1 / 29

Usability

Usability. Usability. What - Definition of Usability. Usability is a quality attribute that assesses how easy user interfaces are to use. The word “ Usability " also refers to methods for improving ease-of-use during the design process . Usability is defined by 5 quality components:

baird
Télécharger la présentation

Usability

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Usability

  2. Usability • What - Definition of Usability. • Usability is a quality attribute that assesses how easy user interfaces are to use. The word “Usability" also refers to methods for improving ease-of-use during the design process. • Usability is defined by 5 quality components: • 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 reestablish 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?

  3. Usability • There are many other important quality attributes. A key one is utility, which refers to the design's functionality: Does it do what users need? • Usability and utility are equally important and together determine whether something is useful: It matters little that something is easy if it's not what you want. It's also no good if the system can hypothetically do what you want, but you can't make it happen because the user interface is too difficult.

  4. Usability • Why Usability is Important? • On the Web, usability is a necessary condition for survival. • If a website is difficult to use, people leave. • If the homepage fails to clearly state what a company offers and what users can do on the site, people leave. • If users get lost on a website, they leave. • If a website's information is hard to read or doesn't answer users' key questions, they leave.

  5. Usability • Why Usability is Important? • Note a pattern here? • There's no such thing as a user reading a website manual or otherwise spending much time trying to figure out an interface. • There are plenty of other websites available; leaving is the first line of defense when users encounter a difficulty.

  6. Usability • Why Usability is Important? • The first law of e-commerce is that if users cannot find the product, they cannot buy it either. • For intranets, usability is a matter of employee productivity. Time users waste being lost on your intranet or pondering difficult instructions is money you waste by paying them to be at work without getting work done. • Current best practices call for spending about 10% of a design project's budget on usability. On average, this will more than double a website's desired quality metrics and slightly less than double an intranet's quality metrics.

  7. Usability • Why Usability is Important? • For internal design projects, think of doubling usability as cutting training budgets in half and doubling the number of transactions employees perform per hour. • For external designs, think of doubling sales, doubling the number of registered users or customer leads, or doubling whatever other desired goal motivated your design project.

  8. Usability • How to Improve Usability? • There are many methods for studying usability, but the most basic and useful is user testing, which has 3 components: • Get hold of some representative users, such as customers for an e-commerce site or employees for an intranet (in the latter case, they should work outside your department). • Ask the users to perform representative tasks with the design. • Observe what the users do, where they succeed, and where they have difficulties with the user interface. Shut up and let the users do the talking.

  9. Usability • How to Improve Usability? • It's important to test users individually and let them solve any problems on their own. • If you help them or direct their attention to any particular part of the screen, you have contaminated the test results.

  10. Usability • How to Improve Usability? • To identify a design's most important usability problems, testing 5 users is typically enough. • Rather than run a big, expensive study, it's a better use of resources to run many small tests and revise the design between each one so you can fix the usability flaws as you identify them.

  11. Usability • How to Improve Usability? • 5 users is typically enough. • The number of usability problems found in a usability test with n users is: N(1-(1- L ) n ) • Where N is the total number of usability problems in the design and L is the proportion of usability problems discovered while testing a single user.

  12. Usability • How to Improve Usability? • Iterative design is the best way to increase the quality of user experience. • The more versions and interface ideas you test with users, the better.

  13. Usability • How to Improve Usability? • User testing is different from focus groups, which are a poor way of evaluating design usability.

  14. Usability • How to Improve Usability? • In a focus group, you bring together from six to nine users to discuss issues and concerns about the features of a user interface. The group typically lasts about two hours and is run by a moderator who maintains the group's focus. • Listening to what people say is misleading: you have to watch what they actually do.

  15. Usability • When to Work on Usability? • Usability plays a role in each stage of the design process. • The resulting need for multiple studies is one reason recommend making individual studies fast and cheap. • Here are the main steps: • Before starting the new design, test the old design to identify the good parts that you should keep or emphasize, and the bad parts that give users trouble. • Unless you're working on an intranet, test your competitors' designs to get cheap data on a range of alternative interfaces that have similar features to your own.

  16. Usability • When to Work on Usability? • Usability plays a role in each stage of the design process. • The resulting need for multiple studies is one reason recommend making individual studies fast and cheap. • Here are the main steps: • Conduct a field study to see how users behave in their natural habitat. • Make paper prototypes of one or more new design ideas and test them. The less time you invest in these design ideas the better, because you'll need to change them all based on the test results.

  17. Usability • When to Work on Usability? • Usability plays a role in each stage of the design process. • The resulting need for multiple studies is one reason recommend making individual studies fast and cheap. • Here are the main steps: • Refine the design ideas that test best through multiple iterations, slowly moving from low-fidelity prototyping to high-fidelity representations that run on the computer. Test each iteration. • Inspect the design relative to established usability guidelines whether from your own earlier studies or published research.

  18. Usability • When to Work on Usability? • Usability plays a role in each stage of the design process. • The resulting need for multiple studies is one reason recommend making individual studies fast and cheap. • Here are the main steps: • Once you decide on and implement the final design, test it again. Usability problems always creep in during implementation. The only way to a high-quality user experience is to start user testing early in the design process and to keep testing every step of the way.

  19. Usability Testing • Usability. • Usability testing is a technique used in user-centered interaction design to evaluate a product by testing it on users. • This can be seen as a unique usability practice, since it gives direct input on how real users use the system. • Usability testing focuses on measuring a human-made product's capacity to meet its intended purpose. • Examples of products that commonly benefit from usability testing are foods, consumer products, web sites or web applications, computer interfaces, documents, and devices.

  20. Usability Testing • Goals of usability testing. • Usability testing is a black-box testing technique. • The aim is to observe people using the product to discover errors and areas of improvement. • Usability testing generally involves measuring how well test subjects respond in four areas: • efficiency, • accuracy, • recall, and • emotional response.

  21. Usability Testing • Goals of usability testing. • Efficiency-- How much time, and how many steps, are required for people to complete basic tasks? (For example, find something to buy, create a new account, and order the item.) • Accuracy -- How many mistakes did people make? (And were they fatal or recoverable with the right information?) • Recall-- How much does the person remember afterwards or after periods of non-use? • Emotional response -- How does the person feel about the tasks completed? Is the person confident, stressed? Would the user recommend this system to a friend?

  22. Usability Testing • Goals of usability testing. • The results of the first test can be treated as a baseline or control measurement. • All subsequent tests can then be compared to the baseline to indicate improvement.

  23. Usability Testing • Methods. • Setting up a usability test involves carefully creating a scenario, or realistic situation, wherein the person performs a list of tasks using the product being tested while observers watch and take notes. • Several other test tools such as • Scripted instructions, • Paper prototypes, and • Pre- and post-test questionnaires are also used to gather feedback on the product being tested.

  24. Evaluating Designs • Evaluation • Tests usability and functionality of system • Occurs in laboratory, field and/or in collaboration with users • Evaluates both design and implementation • Should be considered at all stages in the design life cycle.

  25. Evaluating Designs • Goals of Evaluation • Assess extent of system functionality. • Assess effect of interface on user. • Identify specific problems.

  26. Evaluating Designs • Cognitive Walkthrough • Heuristic Evaluation • Review-based evaluation

  27. Evaluating Designs • Cognitive Walkthrough • Evaluates design on how well it supports user in learning task. • Usually performed by expert in cognitive psychology. • Expert ‘walks though’ design to identify potential problems using psychological principles. • Forms used to guide analysis.

  28. Evaluating Designs • Cognitive Walkthrough • For each task walkthrough considers. • what impact will interaction have on user? • what cognitive processes are required? • what learning problems may occur? • Analysis focuses on goals and knowledge: does the design lead the user to generate the correct goals?

  29. Evaluating Designs • Cognitive Walkthrough • In

More Related