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01 - Usability of Interactive Systems

The document discusses the importance of usability in interactive systems. It defines usability as how well users can use a system's functionality. Key aspects of usability include learnability, efficiency, memorability, error tolerance, and satisfaction. The document outlines a usability engineering process involving design, implementation, and evaluation phases to iteratively refine a system's usability through user and expert feedback. The goal is to maximize usability by applying user research, design guidelines, prototyping, and usability testing.

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0% found this document useful (0 votes)
299 views

01 - Usability of Interactive Systems

The document discusses the importance of usability in interactive systems. It defines usability as how well users can use a system's functionality. Key aspects of usability include learnability, efficiency, memorability, error tolerance, and satisfaction. The document outlines a usability engineering process involving design, implementation, and evaluation phases to iteratively refine a system's usability through user and expert feedback. The goal is to maximize usability by applying user research, design guidelines, prototyping, and usability testing.

Uploaded by

セロSeiro
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Lecture 1:

Usability of Interactive
Systems
(Chapter 1)

1 SWE 312
Objectives
❑ To understand what is meant by software usability and its
importance.

❑ To understand usability requirements.

❑ To understand usability criteria (measures).

❑ To provide a brief overview of usability engineering process.

2 SWE 312
What is usability?
❑ It addresses the relationship between tools and their users.

❑ Allowing intended users to accomplish their tasks in the best way


possible.

❑ How well users can use the system’s functionality?

3 SWE 312
Why is usability important?
❑ From the user's perspective
➢ Usability can make the difference between performing a task accurately
and completely or not, and enjoying the process or being frustrated.

❑ From the developer's perspective


➢ Usability is important because it can mean the difference between the
success or failure of a system.

❑ From a management point of view


➢ Software with poor usability can reduce the productivity of the workforce
to a level of performance worse than without the system.

❑ In all cases, lack of usability can cost time and effort, and can
greatly determine the success or failure of a system.

❑ Given a choice, people will tend to buy systems that are more user-
friendly.
4 SWE 312
Usability requirements
❑ Some synonyms for “user-friendly”
➢ easy to use; accessible; comprehensible; intelligible; and available.

❑ But a “friend” also seeks to help and be valuable.


➢ A friend is not only understandable, but understands.
➢ A friend is reliable and doesn’t hurt.
➢ A friend is pleasant to be with.

❑ These measures are still subjective and vague, so a systematic


process is necessary to develop usable systems for specific users in
a specific context.

5 SWE 312
What makes a website or piece of
software usable?
❑ Usability is the quality of a system that makes it …

➢ easy to learn;

➢ easy to use;

➢ easy to remember;

➢ error tolerant; and

➢ subjectively pleasing.

6 SWE 312
Dimensions of usability
❑ Learnability: is it easy to learn?

❑ Efficiency: once learned, is it fast to use?

❑ Memorability: is it easy to remember what you learned?

❑ Errors: are errors few and recoverable?

❑ Satisfaction: is it enjoyable to use?

7 SWE 312
Usability dimensions vary in importance

❑ Depends on the user


➢ Novice users need learnability
➢ Infrequent users need memorability
➢ Experts need efficiency

❑ But no user is uniformly novice or expert


➢ Domain experience
➢ Application experience
➢ Feature experience

8 SWE 312
Usability criteria (measures)
❑ Time to learn

❑ Speed of performance

❑ Retention over time

❑ Rate of errors by users

❑ Subjective satisfaction

9 SWE 312
Time to learn
❑ How long does it take for typical members of the community to learn
relevant task?

❑ Learning happens in chunks.

10 SWE 312
Speed of performance
❑ How long does it take to perform relevant benchmark tasks?

❑ Usually there is a tradeoff between speed of performance vs. time to


learn.
➢ Often faster to use systems are harder to learn.
➢ e.g. Unix vs. Windows

11 SWE 312
Retention over time
❑ Frequency of use and ease of learning help make for better user
retention.

❑ Related with time to learn.


➢ Retention is more important if learning is costly.

❑ UIs are easier to learn and remember if operations match user


intuitions.
➢ e.g., using a cooking stove vs. controlling a backhoe.

12 SWE 312
Rate of errors by users
❑ How many and what kinds of errors are made during benchmark
tasks?

❑ Its importance depends on the application.


➢ e.g. browsing music vs. safety critical systems.

❑ Tradeoff with freedom of interactions.

❑ Tradeoff with design & development costs.

13 SWE 312
Subjective satisfaction
❑ How much did users like using various aspects of the interface?

❑ May be hard to separate UI from functionality issues.

❑ Allow for user feedback via interviews, free-form comments and


satisfaction scales.

14 SWE 312
Usability criteria (cont’d)
❑ Trade-offs in design options frequently occur.
➢ Changes to the interface in a new version may create consistency
problems with the previous version, but the changes may improve the
interface in other ways or introduce new needed functionality.

❑ Design alternatives can be evaluated by designers and users via


mockups or high-fidelity prototypes.
➢ The basic tradeoff is getting feedback early and perhaps less
expensively in the development process versus having a more authentic
interface evaluated.

15 SWE 312
How do you achieve a high level of
usability?
❑ The key principle for maximizing usability is to employ iterative
design, which progressively refines the design through evaluation
from the early stages of design.

❑ The evaluation steps enable the designers and developers to


incorporate user and client feedback until the system reaches an
acceptable level of usability.

16 SWE 312
Usability engineering is a process

17 SWE 312
Design
❑ User and task analysis
➢ knowing who your users are and understanding their needs.

❑ Design guidelines
➢ Consistency, shortcuts, preventing errors, etc.
➢ e.g. the user should always know what’s happening, but don’t forget to
keep the user mental workload within acceptable limits.

18 SWE 312
Implement
❑ Prototyping
➢ Cheap, throw-away implementations
➢ Low-fidelity vs. high-fidelity

❑ GUI implementation techniques


➢ Input/output models
➢ Toolkits
➢ UI builders

19 SWE 312
Evaluate
❑ Evaluation puts prototypes to the test

❑ Expert evaluation
➢ Heuristics and walkthroughs

❑ Predictive evaluation
➢ Testing against an engineering model (simulated user)

❑ Empirical evaluation (user observations)


➢ Watching users do it

20 SWE 312

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