Norman Principle
Norman Principle
Development
(Introduction, Part 2)
Fall 2008
Usability Goals
• Effective to use (effectiveness)
– A general goal: how well does a system do what it
should do?
• Efficient to use (efficiency)
– Do things quickly, easily.
– Especially common tasks.
• Safe to use (safety)
– Protect people from hazards (usually not a SW issue)
– Help prevent user from making errors and recover
from errors
– Give users confidence
Usability Goals (2)
• Have good utility
– Has the right kind of functionality
– Supports users in accomplishing tasks
• Easy to learn (learnability)
– Includes how easy it is to learn advanced
features. (If hard, who bothers?)
• Easy to remember how to use
(memorability)
– Many systems used infrequently
How to Measure Usability?
• We want to achieve these goals, but how
do we know?
• Develop measurable criteria based on
previous goals. Examples:
– Time to learn
– Speed of performance
– Rate of errors over by users
– Retention over time
– Subjective satisfaction
User experience goals
– Satisfying - rewarding
– Fun - support creativity
– Enjoyable - emotionally fulfilling
– Entertaining …and more
– Helpful
– Motivating
– Aesthetically pleasing
Usability and user experience
goals
• How do usability goals differ from user
experience goals?
– How easy is it to measure usability versus
user experience goals?
• top or bottom
connector?
From: www.baddesigns.com
Cultural constraints
• Learned arbitrary conventions
like red triangles for warning
A B C D
Why is this a better design?
Consistency
• Design interfaces to have similar operations and
use similar elements for similar tasks
• For example:
– always use ctrl key plus first initial of the command for an
operation – ctrl+C, ctrl+S, ctrl+O
• Main benefit is consistent interfaces are easier to
learn and use
• But… didn’t a wise man say this?
Consistency is the hobgoblin of little minds.
– A foolish consistency is the hobgoblin of little minds
(adored by little statesmen and philosophers and divines)
When consistency breaks down
• What happens if there is more than one
command starting with the same letter?
– e.g. save, spelling, select, style
• Have to find other initials or combinations of
keys, thereby breaking the consistency rule
– E.g. ctrl+S, ctrl+Sp, ctrl+shift+L
1 2 3 7 8 9
4 5 6 4 5 6
7 8 9 1 2 3
0 0
Affordances: to give a clue
• Refers to an attribute of an object that allows
people to know how to use it
– E.g. a mouse button invites pushing, a door handle
affords pulling
• Norman (1988) used the term to discuss the
design of everyday objects
• Since then has been popularized in interaction
design to discuss how to design interface
objects
– E.g. scrollbars to afford moving up and down, icons to
afford clicking on
What does ‘affordance’ have to
offer interaction design?
• Notion of affordance is often over-used!
http://www.jnd.org/dn.mss/affordances-and.html
• Interfaces are virtual and do not have affordances
like physical objects
• Norman argues it does not make sense to talk
about interfaces in terms of ‘real’ affordances
• Instead interfaces are better conceptualised as
‘perceived’ affordances
– Learned conventions of arbitrary mappings between
action and effect at the interface
– Some mappings are better than others
Activity 1.3
– Physical affordances:
How do the following physical objects afford? Are
they obvious?
Activity 1.4
– Virtual affordances
How do the following screen objects afford?
What if you were a novice user?
Would you know what to do with them?
Activity 1.5: Physical and Perceived
Affordances
• Take a cell phone, digital camera, or PDA
– Have laptop? Open a fancy SW app: Outlook,
Eclipse, etc?
• In a small group
– Identify any physical affordances the device has
– Identify any perceived or visual affordances the
software user interface has
• Write these down, be prepared to share or turn
in
A Good Example
• Kodak DC-290 digital camera
Adjusting Tabs in MS Word