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The Beck Hopelessness Scale ( BHS ) is a 20-item self-report inventory developed by Dr. Aaron T. Beck that was designed to measure three major aspects of hopelessness: feelings about the future, loss of motivation, and expectations. It is a true-false test is designed for adults, age 17–80. It measures the extent of the respondent's negative attitudes, or pessimism, about the future. It may be used as an indicator of suicidal risk in depressed people who have made suicide attempts. It is not designed for use as a measure of the hopelessness construct but has been used as such. Sufficient data about the use of the test with those younger than 17 has not been collected. It may be administered and scored by paraprofessionals, but must be used and interpreted only by clinically trained professionals, who can employ psychotherapeutic interventions. Norms are available for suicidal patients, depressed patients, and drug abusers.

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81-600: The BHS moderately correlates with the Beck Depression Inventory , although research shows that the BDI is better suited for predicting suicidal ideation behavior. The internal reliability coefficients are reasonably high ( Pearson r  = 0.82 to 0.93 in seven norm groups), but the BHS test-retest reliability coefficients are modest (0.69 after one week and 0.66 after six weeks). Dowd and Owen both positively reviewed

162-406: A Web site, decide what to put on the home page, and label the home page categories. It also helps to ensure that information is organized on the site in a way that is logical to users. Tree testing is a way to evaluate the effectiveness of a website's top-down organization. Participants are given "find it" tasks, then asked to drill down through successive text lists of topics and subtopics to find

243-478: A better design solution only because it would require a novel approach and to stick with boring designs. However, applying familiar features into a new interface has been shown not to result in boring design if designers use creative approaches rather than simple copying. The throwaway remark that "the only intuitive interface is the nipple; everything else is learned." is still occasionally mentioned. Any breastfeeding mother or lactation consultant will tell you this

324-401: A different response compared to administration via a postal survey. In participants with concomitant physical illness the BDI's reliance on physical symptoms such as fatigue may artificially inflate scores due to symptoms of the illness, rather than of depression. In an effort to deal with this concern Beck and his colleagues developed the "Beck Depression Inventory for Primary Care" (BDI-PC),

405-467: A door can be opened by turning its handle). Usability is also important in website development ( web usability ). According to Jakob Nielsen , "Studies of user 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. There's no such thing as a training class or a manual for a Web site. People have to be able to grasp

486-416: A goal. A method is a sequence of operators that accomplish a goal. Selection rules specify which method satisfies a given goal, based on context. Sometimes it is useful to break a task down and analyze each individual aspect separately. This helps the tester locate specific areas for improvement. To do this, it is necessary to understand how the human brain processes information. A model of the human processor

567-425: A group of 6 to 10 users are gathered to discuss what they desire in a product. An experienced focus group facilitator is hired to guide the discussion to areas of interest for the developers. Focus groups are typically videotaped to help get verbatim quotes, and clips are often used to summarize opinions. The data gathered is not usually quantitative, but can help get an idea of a target group's opinion. Surveys have

648-546: A hammer. 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 considers user satisfaction and utility as quality components, and aims to improve user experience through iterative design . The primary notion of usability

729-421: A high one-week test–retest reliability (Pearson's r = 0.93), suggesting that it was not overly sensitive to day-to-day variations in mood. The test also has high internal consistency ( α = .91). The development of the BDI was an important event in psychiatry and psychology ; it represented a shift in health care professionals' view of depression from a Freudian , psychodynamic perspective, to one guided by

810-405: A human interacts with. A usability study may be conducted as a primary job function by a usability analyst or as a secondary job function by designers , technical writers , marketing personnel, and others. It is widely used in consumer electronics , communication , and knowledge transfer objects (such as a cookbook, a document or online help ) and mechanical objects such as a door handle or

891-457: A method used in early stages of development to validate and refine the usability of a system. It can be used to quickly and cheaply evaluate user-interface designs without the need for an expensive working model. This can help remove hesitation to change the design, since it is implemented before any real programming begins. One such method of rapid prototyping is paper prototyping . These usability evaluation methods involve testing of subjects for

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972-606: A method, consider cost, time constraints, and appropriateness. For a brief overview of methods, see Comparison of usability evaluation methods or continue reading below. Usability methods can be further classified into the subcategories below. Cognitive modeling involves creating a computational model to estimate how long it takes people to perform a given task. Models are based on psychological principles and experimental studies to determine times for cognitive processing and motor movements. Cognitive models can be used to improve user interfaces or predict problem errors and pitfalls during

1053-551: A metric, often expressed as a percentage. It is important to distinguish between usability testing and usability engineering. Usability testing is the measurement of ease of use of a product or piece of software. In contrast, usability engineering (UE) is the research and design process that ensures a product with good usability. Usability is a non-functional requirement . As with other non-functional requirements, usability cannot be directly measured but must be quantified by means of indirect measures or attributes such as, for example,

1134-456: A more refined prototype, designers often test effectiveness, efficiency, and subjective satisfaction, by asking the user to complete various tasks. These categories are measured by the percent that complete the task, how long it takes to complete the tasks, ratios of success to failure to complete the task, time spent on errors, the number of errors, rating scale of satisfactions, number of times user seems frustrated, etc. Additional observations of

1215-400: A parts library and a method used for identifying the connection between the parts.  This approach can be used by almost anyone and it is a great asset for designers with repetitive tasks. This approach is a combination of the tool kit approach and the part kit approach. Both the dialogue designers and the programmers are able to interact with this prototyping tool. Rapid prototyping is

1296-416: 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

1377-458: A proposed system. One way to stress the importance of these issues in the designers' minds is to use personas, which are made-up representative users. See below for further discussion of personas. Another more expensive but more insightful method is to have a panel of potential users work closely with the design team from the early stages. Test the system early on, and test the system on real users using behavioral measurements. This includes testing

1458-634: A range of researchers across the world, and intuitive interaction is accepted in the research community as being use of an interface based on past experience with similar interfaces or something else, often not fully conscious, and sometimes involving a feeling of "magic" since the course of the knowledge itself may not be consciously available to the user . Researchers have also investigated intuitive interaction for older people, people living with dementia, and children. Some have argued that aiming for "intuitive" interfaces (based on reusing existing skills with interaction systems) could lead designers to discard

1539-518: A reverse gear could be considered unusable according to the former view, and lacking in utility according to the latter view. When evaluating user interfaces for usability, the definition can be as simple as "the perception of a target user of the effectiveness (fit for purpose) and efficiency (work or time required to use) of the Interface" . Each component may be measured subjectively against criteria, e.g., Principles of User Interface Design, to provide

1620-519: A short screening scale consisting of seven items from the BDI-II considered to be independent of physical function. Unlike the standard BDI, the BDI-PC produces only a binary outcome of "not depressed" or "depressed" for patients above a cutoff score of 4. Although designed as a screening device rather than a diagnostic tool, the BDI is sometimes used by health care providers to reach a quick diagnosis. The BDI

1701-408: A suitable answer. Tree testing evaluates the findability and labeling of topics in a site, separate from its navigation controls or visual design . Ethnographic analysis is derived from anthropology. Field observations are taken at a site of a possible user, which track the artifacts of work such as Post-It notes, items on desktop, shortcuts, and items in trash bins. These observations also gather

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1782-409: A task scenario. As more people inspect the scenario for problems, the higher the probability to find problems. In addition, the more interaction in the team, the faster the usability issues are resolved. In consistency inspection, expert designers review products or projects to ensure consistency across multiple products to look if it does things in the same way as their own designs. Activity analysis

1863-405: A third analysis is often used: understanding users' environments (physical, social, cultural, and technological environments). A focus group is a focused discussion where a moderator leads a group of participants through a set of questions on a particular topic. Although typically used as a marketing tool, focus groups are sometimes used to evaluate usability. Used in the product definition stage,

1944-504: A vehicle to easily solicit feedback from users in remote areas. There are two types, quantitative or qualitative. Quantitative use large sample sized and task based surveys. These types of studies are useful for validating suspected usability issues. Qualitative studies are best used as exploratory research, in small sample sizes but frequent, even daily iterations. Qualitative usually allows for observing respondent's screens and verbal think aloud commentary (Screen Recording Video, SRV), and for

2025-408: A website's usability review. Participants in a card sorting session are asked to organize the content from a Web site in a way that makes sense to them. Participants review items from a Web site and then group these items into categories. Card sorting helps to learn how users think about the content and how they would organize the information on the Web site. Card sorting helps to build the structure for

2106-481: Is copyrighted ; a fee must be paid for each copy used. There is no evidence that the BDI-II is more valid or reliable than other depression scales, and public domain scales such as the Patient Health Questionnaire – Nine Item ( PHQ-9 ) have been studied as a useful tool. Ease of use Usability can be described as the capacity of a system to provide a condition for its users to perform

2187-439: Is a 21-question multiple-choice self-report inventory , one of the most widely used psychometric tests for measuring the severity of depression . Its development marked a shift among mental health professionals, who had until then, viewed depression from a psychodynamic perspective, instead of it being rooted in the patient's own thoughts. In its current version, the BDI-II is designed for individuals aged 13 and over, and

2268-413: Is a part of "usefulness" and is composed of: Usability is often associated with the functionalities of the product (cf. ISO definition, below), in addition to being solely a characteristic of the user interface (cf. framework of system acceptability, also below, which separates usefulness into usability and utility ). For example, in the context of mainstream consumer products, an automobile lacking

2349-540: Is a process for generating and reflecting on tangible ideas by allowing failure to occur early. prototyping helps people to see what could be of communicating a shared vision, and of giving shape to the future. The types of usability prototypes may vary from using paper models, index cards, hand drawn models, or storyboards. Prototypes are able to be modified quickly, often are faster and easier to create with less time invested by designers and are more apt to change design; although sometimes are not an adequate representation of

2430-413: Is a usability method used in preliminary stages of development to get a sense of situation. It involves an investigator observing users as they work in the field. Also referred to as user observation, it is useful for specifying user requirements and studying currently used tasks and subtasks. The data collected are qualitative and useful for defining the problem. It should be used when you wish to frame what

2511-504: Is composed of items relating to symptoms of depression such as hopelessness and irritability, cognitions such as guilt or feelings of being punished, as well as physical symptoms such as fatigue, weight loss , and lack of interest in sex. There are three versions of the BDI—the original BDI, first published in 1961 and later revised in 1978 as the BDI-1A, and the BDI-II, published in 1996. The BDI

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2592-446: Is designed to reflect the depth of depression, it can monitor changes over time and provide an objective measure for judging improvement and the effectiveness or otherwise of treatment methods. The instrument remains widely used in research; in 1998, it had been used in over 2000 empirical studies . It has been translated into multiple European languages as well as Arabic , Chinese , Japanese , Persian , and Xhosa . The BDI has

2673-433: Is essentially a less comprehensive version of GOMS that makes simplifying assumptions in order to reduce calculation time and complexity. These usability evaluation methods involve observation of users by an experimenter, or the testing and evaluation of a program by an expert reviewer. They provide more quantitative data as tasks can be timed and recorded. Card sorting is a way to involve users in grouping information for

2754-419: Is inaccurate and the nipple does in fact require learning on both sides. In 1992, Bruce Tognazzini even denied the existence of "intuitive" interfaces, since such interfaces must be able to intuit, i.e., "perceive the patterns of the user's behavior and draw inferences." Instead, he advocated the term "intuitable," i.e., "that users could intuit the workings of an application by seeing it and using it". However,

2835-503: Is needed, or "What do we want to know?" The following usability evaluation methods involve collecting qualitative data from users. Although the data collected is subjective, it provides valuable information on what the user wants. Task analysis means learning about users' goals and users' ways of working. Task analysis can also mean figuring out what more specific tasks users must do to meet those goals and what steps they must take to accomplish those tasks. Along with user and task analysis,

2916-621: Is no set method to determine the correct solution. Rather, there are empirical methods that can be used during system development or after the system is delivered, usually a more inopportune time. Ultimately, iterative design works towards meeting goals such as making the system user friendly, easy to use, easy to operate, simple, etc. There are a variety of usability evaluation methods. Certain methods use data from users, while others rely on usability experts. There are usability evaluation methods for all stages of design and development, from product definition to final design modifications. When choosing

2997-431: Is often very difficult for designers to conduct usability tests with the exact system being designed. Cost constraints, size, and design constraints usually lead the designer to creating a prototype of the system. Instead of creating the complete final system, the designer may test different sections of the system, thus making several small models of each component of the system. Prototyping is an attitude and an output, as it

3078-407: Is on measurement, both informal and formal, which can be carried out through a variety of evaluation methods . Iterative design is a design methodology based on a cyclic process of prototyping, testing, analyzing, and refining a product or process. Based on the results of testing the most recent iteration of a design, changes and refinements are made. This process is intended to ultimately improve

3159-426: Is restricted to methods that are widely used by usability specialists and project managers. It does not specify the details of how to implement or carry out the usability methods described. ISO 9241 is a multi-part standard that covers a number of aspects of people working with computers. Although originally titled Ergonomic requirements for office work with visual display terminals (VDTs) , it has been retitled to

3240-409: Is shown below. [REDACTED] Many studies have been done to estimate the cycle times, decay times, and capacities of each of these processors. Variables that affect these can include subject age, aptitudes , ability, and the surrounding environment. For a younger adult, reasonable estimates are: Long-term memory is believed to have an infinite capacity and decay time. Keystroke level modeling

3321-539: Is sold as a product by Pearson , along with the Beck Anxiety Inventory (BAI) and the Beck Depression Inventory II (BDI-II). The Beck Hopelessness Scale questionnaire consists of twenty true/false questions examining the respondent's attitude for the past week, such as: Beck Depression Inventory The Beck Depression Inventory ( BDI , BDI-1A , BDI-II ), created by Aaron T. Beck ,

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3402-492: Is that an object designed with a generalized users' psychology and physiology in mind is, for example: 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 developing their products with user-oriented methods instead of technology -oriented methods. By understanding and researching

3483-457: Is widely used as an assessment tool by health care professionals and researchers in a variety of settings. The BDI was used as a model for the development of the Children's Depression Inventory (CDI), first published in 1979 by clinical psychologist Maria Kovacs . According to Beck's publisher, 'When Beck began studying depression in the 1950s, the prevailing psychoanalytic theory attributed

3564-401: The interaction between product and user, the usability expert can also provide insight that is unattainable by traditional company-oriented market research . For example, after observing and interviewing 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 occurring context of

3645-478: The " a and b statements" described above were removed, and respondents were instructed to endorse how they had been feeling during the preceding two weeks. The internal consistency for the BDI-IA was good, with a Cronbach's alpha coefficient of around 0.85, meaning that the items on the inventory are highly correlated with each other. However, this version retained some flaws; the BDI-IA only addressed six out of

3726-411: The advantages of being inexpensive, require no testing equipment, and results reflect the users' opinions. When written carefully and given to actual users who have experience with the product and knowledge of design, surveys provide useful feedback on the strong and weak areas of the usability of a design. This is a very common method and often does not appear to be a survey, but just a warranty card. It

3807-423: The advantages, disadvantages, and other factors relevant to using each usability method. It explains the implications of the stage of the life cycle and the individual project characteristics for the selection of usability methods and provides examples of usability methods in context. The main users of ISO/TR 16982:2002 are project managers . It therefore addresses technical human factors and ergonomics issues only to

3888-412: The best ideas from each design are integrated into the final concept. This process can be repeated several times until the team is satisfied with the final concept. GOMS stands for goals, operators, methods, and selection rules . It is a family of techniques that analyzes the user complexity of interactive systems. Goals are what the user must accomplish. An operator is an action performed in pursuit of

3969-440: The design process. A few examples of cognitive models include: With parallel design, several people create an initial design from the same set of requirements. Each person works independently, and when finished, shares concepts with the group. The design team considers each solution, and each designer uses the best ideas to further improve their own solution. This process helps generate many different, diverse ideas, and ensures that

4050-435: The effectiveness of the instrument, with Dowd concluding that the BHS was "a well-constructed and validated instrument, with adequate reliability". In 2012, the scale became the subject of a much circulated DMCA notice that resulted in the temporary shutdown of 1.45 million education blogs due to the scale's inclusion in a single blog several years prior to the incident, sparking widespread indignation. Beck Hopelessness Scale

4131-464: The extent necessary to allow managers to understand their relevance and importance in the design process as a whole. The guidance in ISO/TR 16982:2002 can be tailored for specific design situations by using the lists of issues characterizing the context of use of the product to be delivered. Selection of appropriate usability methods should also take account of the relevant life-cycle process. ISO/TR 16982:2002

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4212-464: The functioning of the site immediately after scanning the home page—for a few seconds at most." Otherwise, most casual users simply leave the site and browse or shop elsewhere. Usability can also include the concept of prototypicality, which is how much a particular thing conforms to the expected shared norm, for instance, in website design, users prefer sites that conform to recognised design norms. ISO defines usability as "The extent to which

4293-505: The items were reworded; only the items dealing with feelings of being punished, thoughts about suicide, and interest in sex remained the same. Finally, participants were asked to rate how they have been feeling for the past two weeks, as opposed to the past week as in the original BDI. Like the BDI, the BDI-II also contains about 21 questions, each answer being scored on a scale value of 0 to 3. Higher total scores indicate more severe depressive symptoms. The standardized cutoffs used differ from

4374-967: The more generic Ergonomics of Human System Interaction . 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. The first part to be renumbered was part 10 in 2006, now part 110. IEC 62366 -1:2015 + COR1:2016 & IEC/TR 62366-2 provide guidance on usability engineering specific to a medical device . Any system or device designed for use by people should be easy to use, easy to learn, easy to remember (the instructions), and helpful to users. John Gould and Clayton Lewis recommend that designers striving for usability follow these three design principles The design team should be user-driven and it should be in direct contact with potential users. Several evaluation methods , including personas , cognitive modeling , inspection, inquiry, prototyping , and testing methods may contribute to understanding potential users and their perceptions of how well

4455-480: The most quantitative data. Usually recorded on video, they provide task completion time and allow for observation of attitude. Regardless to how carefully a system is designed, all theories must be tested using usability tests. Usability tests involve typical users using the system (or product) in a realistic environment [see simulation ]. Observation of the user's behavior, emotions, and difficulties while performing different tasks, often identify areas of improvement for

4536-594: The nature of rules of thumb than specific usability guidelines. Thus, by determining which guidelines are violated, the usability of a device can be determined. Usability inspection is a review of a system based on a set of guidelines. The review is conducted by a group of experts who are deeply familiar with the concepts of usability in design. The experts focus on a list of areas in design that have been shown to be troublesome for users. Pluralistic Inspections are meetings where users, developers, and human factors people meet together to discuss and evaluate step by step of

4617-743: The nine DSM-III criteria for depression. This and other criticisms were addressed in the BDI-II. The BDI-II was a 1996 revision of the BDI, developed in response to the American Psychiatric Association's publication of the Diagnostic and Statistical Manual of Mental Disorders , Fourth Edition, which changed many of the diagnostic criteria for Major Depressive Disorder. Items involving changes in body image , hypochondriasis , and difficulty working were replaced. Also, sleep loss and appetite loss items were revised to assess both increases and decreases in sleep and appetite. All but three of

4698-672: The number of reported problems with ease-of-use of a system. The term intuitive is often listed as a desirable trait in usable interfaces, sometimes used as a synonym for learnable . In the past, Jef Raskin discouraged using this term in user interface design, claiming that easy to use interfaces are often easy because of the user's exposure to previous similar systems, thus the term 'familiar' should be preferred. As an example: Two vertical lines "||" on media player buttons do not intuitively mean "pause"—they do so by convention. This association between intuitive use and familiarity has since been empirically demonstrated in multiple studies by

4779-462: The original BDI had more than one statement marked with the same score. For instance, there are two responses under the Mood heading that score a 2: (2a) "I am blue or sad all the time and I can't snap out of it" and (2b) "I am so sad or unhappy that it is very painful". The BDI-IA was a revision of the original instrument developed by Beck during the 1970s, and copyrighted in 1978. To improve ease of use ,

4860-483: The original: One measure of an instrument's usefulness is to see how closely it agrees with another similar instrument that has been validated against information from a clinical interview by a trained clinician. In this respect, the BDI-II is positively correlated with the Hamilton Depression Rating Scale with a Pearson r of 0.71, showing good convergent validity . The test was also shown to have

4941-407: The patient's own thoughts or "cognitions". It also established the principle that instead of attempting to develop a psychometric tool based on a possibly invalid theory, self-report questionnaires when analysed using techniques such as factor analysis can suggest theoretical constructs. The BDI was originally developed to provide a quantitative assessment of the intensity of depression. Because it

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5022-520: The product or process works. Usability considerations, such as who the users are and their experience with similar systems must be examined. As part of understanding users, this knowledge must "...be played against the tasks that the users will be expected to perform." This includes the analysis of what tasks the users will perform, which are most important, and what decisions the users will make while using your system. Designers must understand how cognitive and emotional characteristics of users will relate to

5103-418: The quality and functionality of a design. In iterative design, interaction with the designed system is used as a form of research for informing and evolving a project, as successive versions, or iterations of a design are implemented. The key requirements for Iterative Design are: identification of required changes, an ability to make changes, and a willingness to make changes. When a problem is encountered, there

5184-472: The quality of user experience across websites, 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 tangential, with ergonomics focusing on physiological matters (e.g., turning a door handle) and usability focusing on psychological matters (e.g., recognizing that

5265-468: The quantification of user testing studies by providing the ability to generate large sample sizes, or a deep qualitative analysis without the need for dedicated facilities. Additionally, this style of user testing also provides an opportunity to segment feedback by demographic, attitudinal and behavioral type. The tests are carried out in the user's own environment (rather than labs) helping further simulate real-life scenario testing. This approach also provides

5346-414: The results. Often it is quite difficult to distinguish the source of the design errors, and what the user did wrong. However, effective usability tests will not generate a solution to the problems, but provide modified design guidelines for continued testing. Remote usability testing (also known as unmoderated or asynchronous usability testing) involves the use of a specially modified online survey, allowing

5427-399: The same limitations as other self-report inventories , in that scores can be easily exaggerated or minimized by the person completing them. Like all questionnaires, the way the instrument is administered can have an effect on the final score. If a patient is asked to fill out the form in front of other people in a clinical environment, for instance, social expectations have been shown to elicit

5508-509: The self. In his view, it was the case that these cognitions caused depression, rather than being generated by depression. Beck developed a triad of negative cognitions about the world, the future, and the self, which play a major role in depression. An example of the triad in action taken from Brown (1995) is the case of a student obtaining poor exam results: The development of the BDI reflects that in its structure, with items such as "I have lost all of my interest in other people" to reflect

5589-405: The sequence of work and interruptions that determine the user's typical day. Heuristic evaluation is a usability engineering method for finding and assessing usability problems in a user interface design as part of an iterative design process. It involves having a small set of evaluators examining the interface and using recognized usability principles (the "heuristics"). It is the most popular of

5670-428: The subject has been feeling in the last week. Each question had a set of at least four possible responses, ranging in intensity. For example: When the test is scored, a value of 0 to 3 is assigned for each answer and then the total score is compared to a key to determine the depression's severity. The standard cut-off scores were as follows: Higher total scores indicate more severe depressive symptoms. Some items on

5751-435: The syndrome to inverted hostility against the self.' By contrast, the BDI was developed in a novel way for its time; by collating patients' verbatim descriptions of their symptoms and then using these to structure a scale which could reflect the intensity or severity of a given symptom. Beck drew attention to the importance of "negative cognitions" described as sustained, inaccurate, and often intrusive negative thoughts about

5832-444: The system for both learnability and usability. (See Evaluation Methods ). It is important in this stage to use quantitative usability specifications such as time and errors to complete tasks and number of users to test, as well as examine performance and attitudes of the users testing the system. Finally, "reviewing or demonstrating" a system before the user tests it can result in misleading results. The emphasis of empirical measurement

5913-447: The system. While conducting usability tests, designers must use usability metrics to identify what it is they are going to measure, or the usability metrics. These metrics are often variable, and change in conjunction with the scope and goals of the project. The number of subjects being tested can also affect usability metrics, as it is often easier to focus on specific demographics. Qualitative design phases, such as general usability (can

5994-481: The task be accomplished?), and user satisfaction are also typically done with smaller groups of subjects. Using inexpensive prototypes on small user groups provides more detailed information, because of the more interactive atmosphere, and the designer's ability to focus more on the individual user. As the designs become more complex, the testing must become more formalized. Testing equipment will become more sophisticated and testing metrics become more quantitative. With

6075-420: The tasks safely, effectively, and efficiently while enjoying the experience. 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. The object of use can be a software application , website, book , tool , machine , process, vehicle , or anything

6156-477: The term intuitive interaction has become well accepted in the research community over the past 20 or so years and, although not perfect, it should probably be accepted and used. ISO/TR 16982:2002 (" Ergonomics of human-system interaction—Usability methods supporting human-centered design") is an International Standards Organization (ISO) standard that provides information on human-centered usability methods that can be used for design and evaluation. It details

6237-542: The usability inspection methods, as it is quick, cheap, and easy. Heuristic evaluation was developed to aid in the design of computer user-interface design. It relies on expert reviewers to discover usability problems and then categorize and rate them by a set of principles (heuristics.) It is widely used based on its speed and cost-effectiveness. Jakob Nielsen's list of ten heuristics is the most commonly used in industry. These are ten general principles for user interface design. They are called "heuristics" because they are more in

6318-408: The users give designers insight on navigation difficulties, controls, conceptual models, etc. The ultimate goal of analyzing these metrics is to find/create a prototype design that users like and use to successfully perform given tasks. After conducting usability tests, it is important for a designer to record what was observed, in addition to why such behavior occurred and modify the model according to

6399-401: The users own environment. In the user-centered design paradigm , the product is designed with its intended users in mind at all times. In the user-driven or participatory design paradigm, some of the users become actual or de facto members of the design team. The term user friendly is often used as a synonym for usable , though it may also refer to accessibility . Usability describes

6480-481: The whole system, are often not durable and testing results may not be parallel to those of the actual system. This tool kit is a wide library of methods that used the traditional programming language and it is primarily developed for computer programmers. The code created for testing in the tool kit approach can be used in the final product. However, to get the highest benefit from the tool, the user must be an expert programmer. The two elements of this approach include

6561-474: The world, "I feel discouraged about the future" to reflect the future, and "I blame myself for everything bad that happens" to reflect the self. The view of depression as sustained by intrusive negative cognitions has had particular application in cognitive behavioral therapy (CBT), which aims to challenge and neutralize them through techniques such as cognitive restructuring . The original BDI, first published in 1961, consisted of twenty-one questions about how

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