Usability engineering

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Presentation transcript:

Usability engineering

Software Quality (ISO 9126) Metrics and Evaluation Functionality Reliability Usability Efficiency Maintainability Portability PM Accessibility (sometimes relevant, not ISO 9126)

Definition of Usability (Nielsen 2003) Usability: how well users can use the system’s functionality Usability is a quality attribute that assesses how easy user interfaces are to use The word ‘usability’ also refers to methods for improving ease-of-use during the design process

Usability Components Learnability Throughput (also Efficiency) Ease of learning the system, i.e. the basic tasks Skills retained over time (also Memorability) Throughput (also Efficiency) Speed of task performance Low user error rate Flexibility Suitability for intended user expertise Can system be customised? Attitude (also Satisfaction) User subjective satisfaction with system

The 5E’s to Usability Easy to learn Supports initial learning and continued learning Efficient The speed in which users complete their tasks Error tolerant The ability of the interface to prevent errors or help users recover from those that occur Effective The completeness and accuracy with which users achieve their goals Engaging How pleasant or satisfying the interface is to use?

Usability Components (Dimensions of usability) Learnability: is it easy to learn? Memorability: is it easy to remember what you learned? Efficiency: once learned, is it fast to use? Errors: are errors few and recoverable? Satisfaction: is it enjoyable to use?

Usability Engineering The test of usability based on measurement of user experience It demands that specific usability measures be made explicit as requirements Usability Measurements Usability attribute/principle Measuring concept Measuring method Now level/ worst case/ planned level/ best case

Some metrics from ISO 9241 Usability Effectiveness Efficiency Satisfaction objective measures measures measures Suitability Percentage of Time to Rating scale for the task goals achieved complete a task for satisfaction Appropriate for Number of power Relative efficiency Rating scale for trained users features used compared with satisfaction with an expert user power features Learnability % of functions Time to learn Rating scale for learned criterion ease of learning Error tolerance % of errors Time spent on Rating scale for corrected successfully correcting errors error handling

Usability Engineering (contd.) Problems usability specification requires level of detail that may not be possible early in design satisfying a usability specification does not necessarily satisfy usability

Case Study-ATM (from L9) Researchers + banks expected ATMs to be intuitively easy to use Testing among senior citizens found only 20% correct operation Senior citizens often put off by ATMs they find the machines Complicated Inconvenient

Problems with ATMs Buttons that did not line up with commands Screens hard to read in the glare of daylight Sometimes confusing menu choices

Usability suggestions Simpler on-screen instructions More “undo” buttons Bank should provide training for any customers who need it Remark: “Large percentage” of people surveyed said they would use ATMs if trained

prototyping

Prototyping Prototyping is common in almost every field of engineering design In prototyping one has to plan to throw away

Why prototype? Get feedback earlier, cheaper Experiment with alternatives Easier to change to throw away

Prototyping the User-Interface Identifying user interface requirements Almost impossible to specify in advance Supported by good software tools Graphical editors, construction kits User Interface Management Systems (UIMS) Wireframes “Prototyping does NOT mean ‘build in haste’”

Prototyping the user interface

Prototype Fidelity An essential property of a prototyping technique is its fidelity It is simply express how similar it is to the finished interface or It refers to the level of detail Low fidelity Omits details High fidelity More like finished product

Summary Prototype fidelity Kinds of prototypes Depth, breadth, look, feel Kinds of prototypes Paper Computer: storyboard, forms Wizard of Oz Don’t get attached to a prototype Because it may need to be thrown away

The end