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1 Usability Engineering

2 Contents Usability Engineering Know the user Task analysis
Usability metrics The usability engineering process

3 Usability Engineering
Usability Engineering tries to make the product suit the task for which it was designed This involves not just the functionality of the product but the ergonomic considerations that make a product easy to use

4 Usability Engineering
Usability engineering depends on understanding three aspects of a product Know the user Know the task Know the environment If all of these are understood, you will be able to design a better product

5 The Need for Usability Engineering
We have all seen products which are cumbersome and confusing to operate Other products are obvious in how to use them and a joy to use One product is preferred over another based on its ease of use, even though functionality is the same Usability engineering can help turn a poorly designed product into a well designed one

6 The Need for Usability Engineering
The ease of use of a product has a major impact on how well that program will do in the market The ease of use of a product is one area where one manufacturer can distinguish their product from competing products

7 The Need for Usability Engineering
Only 30% of IT systems are successful The rest fail to produce the expected productivity increases Often, the failure to produce expected results is a lack of ease of use that hinders attempts to use the product

8 The Need for Usability Engineering
How does one determine if a product meets the needs of the user? How does one determine if a product is easy to use? You cannot produce a quality product until you can answer these questions Usability engineering addresses these questions

9 Usability Engineering: A Definition
“…the effectiveness, efficiency and satisfaction with which specified users can achieve specified goals in particular environments…” ISO DIS

10 Usability Engineering: A Definition
“…a process whereby the usability of a product is specified quantitatively and in advance. Then as the product itself, or early ‘baselevels’ or prototypes of the product are built, it is demonstrated that they do indeed reach the planned levels of usability.” D. Tyldesley, Employing Usability Engineering in the Development of Office Products, in Human Computer Interaction, Preece & Keller (eds), Prentice Hall, 1990

11 Contents Usability Engineering Know the user Task analysis
Usability metrics The usability engineering process

12 Know the User The first job is to discover who the end user of the system will be Once you have identified the user, you must determine What level of expertise they have What they will assume about the system What is the environment in which they will use the system

13 End User Classes It is often helpful to be able to break the users into classes Of course, there are several axes which can be used for user classification We will consider two axes: How they use the system The level of user expertise

14 Classification by System Usage
Direct Users Make direct use of the system to carry out their duties Data entry clerk or secretary who uses a word processor Indirect Users Ask other people to use the system on their behalf A passenger who asks a travel agent to check the availability of a flight

15 Classification by System Usage
Remote Users Uses who do not use the system themselves but depend on services it offers Bank customers depend on the bank systems for their account statements Support Users Members of the administrative and technical teams which support the system Help desk staff, administrators, technicians

16 Classification by System Usage
We identify two extra categories which might overlap the previous categories Mandatory Users Those who must use the system as part of their job Discretionary Users Do not have to use the system as part of their job Might make infrequent use of the system Probably have less familiarity with the system

17 Classification by Expertise
Categorizes users as Novice, intermediate, or expert These categories can be further decomposed into mandatory, discretionary, and intermittent users Categorizing users allows us to generalize across types and eases design and development

18 Classification by Expertise
Novice users Have little or no experience with computers Might be hesitant to use a computer Need feedback that they are doing things the right way Like to progress at their own speed System must be robust to deal with a user who does know what he/she is doing

19 Classification by Expertise
Novice Users Users need to be guided through processes Need the availability of human help Lists of answers to common questions and problems can be created Actions should not have side effects so that the system is easier to learn and understand In large systems, more complex areas can be hidden from the user unless they are needed, making the interface simpler to deal with

20 Classification by Expertise
Intermittent Users Use the system occasionally with possibly long periods without using it Display both novice and expert characteristics Often remember general concepts but not low-level details Need access to good manuals and help facilities

21 Classification by Expertise
Expert Users Require less help Perform many operations for the first time Make extensive use of help systems Should be provided with accelerator keys so that they have a faster alternative to menus Should be allowed to customize their typed commands to make interface look like others they know

22 Gathering Information about Users
To know the user one must gather information about the user This can be done by Formal & informal discussion Observation An expert on the design team Questionnaire Interview

23 Formal & Informal Discussion
Talking to users will reveal many unknown details about how they work and their environment Although users are not design experts, they have insights into which designs will work for them Talking to users makes them feel part of the design process Making users part of the process causes them to want the project to succeed whereas leaving them out often makes them wish it would fail

24 Understanding the User’s Workplace
Before designing a system, you must know the environment in which it will be used For example, secretaries said that they did not want audible alerts when a mistake was made since they did not want others in the office to know

25 Understanding the User’s Workplace
When you interview a worker’s boss you find out How the boss thinks the job is done How the job used to be done How the boss wants the job done When you observe the worker in his/her own environment, you find out how the job is actually done

26 Expert on the Design Team
This involves putting one of the end users on the design team This person can provide valuable insight into the needs of the users If the user spends too much time on the design team, they become a designer, not a user Therefore, the user on the design team is often rotated to keep them representative

27 Questionnaires Questionnaires are good for subjective responses – less good for objective ones Questionnaires produce large amounts of data which can take a long time to analyze Creating a good questionnaire is very time consuming

28 Questionnaires Questionnaires can be either Interviewer administered
Interviewer can explain meaning of questions Very time consuming Different interviewers must treat subjects in the same way Self administered Does not stop some groups answering a particular way if they have an axe to grind Questions have to be clear to avoid misinterpretation Faster than interviewer administered

29 Questionnaires Questions can be either Open Closed
Gain broader information by allowing respondents to answer in any way they choose Produces so much data that it can be difficult or impossible to interpret Closed Restricts answers to a few possibilities Can distort the answers by suggesting responses the respondent would not have thought of on their own

30 Problems Designing Questionnaires
Questionnaires must be prototyped and tested before being administered This will pick up Misinterpretation of questions That additional material is needed to understand a question Questions not worded precisely Questions that bias the respondent. Eg. Giving a list of computer applications the respondent knows might cause them to tick off more so that they seem more competent

31 Questionnaire Types The simplest questionnaire selects yes/no or from a limited set of responses * Usability Engineering, Xristine Faulkner, Macmillan, 2000

32 Questionnaire Types Checklists are useful when there are multiple possible responses They also have the advantage that the user does not have to remember which aspects of the system they have been using * Xristine Faulkner

33 Questionnaire Types Scalar questionnaires ask the user to register an opinion on a scale If there is a middle position on the scale, it allows the user to register “no opinion” This might be a good thing or bad, depending on the question * Xristine Faulkner

34 Questionnaire Types A Likert scale is used to gather the strength of an opinion * Xristine Faulkner

35 Questionnaire Types A ranked order questionnaire asks users to rank a set of responses based upon some criteria * Xristine Faulkner

36 Observation Observation can be a very useful tool to find out how people actually work One of the major dangers is that the users alter their behaviour when they know they are being observed The Hawthorne effect was noticed on a study of electrical workers when it was observed that productivity increased as light level were reduced to the point where workers could no longer see

37 Observation There are two ways to circumvent the Hawthorne effect
Expose the users to the observer for a long period of time until they ignore the observer Use videotape to record the workers without an actual observer being present In most cases, acclimating the users to the observer produces the best results

38 Observation Video tape takes a long time to set up and often records far more than is necessary This makes it less effective than just recording a couple minutes of crucial activity Users behaviour is changed as much by the act of videotaping as by being observed by a human directly Generally, the use of videotape is less effective than it was anticipated to be

39 Activity Logging This involves simply logging what the user does and how long it takes The logging can be done by The user, although this affects performance An observer The computer system itself

40 Activity Logging Using an observer is effective but the user will have to become acclimatized to the presence of an observer If the system does the logging, the user must be told of this This is required ethically and is enforced by law in some areas A period of acclimatization will be necessary for system based logging as well

41 Interviews Interviews can range from open ended questions to closed question, with every variation in between Open ended questions Useful when first starting interviews Useful when the interviewer does not know what to ask Let’s the interviewer refine and direct the questions as the interview proceeds Often uncovers new facts

42 Interviews Closed questions Mixed Questions
The interview is directed by the interviewer Only a limited range of responses are obtained The interview time is reduced Mixed Questions This uses closed questions but allows the interviewee to add additional thoughts The interviewer can also add questions or direct the interview in new directions This is often the most effective interview style

43 Contents Usability Engineering Know the user Task analysis
Usability metrics The usability engineering process

44 Task Analysis A task is some human activity which will achieve a goal
The result of task analysis is to gain an understanding of what a system should do A task is decomposed into a hierarchy of subtasks Good design can be performed once the user’s tasks have been understood

45 Task Analysis A task consists of An input An output
A process to convert the input to output Input Transformation Output

46 Task Analysis In order to break a task into subtasks, we must ask a series of questions What information is needed to perform the task? What are the characteristics of the information sources? (reliable, wrong format, etc.) What affects the availability of the information?

47 Task Analysis What are the errors which might occur? The goal is to design a system which can avoid the errors What initiates the task? Often a task depends on the completion of a previous task before it can begin The questions about the input should be followed by questions about the output

48 Task Analysis Then, we need to ask questions about the transformation
What are the performance requirements? What happens to the output? This will determine if the output is sent to another process and whether it needs to be in a certain format How does the user get feedback on the progress of the task? Then, we need to ask questions about the transformation

49 Task Analysis What are the decisions which are made by the entity performing the transformation? What are the strategies for decision making and how can these be incorporated into the new system? What skills are needed for the task? Users of the system will need to be trained and kept up to date with these skills What interruptions can occur and when can they occur?

50 Task Analysis How often is the task performed and when is it performed? Does the task depend on another task? What is the normal and maximal workload? This will allow you to design a system to deal with this load Can the user control the task workload? Sometimes the user can delay a task or control the flow of data to a task

51 Task Analysis The result of task analysis is often depicted as a graph of tasks and subtasks Main task SubTask 1 SubTask 2 SubTask 3 SubTask 1.1 SubTask 1.2

52 Ethnography Ethnography is immersing yourself in a culture to determine how it works and how the people think This can be one way to understand how users think and perform their tasks Members of the design team join with the users for a prolonged period and literally become one of them in an effort to understand the tasks

53 Contents Usability Engineering Know the user Task analysis
Usability metrics The usability engineering process

54 Usability Metrics After you understand the user and the task, you design and build a solution The question then is, “How good is the solution”? The answer to that is not obvious since there is no simple way to measure how good something is

55 Usability Metrics One solution is to give the users a questionnaire and have them rate aspects of the product from 1..10 The problem is that everyone’s ideas are different How hot do you like it? 1, 2 or 3 chilies One person’s mild is another person’s hot

56 Usability Metrics To begin to find an answer to how to measure the quality of a product, recall the definition from ISO that a product should be Efficient Effective Satisfying

57 Effectiveness To judge effectiveness we can measure
The success to failure ratio in completing the task This provides an overall measure of effectiveness The frequency of use of various commands or features This shows how often features are used It also shows the techniques employed to solve problems and that there might be more efficient techniques

58 Effectiveness The measurement of user problems
This provides an indication of what problems the users are experiencing and how severe they are The quality of the results or output This also provides an overall measure of the effectiveness of the solution

59 Efficiency Efficiency is the amount of time to complete a task or the amount of work performed per unit time We can measure The time required to perform tasks The number of actions required for a task The time spent consulting documentation The time spent dealing with errors

60 Satisfaction Measuring the user’s satisfaction with the system can be difficult The best way to measure this is to get the users to rate their satisfaction on a scale This is a noisy measurement, but a larger sample size will be meaningful

61 Learnability Learnability is a measure of how easy it is to learn to use a system This is important since the shorter the learning time, the less costly it is to train new users Learnability can be measured by measuring the time it takes for a new user to be able to acquire the skills to perform a task

62 Learnability Most users never learn all capabilities of a system
All you need to measure is how long it takes to acquire the most essential skills Some systems use metaphors that take advantage of the user’s knowledge of similar tools in the real world These systems claim to be zero knowledge since the user can use them immediately with no prior knowledge

63 Learnability Other ways to measure how long it takes to learn a task are The frequency of error messages The frequency of a particular error message The frequency of on-line help usage The frequency of help requests on a particular topic

64 Errors Errors rates are one of the classic measures of efficiency
The logic states that the fewer errors made indicate that there is more useful work being accomplished Errors can be categorized in different ways

65 Errors An intentional error is one where the user intended to perform the action but the action was wrong, usually due to a misunderstanding of the system A slip is an unintentional error made by clicking the wrong button. A slip is not a problem with understanding of the system

66 Errors Errors can also be categorized by severity Minor errors
Easy to spot and correct Major errors Easy to spot but harder to correct Fatal errors An error which prevents the task being completed Catastrophic errors Those which have other side effects such as loss of data or affecting other programs

67 Time Time is another class measure of efficiency
Time simply measures how long it takes to perform a task This is a good measure of the efficiency of the system in performing a specific task

68 Contents Usability Engineering Know the user Task analysis
Usability metrics The usability engineering process

69 The Usability Engineering Process
Usability measurements and decisions should be made by a usability engineer To make this a process, it is necessary to produce a usability specification The specification states: To which set of users a measurement applies What attribute is being measured What are the preconditions for the measurement How will the criteria be measured What the criteria for success are

70 The Usability Engineering Process
After measurements have been performed, they can be used to guide the rest of the process Locating poorly designed aspects of the system Redesigning them to better meet user needs Re-evaluating the new design

71 Expanded Usability Specification
The usability specification can be expanded to include Worst case The worst case for the system that will render it unacceptable to the user Lowest acceptable level Lowest acceptable performance Planned case The level that the system is expected to achieve Best case The best possible scenario for the system Now level The performance of the existing system

72 Usability Specification Checklist
You can use the following checklist to make sure that your usability specification is complete Not every specification requires all of the following These will serve to remind you of items you might have forgotten

73 Usability Specification Checklist
The time required to complete a task The fraction of a task completed The fraction of a task completed per unit time The ratio of success to failure Time spent dealing with errors Frequency of use of documentation Time spent using documentation

74 Usability Specification Checklist
Ratio of favourable to unfavourable user comments Number of repetitions or failed commands The number of good features recalled by the user The number of commands which were not used

75 Usability Evaluation While the previous section examined what measures of usability could be used, this section will look at how the usability of a system can be evaluated There are two types of evaluation Analytical evaluation In which paper and pencil are used to evaluate tasks and goals Empirical evaluation In which user performance is evaluated to judge the usability of the system

76 Evaluation Methodology
All evaluation methods have the same basic structure and requirements Identify the target group Recruit users Establish the task Perform the evaluation Interpret the results and report the findings

77 Identifying the Target Group
The target group will usually be the same as that identified during the process of requirements gathering Some experimental designs might require targeting different groups, so be sure to check

78 Recruiting Users This step can take a lot of time
You must recruit users from the right target group You should recruit more users than necessary as problems might arise rendering some unsuitable or unavailable

79 Recruiting Users You should avoid recruiting users who have been involved in the design process as they might be biased Researchers have found that 3 users can give an accurate opinion that reflects that of the larger user community

80 Establishing the Task This is the task for the user to perform that will be measured In the initial stages of evaluation, it is better to use very specific tasks Later, more broad-based tasks can be used The task must be specified as a detailed set of steps to be performed

81 Establishing the Task The steps in the task must be tested to show that they are correct and can be performed The statement of the task will have to be checked with others to make sure that the instructions are written clearly You will have to decide how much instruction is appropriate to provide the user before the task is performed

82 Preparing for the Evaluation
Before the evaluation is conducted Users will have to be introduced to the system Users should be given a written introduction to the system to make sure that a walk through does not miss anything Some method for recording the evaluation (observer or videotape) needs to be set up Any questionnaires have to be prepared and tested Instructions for conducting the evaluation need to be written, particularly if more than one person will be performing the evaluation

83 Sample Evaluator Instructions
* Xristine Faulkner

84 Sample Evaluator Instructions
* Xristine Faulkner

85 Evaluator Behaviour * Xristine Faulkner

86 Sample Logging Procedures
* Xristine Faulkner

87 Performing the Evaluation
Welcome the users and make them feel comfortable Tell them about the process and what is expected of them Make sure that they know that the system is being tested, not the users Let them know that the result, whether positive or negative, will be used to improve the performance of the system

88 Performing the Evaluation
Make sure that the user understand that if things go wrong, it is not their fault Familiarize the user with any observer, questionnaire, or recording equipment being used Let the user know that they can quit at any time At the end, you can ask any required questions of the user Finally, thank them for their time and input

89 Reporting the Findings
At this point, you should review the evaluation process itself If any problems occurred during evaluation They should be listed They should be examined to find causes and solutions

90 Evaluator Code of Conduct
Remember, you are working with people, not objects Explain what is expected of the subject That the subject can leave at any time The purpose of the experiment That it is the system being tested That the results are confidential and what they will be used for Make sure the subject is comfortable Do nothing to embarrass or distress the subject Get them to agree, in writing, to the guidelines

91 Experiments HCI is based on psychology which draws it experimental methods from the scientific method Induction -- Form a hypothesis from existing data Deduction -- Make predictions based on the hypothesis Observation – gather data to prove or disprove the hypothesis Verification – test the predictions against further observations

92 Hypothesis Formation Observations are made and a hypothesis is created to explain them The hypothesis is a testable statement The researcher must design experiments which will test the validity of the hypothesis It is important that the experiments be able to rule out other possible causes for the observed experimental results

93 Sample Hypothesis Hypothesis
The choice of background and text color will affect the user’s ability to check a document The independent variable or test is the background and text color These can be manipulated by the researcher The dependent variable is the user’s performance in checking the document

94 Sample Hypothesis The hypothesis would be tested by varying the text and background colors and measuring the user’s performance The performance would have to be significantly different to indicate that it was being affected by the independent variable Statistical methods can be used to determine if a difference in performance is significant or not

95 Sample Hypothesis Usually, tables are used to determine if a result is statistically significant or not After the hypothesis is formed, a null hypothesis is also formed This is usually a statement that the independent variable will not affect the dependent variable The choice of background and text color will not affect the user’s ability to check a document Some experiments prove the null hypothesis to be false in order to prove the hypothesis

96 Experimental Design The major problem is experimental design is to ensure that the independent variable is the only factor affecting the dependent variable Several techniques can be employed to ensure this The technique chosen depends on the nature of the experiment

97 Control Groups One way to ensure that the independent variable is affecting the result is to use a control group This is often in drug testing where a control group is given a placebo to nullify any psychological affects The same idea can be applied to UI measurements where the control group is given the original interface and told that improvements have been made

98 Subject Selection Another problem is that one group selected is inherently better at performing the task than another group The process of matching is used to ensure that the members of two groups are the same This involves identifying attributes that subjects in each group must have and making sure that they are present in each group

99 Subject Selection Possible attributes to match include
Both groups having equal ratios of men and women The ages of both groups are similar The occupations of both groups are similar Differences in groups are referred to as confounding variables, as they can alter the test results

100 Related Measure Design
One way to eliminate the differences between individuals is to perform the experiment on the same individual This is called related measure design The performance of a user can be measured Performing the task alone without feedback Performing the task with a researcher providing feedback The results can then be compared to determine if feedback helps

101 Related Measure Design
Related measure design also suffers from potential problems The order effect In which the order in which tasks are performed affects the results The practice effect Where the user’s performance improves with practice The fatigue effect Where the user’s performance decreases with time

102 Related Measure Design
The way to overcome these problems is to use a technique called counterbalancing In this technique one half of the subjects perform the experiment in one order and the other half perform the experiment in the other order

103 Problems with Experiments
There are many known problems with experiments You cannot prove a hypothesis since no matter how many cases support it, one case to the contrary can disprove it Experiments in the social sciences cannot remove extraneous variables as well as is done in the natural sciences and the results cannot be as well trusted

104 Problems with Experiments
Experiments prove or disprove the hypothesis of the researcher and ignore any input from the subjects Experiments are often scaled down versions of real-world problems and it is not always guaranteed that the results will be applicable to the scaled up problem

105 Problems with Experiments
Experiments are usually conducted in a laboratory and this setting might affect the results One solution to this is to conduct the experiment in the workplace to eliminate differences in setting Some experiments are contrived and have little to deal with reality and the results might not apply to the real world

106 Think Aloud Think aloud is a technique in which the user is asked to think aloud while performing a task This allows the user to Determine how the user approaches a task Determine the user’s model of the system Determine why the user makes the decisions he or she does

107 Think Aloud Think aloud requires that an observer be present to take notes or that the session be recorded Some users will be uncomfortable thinking aloud or might be embarrassed Thinking aloud might alter the performance of other users

108 Cooperative Evaluation
This is a variation of think aloud in which the user is encouraged to think of themselves as participating in the evaluation rather than just being a subject The user can make comments which he/she thinks will aid in evaluation The evaluator can ask the subject for clarification of a comment

109 Cooperative Evaluation
The subject can ask the evaluator for help in a poorly understood part so that the evaluation can continue In short, the two parties cooperate to produce an evaluation of the system These techniques produce a large volume of output which must be analyzed

110 Cooperative Evaluation Recommendations
5 users are enough The tasks should be specific (use the drawing package to draw a circle) The results should be recorded in some way The results should be broken down into unexpected behaviour and user comments

111 Sample Cooperative Evaluation
* Xristine Faulkner

112 Sample Cooperative Evaluation
* Xristine Faulkner

113 Sample Cooperative Evaluation
* Xristine Faulkner

114 Sample Cooperative Evaluation
* Xristine Faulkner

115 Sample Cooperative Evaluation
* Xristine Faulkner

116 Sample Cooperative Evaluation
* Xristine Faulkner

117 Sample Cooperative Evaluation
* Xristine Faulkner

118 Wizard of Oz The Wizard of Oz is a technique whereby a computer system can be evaluated without having to build it A human, possibly located remotely, acts as the system The user can then interact with a system that is very difficult to prototype and provide feedback on the design

119 Logging Logging all of the actions performed by the user is a useful technique for evaluating how they use the system and how long tasks take Logging can take the form of a diary maintained by the user It can also be automatically performed by the system

120 Logging If automated logging is performed, the user must be made aware of this from both an ethical, and in many jurisdictions, a legal perspective Users who know they are being logged might change their behaviour and it will take them some time to revert to normal behaviour Logging tends to produce large amounts of data

121 Expert Evaluations Evaluation techniques which involve users can be both time consuming and expensive Inspection methods have been developed whereby an HCI practitioner can evaluate the usability of a product without having users involved

122 Usability Inspection Methods
10 methods for evaluating usability by inspection have been developed Heuristic evaluation Guideline review Pluralistic walkthrough Consistency inspections Standards inspections Cognitive walkthrough Formal usability inspections Feature inspections Expert appraisals Property checklists

123 Heuristic Evaluation This tests the interface against a predefined set of guidelines or heuristics The idea is that a product which satisfies the heuristics must be usable Several sets of guidelines have been developed by different researchers These heuristics are all similar

124 Guideline Review Many developers have developed a set of style guidelines over the years Often these are developed to ensure the consistency of interfaces or that new interfaces are similar interfaces developed by the company That all interfaces for a platform are consistent The usability engineer should examine the quality of the guidelines before making sure that they are followed

125 Pluralistic Walkthrough
A pluralistic walkthrough involves Users Developers Usability experts Each group brings its own expertise to the evaluation Each group makes an evaluation based on heuristics All groups then meet to reach a final evaluation

126 Consistency Inspection
This is carried out by experts without user involvement The goal is to ensure consistency throughout the system This is done by inspecting the controls on all aspects of the system and comparing them for consistency

127 Standards Inspection Standards differ from guidelines in that they are adopted by a developer or software house Sometimes standards exist for human factors reasons Other standards exist simply to have things done consistently Standards inspections ensure that a product conforms to standards

128 Standards Inspection Standards can come from many sources
Internal developer standards Internal client standards External industry standards External national standards External international standards Often standards represent compromises, not the best solutions

129 Cognitive Walkthroughs
This technique has an expert go through a task pretending to be a user The goal is to identify any difficulties that a user might encounter For this to work, the expert must have a good knowledge of the user and be able to accurately act like the user A walkthrough is only as good as the expert and his knowledge of the user and the task

130 Formal Usability Inspections
This is a usability inspection carried out by a team It is carried out as part of the software testing process Normally, 3 testers are sufficient Any of the other test guidelines or heuristics can be used by the team to evaluate usability

131 Feature Inspections These inspections are concerned with
What features and functionality exist How they are related to one another Whether these features and functionality serve to meet the requirements for the system

132 Expert Appraisals This is an appraisal by an expert using any of the other techniques Many experts will choose to use a cognitive walkthrough Other experts will simply use their expertise to evaluate a system An evaluation by experts is cheaper than involving users The evaluation is only as good as the expert

133 Property Checklists Similar to heuristics but take the form of high-level goals for usability which are identified by attributes The evaluator goes through the checklist and ticks off where the system meets the attributes Researchers have produced long checklists Once the checklist has been prepared, the test can be performed by relatively unskilled personnel

134 Usability Heuristics Heuristics are broad based rules
These are designed to ensure a usable interface Many HCI experts have produced lists of heuristics Two of these lists are presented here

135 Nielsen’s Heuristics Simple and natural dialogue
Dialogue should be simple and minimal Speak the user’s language Dialogue should be in terms with which the user is familiar Minimize user’s memory load The user should not have to remember values from one part of a dialog to another Instructions should be visible or easily found

136 Nielsen’s Heuristics Consistency Feedback Clear exits
Systems should be consistent Feedback The user should be provided with feedback about the state and actions of the system Clear exits Users should be able to exit easily from any part of the system, especially if they got there by accident

137 Nielsen’s Heuristics Shortcuts Good error messages Prevent errors
There should be accelerators for experts which could be hidden from novices Good error messages Messages should be easily understandable Prevent errors Systems should try to prevent errors Help & documentation This should be easy to use and search

138 Schneiderman’s Heuristics
Strive for consistency Provide shortcuts for frequent users Offer informative feedback Dialogs should yield closure Actions should have a beginning, middle and end The user should know when an operation is complete so he can move on

139 Schneiderman’s Heuristics
Offer simple error handling Errors should be designed out of the system Incorrect commands should not harm the system Easy Reversal of actions Internal locus of control Users should initiate actions, not the system Reduce short term memory load Reduce the amount the user has to remember


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