface, in order to tackle usability issues of modern
systems.
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REFERENCES
Myers Brad, Hudson Scott E., Pausch Randy (2010), Past, Present and Future of User
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