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Usability Introduction

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Title: Usability Introduction


1
Usability Introduction
Andrew Wadsworthguest lecture forLIS390-W1A
2
Design
  • the act of working out the form of something
  • an arrangement scheme
  • something intended as a guide for making
    something else
  • a preliminary sketch indicating the plan for
    something

3
Design as a process
  • The approach that engineering (and some other)
    disciplines use to specify how to create or do
    something. A successful design must satisfies a
    (perhaps informal) functional specification (do
    what it was designed to do) conforms to the
    limitations of the target medium (it is possible
    to implement) meets implicit or explicit
    requirements on performance and resource usage

4
Interface
  • a common boundary between two things
  • a program that controls a display for the user
    (usually on a computer monitor) and that allows
    the user to interact with the system
  • A boundary across which two systems communicate.

5
User Interface
  • a program that controls a display for the user
    (usually on a computer monitor) and that allows
    the user to interact with the system
  • The aspects of a computer system or program which
    can be seen (or heard or otherwise perceived) by
    the human user, and the commands and mechanisms
    the user uses to control its operation and input
    data.

6
Usability
  • The effectiveness, efficiency, and satisfaction
    with which users can achieve tasks in a
    particular environment of a product. High
    usability means a system is easy to learn and
    remember efficient, visually pleasing and fun to
    use and quick to recover from errors.

7
Human-Computer Interaction
  • (HCI) The study of how humans interact with
    computers, and how to design computer systems
    that are easy, quick and productive for humans to
    use.

8
System Acceptability
  • Practical Acceptability
  • Cost
  • Compatibility
  • Reliability
  • Usefulness
  • Social Acceptability

9
Usefulness
  • Utility
  • Usability
  • Easy to learn
  • Efficient to use
  • Easy to remember
  • Few Errors
  • Pleasing to use

10
Components of Usability
  • Learnability
  • Efficiency
  • Memorability
  • Errors
  • Satisfaction

11
Learnability
  • Characteristics
  • easiest component to measure
  • some systems take zero time to learn
  • Measurement
  • time to complete a task successfully
  • a set of tasks in a minimum period of time
  • Considerations
  • most users dont take the time to completely
    learn the system before they begin to use it

12
Efficiency of Use
  • Characteristics
  • refers to when a users level of performance no
    longer increases over time (levels out)
  • users may never reach the steady-state
    performance level (always increasing)
  • most users plateau once they have learned
    enough
  • Measurement
  • must have access to experienced users
  • at steady-state level where performance no longer
    increases
  • Considerations
  • must determine expertise level for the system to
    get a representative sample of users

13
Memorability
  • Characteristics
  • casual users only intermittent user of a system,
    but are familiar with it
  • they dont need to learn from scratch
  • improvements in learnability often make a
    interface easy to remember
  • not tested as much as other components

14
Memorability
  • Measurement
  • casual users away from the system for a period of
    time, then measure the time it takes to complete
    tasks
  • after an initial user test, ask users questions
    about the system and have them explain the effect
    of commands or the name of the command
  • Considerations
  • casual users typically apply to utility software

15
Errors Few or Catastrophic
  • Characteristics
  • we want to get low error rates for users
  • an error is any action that does not accomplish
    the desired goal towards the completion of a task

16
Errors Few or Catastrophic
  • Measurement
  • count the number of incorrect actions made by
    users while performing a task
  • incorrect actions may only slow a user
  • some errors effect time only and thus relate to
    efficiency
  • catastrophic errors, not discovered by the user,
    lead to bad results or incompletion of the task
  • Considerations
  • separate simple errors from catastrophic errors

17
Satisfaction (subjective)
  • Characteristics
  • how pleasant it is to use the system
  • subjective and biased
  • there are many ways to measure
  • Measurement
  • ask the user about their experience usually via
    short questionnaire at the end of test
  • collect objective data and extract subjective
    preferences of the user
  • EEGs, pupil dilation, heart rate, etc.

18
Satisfaction (subjective)
  • Considerations
  • Attitudes toward computers can impact attitudes
    towards a systems usability
  • For some systems its more important to be
    enjoyable to the user rather than fast to learn
    and use (ie, games)

19
Accelerators
  • Are interface elements that allow users to
    perform frequent tasks quickly
  • Most useful as users gain expertise with the
    system

20
Novice into Experts
  • A novice who is performing highly and begins to
    switch over and use accelerators may experience a
    temporary performance dip

21
Usability Considerations
  • User Testing
  • Users individual characteristics and differences
  • Must consider both when testing usability
  • know thy user, try to classify them

22
Other Usability Considerations
  • show shortcuts with menu items to assist users
    and promote accelerators
  • online help with examples and links for further
    research
  • short menus (for novice users), long menus (for
    expert users)

23
Concluding Thoughts
  • previous experience with similar interfaces
    really helps using and learning other systems
  • more knowledge in the specific domain will
    greatly effect a users ability to know what a
    system is all about
  • users are not designers, simply providing only
    custom interfaces based on the users preference
    doesnt work well

24
Simple Usability Testing
  • In a usability test, one user at a time is shown
    a Web site (prototype, screen shots, print-outs)
    and asked to
  • Figure out what it is
  • Try to use it to do a typical task or set of
    tasks

25
Usability Testing Truisms
  • 1. "There is no such thing as a bad usability
    test."
  • 2. One test is better than none.
  • 3. Test early, test often.
  • 4. 5 users will uncover 85 of usability
    problems.
  • 5. Shoe-string usability testing is still
    usability testing.

26
Usability Testing
  • What to test
  • "Get it"- purpose, value, how it's organized, how
    it works
  • Task - ask the user to do something and observe

27
Usability Testing
  • How to test
  • Determine the specific tasks and parts of the
    site you will be testing. Carefully think through
    your instructions (don't reveal answers with your
    questions). Write out a script.

28
Usability Testing
  • How to test
  • Test your test. Try it yourself.
  • "We are testing the site, not you."
  • Encourage users to think out loud. Ask them
    again.
  • Questions. Answer questions with questions not
    explanations.
  • Keep instructions simple.
  • Ask more questions.
  • Report what you saw.

29
Usability Testing
  • Test Summary
  • Review what you learned.
  • Figure out what needs to be fixed and how to fix
    it.
  • Usability testing will give a wealth of data, the
    trick is determining what to act on.
  • Focus on specific issues, tweak before
    redesigning.

30
Usability Testing
  • Test Summary
  • The most common issues you encounter will be
    users that are
  • "unclear on the concept
  • labels that don't mean what you intended
  • too much or too little information accompanying
    your content and interactions
  • Resist adding "features" and make sure you tackle
    the "big stuff".

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Types of Usability Tests
  • Exploratory Test
  • Assessment Test
  • Validation Test
  • Comparison Test
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