- Ageing Society: The aging society is referred to a society whose median age rises due to rising life expectancy and/or declining birthrates. According to the UN standards, the aging society is defined as the country or region in which the share of population aged over 65 exceeds seven percent of the whole population.
- Assistive Technology (AT) means any technology, system, object or part of it that is used to enhance, maintain or improve the abilities of a disabled individual.
- Accessibility: is the characteristic of a device, a service, a resource or an environment to be easily usable by any type of user.
The term is commonly associated with the possibility for people with reduced or impeded sensory, motor, or psychic (i.e. affected by temporary disability, is stable), to access and move independently in physical environments (in which case we speak of physical accessibility), to enjoy and access cultural content (in which case we speak of cultural accessibility) or use computer systems and resources available typically through the use of assistive technologies or through compliance with accessibility requirements of products
- Usability can be described as the capacity of a system to provide a condition for its users to perform the tasks safely, effectively, and efficiently while enjoying the experience. Usability includes methods of measuring usability, such as needs analysis and the study of the principles behind an object’s perceived efficiency or elegance.
ISO defines usability as “The extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency, and satisfaction in a specified context of use.” The word “usability” also refers to methods for improving ease-of-use during the design process. Usability consultant Jakob Nielsen and computer science professor Ben Shneiderman have written (separately) about a framework of system acceptability, where usability is a part of “usefulness” and is composed of:
- Learnability: How easy is it for users to accomplish basic tasks the first time they encounter the design?
- Efficiency: Once users have learned the design, how quickly can they perform tasks?
- Memorability: When users return to the design after a period of not using it, how easily can they re-establish proficiency?
- Errors: How many errors do users make, how severe are these errors, and how easily can they recover from the errors?
- Satisfaction: How pleasant is it to use the design?
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