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Usability goals

This article explores the differences between usability and user experience goals, discusses trade-offs between them, and examines the measurement of both. It also provides examples of good and bad design and analyzes the Atek Tote Remote 100 as a case study.

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Usability goals

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  1. Usability goals • Effective to use • Efficient to use • Safe to use • Have good utility • Easy to learn • Easy to remember how to use

  2. User experience goals • Satisfying - rewarding • Fun - support creativity • Enjoyable - emotionally fulfilling • Entertaining …and more • Helpful • Motivating • Aesthetically pleasing • Motivating

  3. Usability and user experience goals • How do usability goals differ from user experience goals? • Are there trade-offs between the two kinds of goals? • e.g. can a product be both fun and safe? • How easy is it to measure usability versus user experience goals?

  4. Which are universal and which are culturally-specific?

  5. Activity on mappings • Which controls go with which rings (burners)? A B C D

  6. Why is this a better design?

  7. Activity • Physical affordances: How do the following physical objects afford? Are they obvious?

  8. Activity • Virtual affordances How do the following screen objects afford? What if you were a novice user? Would you know what to do with them?

  9. Example of bad and good design • Elevator controls and labels on the bottom row all look the same, so it is easy to push a label by mistake instead of a control button • People do not make same mistake for the labels and buttons on the top row. Why not? From: www.baddesigns.com

  10. Good design or bad design? • Atek Tote-Remote 100, for example see http://www.bits.com/I-software/10128125.html

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