Usability: Goals, Guidelines and Principles: at The End of This Lecture You Should
Usability: Goals, Guidelines and Principles: at The End of This Lecture You Should
Background reading
Dix et al, Chapter 4
Usability Goals
General aims and objectives of system design.
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Usability Goals
Usability Goals
Effectiveness: how good a system is at
doing what it is supposed to do.
Is the system capable of allowing people to learn well,
carry out their work efficiently, access the information
they need, ?
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Usability Goals
Safety: protecting the user from
dangerous conditions and undesirable
situations.
Does the system prevent users from making serious
errors, and if they do make an error, does it permit them
to recover easily?
Utility: the extent to which the system
provides the right kind of functionality so
that users can do what they need or want
to do.
Does the system provide an appropriate set of functions
that enable users to carry out all their tasks in the way
they want to do them?
Usability Goals
Learnability: how easy a system is to learn
to use.
How easy is it and how long does it take (i) to get started
using a system to perform core tasks, and (ii) to learn
the range of operations to perform a wider set of tasks?
Memorability: how easy a system is to
remember how to use, once learned.
What kinds of interface support have been provided to
help users remember how to carry out tasks, especially
for systems and operations that are used infrequently?
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User experience goals
Less clearly defined, e.g.
Fun,
Satisfying,
Emotionally fullfilling,
Rewarding, aesthetically pleasing
Motivating
Helpful
Enjoyable,
Entertaining
Examples
What are the key usability goals and user
experience goals for each of the following:
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Design and Usability
Principles
Derived from a mix of theory-based knowledge,
experience and common sense.
Prescriptive: what to provide and what to avoid.
Do not specify design detail, but act as reminders.
Provide a framework for heuristic evaluation.
We will consider two examples:
Neilsens usability heuristics
Dix et als usability principles
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Usability principles (Nielsen 2001)
5. Help users recognize, diagnose and recover from
errors
Provide good error messages; multi-layered help.
6. Error prevention
use of selection rather than data entry
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Dix et als Principles to support usability
Learnability
How easy is it to attain effective use of the system?
Flexibility
How much scope is there for exchanging information in
multiple, different ways?
Robustness
How easy is it to evaluate whether our goals have been
achieved?
Predictability Consistency
Learnability
Generalizability
Synthesizability
Familiarity
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Dialogue Customizability
initiative
Flexibility
Task migratability
Multithreading
Substitutivity
Robustness
Recoverability
Responsiveness
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Learnability
Predictability
Learnability
Synthesizability
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Learnability
Familiarity
On fist acquaintance can user perceive
system in terms with which he/she is
familiar?
Use of metaphor enhances guessability;
Affordance: intrinsic properties of visual
objects suggest how they can be
manipulated.
Learnability
Generalizability
How easy is it to determine how to
perform new tasks, given users current
experience of the system?
Occur within one application or across
applications
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Learnability
Consistency
In similar situations, can we achieve our
ends in similar ways?
(File and Edit menus in MS windows)
Flexibility
Dialogue initiative
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Flexibility
Multithreading
Flexibility
Task migratability
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Flexibility
Substitutivity
Can equivalent values be substituted for
each other?
Applied on input and output expressions
Flexibility
Customizability
Can the User Interface be modified to
suit the user?
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Robustness
Observability
Robustness
Recoverability
Are mistakes final in effect?
(Desirable to have Undo, especially for actions
such as erase *.*!)
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Robustness
Responsiveness
How long does the user need to wait?
Even if the result isnt instantaneous,
there should be some feedback, e.g.
progress bar
Response time stability is the stability of
the duration for identical or similar
computational tasks.
Robustness
Task conformance
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Design rules guidelines
Guidelines
Shneiderman is a wonderful source for
these, but not the sole focus of this
course. 2 examples:
Display guidelines (p. 315, extracts only)
Display data to users in directly usable
form
Use affirmative statements rather than
negative statements
Left-justify columns of alphabetic data to
permit rapid scanning
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Guidelines (ctd)
Colour (p. 325, extracts only)
Use colour conservatively
Recognise power of colour as a coding
technique (e.g. red for
warning/unsatisfactory state; green for
normal/satisfactory state)
Design for monochrome first (approx. 8%
of men and 1% of women have some form of
colour blindness)
Summary
Design principles and guidelines are collections of
usability pointers to guide interaction design.
Rules are more prescriptive.
Both are used to:
promote consistency among members of design team,
Embody practical experience,
Impose a house style
Promote reuse
Provide a common terminology
Avoid pitfalls of intuitive design and personal preference
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