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Content Management System

1. Introduction
The measure of the ease with which particular people can employ a particular tool to perform different operations or other human-made object in order to achieve a particular goal is called Usability. Studying and measuring the different objects in a particular system with regards to its usage is also referred to Usability (Wikipedia, 2006). It can also be defined in the case of website development; as considering the needs of a website user and then developing a site according to the needs of user while accommodating all features of navigation between the objects or pages is leads to make the website usable (Infinite Web Design, 2006). According to Benett (1979), User-Friendly can be alter with the word Usability and it doesn’t make any changes in the meanings or it at all. The basic thing is how a person can interact with a system and measurement of this feature of a system taken as usability. Shackel (1981) again defined usability in his own words that if we can measure that how a person can use a particular system effectively to perform certain kinds of tasks under a particular environment is called usability.

1.1 Need of Usability
Usability is one of the main features for System acceptability. It is related to the full system integration and functionality. Practical acceptability of a product includes cost, reliability, compatibility and usefulness. Usefulness further includes utility and usability so its one of the main feature of the system product. If a system is not usable then it will affect the other qualities, attributes and features of the system. Such as it can affect cost of the system on one side and user friendliness on the other side (Greunen, 2002)

1.2 Usability Attributes
In the past usability was thought of referring to a single attribute of a system or device. But now it is categorized as referring to a large number of related attributes (Nielsen, 1993). Nielsen (2003) also described and defined that there are five attributes of usability and we can measure whether a system is usable or not in terms of these attributes. These attributes are learnability, efficiency, memorability, errors and satisfaction.

  • Learnability: The system should be easy to learn so that the user can rapidly start getting some work done with the system.
  • Efficiency: The system should be efficient to use, so that once the user has learned the system, a high level of productivity is possible.
  • Memorability: The system should be easy to remember, so that the casual user is able to return to the system after some period of not having used it, without having to learn everything all over again.
  • Errors: The system should have a low error rate, so that users make few errors during the use of the system, and so that if they do make errors they can easily recover from them. Further, catastrophic errors must not occur.
  • Satisfaction: The system should be pleasant to use, so that users are subjectively satisfied when using it; they like it.

    Utility describes whether a system can perform functionality what is needed and on the other hand usability of the system defines how well users can use the functionality of the system and by combining these two features it can be assessed or measured that how much useful a system is or can be or in other words it can be said that utility and usability bring the usefulness feature in the system (Nielsen 1993).

    Quesenbery (2001, 2002, 2004) has presented a new variation with regards to five usability attributes discussed above. These are also called as 5Es.

    • Effective: This defines how completely and accurately the work or experience is completed or goals reached
    • Efficient: How quickly this work can be completed is; can be described by this element.
    • Engaging: This describes how well the interface draws the user into the interaction and how pleasant and satisfying it is to use
    • Error tolerant: How well the product prevents errors and can help the user recover from mistakes that do occur; is covered by this attribute.
    • Easy to learn: How well the product supports both the initial orientation and continued learning throughout the complete lifetime of use; is lying under this category.

    As there are five attributes of usability which make a system usable there are also five human factors which should also be considered while designing the interface of the system. And these are not taken in the context of usability of the system. These human factors are:

    • Time to learn:  The time which members of the user community can take to learn how to use the commands relevant to a set of tasks is considered as human factor while interacting with the system.
    • Speed of performance: The time which a person takes to carry out the benchmark tasks is used to measure speed of performance.
    • Rate of errors by users: This describes the number and kinds of errors which people frequently make while carrying out the benchmark tasks.
    • Retention over time:  User’s ability to maintain their knowledge after an hour, a day, or a week is called retention over time. Retention may be linked closely to time to learn, and frequency of use plays an important role.
    • Subjective satisfaction:   How much did users like using various aspects of the system (Sheiderman, 1987, 1992, 1998).

    1.3 Usability Evaluation
    There are a number of methods available that can be used for usability evaluation. Some of these will be discussed here as these can be used while assessment of my project.  Heuristic evaluation is the most informal method and involves having usability specialist judge whether each dialogue element follows established usability principles (the “heuristics”). Cognitive walkthroughs use a more explicitly detailed procedure to simulate a user’s problem solving process at each step through the dialogue, checking if the simulated user’s goals and memory content can be assumed to lead to the next correct action. Formal usability inspections use a six-step procedure with strictly defined roles to combine heuristic evaluation and a simplified form of cognitive walkthroughs. Pluralistic walkthroughs are meetings where users, developers, and human factors people step through a scenario, discussing each dialogue element. Feature inspection lists sequence of features used to accomplish typical tasks, checks for long sequences, cumbersome steps, steps that would not be natural for users to try and steps that require extensive knowledge experience in order to assess a proposed feature set. Consistency inspection has designers representing multiple projects inspect an interface to see whether it does things in the same way as their own designs. Standards inspection has an expert on some interface standard ‘inspect the interface for compliance (Nielsen, 2004).

    2. Content Management System
    As the size of web increasing rapidly and its hard to manage the contents on the web specially the sites which have dynamic contents in them such as news portal and search engines because these are becoming more and more complex by the passage of time. This also includes both basic services such as searching and finding related pages, and advanced applications such as Web-scale data mining, community extraction, constructions of indices, taxonomies, and vertical portals. Applications are beginning to emerge that are required to operate at various points on the “petabyte curve”—billions of Web pages that each have megabytes of data, tens of millions of users in a peer-to-peer setting each with several gigabytes of data, etc (Stephen and Ravi et al, 2002).

    A content management system (CMS) is a computer software system for organizing and facilitating collaborative creation of documents and other content (Wikipedia, 2006). There are several recognised types of content management systems:

    • Web content management systems assist in automating various aspects of web publishing, such as wikis.
    • Transactional content management systems (T-CMS) assist in managing e-commerce transactions.
    • Integrated content management systems (I-CMS) assist in managing enterprise documents and content.
    • Publications management systems (P-CMS) assist in managing the publications (manuals, books, help, guidelines, references) content life cycle.
    • Learning management systems (L-CMS) assist in managing the web-based learning content life cycle. See also managed learning environment.
    • Document imaging systems are also generally considered under the family of general content management.
    • Enterprise content management systems (E-CMS) vary in their functionality. Some support both the web and publications content life cycle, while others support the web content life cycle and either transactional content or customer relationship management content. The definition of AIIM for ECM includes methods and tools that "capture, manage, store, preserve and deliver" content across an enterprise. "Manage" contains components like document management, collaboration, business process management, records management, email management, workflow and web content management. The ECM concept is not restricted to web based technologies but includes client/server and hosted/On-demand solutions (Wikipedia, 2006).

    2.1 Need of Content Management System
    The data management on web is becoming very complex for the organisations. Organisations are trying to develop such solutions for the common software domains these days. For this purpose; to manage data properly and handing over the contents to the client they are appreciating such developments which can lead to reduce their work load and to satisfy their customers by giving them and effective and usable product. So organisations today are feeling the need (Teresa , 2006).

    2.2 Advantages of Content Management System
    In today’s life as I discussed before, that the size of web is increasing rapidly and people are bringing their business on the web for better marketing purposes to expand their business domain. Software organizations are thinking to develop a generic solution for the development of systems which are from same domain so content management systems are thought as a solution to certain type of required systems. These bring reliability and consistency in development and are helpful in empowering business users. These are also helpful to cut the price of resources which are needed for development and further more the solution is generic and flexible (Teresa, 2006).

    3.0 XHTML
    XHTML is a family of current and future document types and modules that reproduce, subset, and extend HTML 4 [HTML4]. XHTML family document types are XML based, and ultimately are designed to work in conjunction with XML-based user agents. The details of this family and its evolution are discussed in more detail in [XHTMLMOD]. XHTML 1.0 (this specification) is the first document type in the XHTML family. It is a reformulation of the three HTML 4 document types as applications of XML 1.0 [XML]. It is intended to be used as a language for content that is both XML-conforming and, if some simple guidelines are followed, operates in HTML 4 conforming user agents. Developers who migrates their content to XHTML 1.0 will realize the following benefits:

    • XHTML documents are XML conforming. As such, they are readily viewed, edited, and validated with standard XML tools.
    • XHTML documents can be written to operate as well or better than they did before in existing HTML 4-conforming user agents as well as in new, XHTML 1.0 conforming user agents.
    • XHTML documents can utilize applications (e.g. scripts and applets) that rely upon either the HTML Document Object Model or the XML Document Object Model [DOM].
    • As the XHTML family evolves, documents conforming to XHTML 1.0 will be more likely to interoperate within and among various XHTML environments.
    • The XHTML family is the next step in the evolution of the Internet. By migrating to XHTML today, content developers can enter the XML world with all of its attendant benefits, while still remaining confident in their content's backward and future compatibility (W3C, 2002).

    By Abdul Rauf

 
 
 

     
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