What usability is?

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This presentation focuses on explaining what usability really is. Several myths concerning usability (and partially accessibility) are discussed and debunked.

Author: Maciej Laskowski (Lublin University of Technology, http://www.pollub.pl)

The presentation is published under the license Creative Commons Attribution-NonCommercial-NoDerivs CC BY-NC-ND. More information about license: http://creativecommons.org/licenses/by-nc-nd/3.0/legalcode.

The presentation was created under Leonardo da Vinci Partnerships Project 2012-1-PL1-LEO04-28181 GUI USABILITY AND ACCESSIBILITY: EXCHANGING KNOWLEDGE AND EXPERIENCES (http://usability-accessibility.org/). This project has been funded with support from the European Commission under the Lifelong Learning Programme.

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  • Experimental design is a very time consuming process.
    The more you take time to make a very precise and complete experimental design, the more you test will be robust and pertinent.
  • Experimental design is a very time consuming process.
    The more you take time to make a very precise and complete experimental design, the more you test will be robust and pertinent.
  • Experimental design is a very time consuming process.
    The more you take time to make a very precise and complete experimental design, the more you test will be robust and pertinent.
  • Experimental design is a very time consuming process.
    The more you take time to make a very precise and complete experimental design, the more you test will be robust and pertinent.
  • Experimental design is a very time consuming process.
    The more you take time to make a very precise and complete experimental design, the more you test will be robust and pertinent.
  • Experimental design is a very time consuming process.
    The more you take time to make a very precise and complete experimental design, the more you test will be robust and pertinent.
  • Experimental design is a very time consuming process.
    The more you take time to make a very precise and complete experimental design, the more you test will be robust and pertinent.
  • Experimental design is a very time consuming process.
    The more you take time to make a very precise and complete experimental design, the more you test will be robust and pertinent.
  • Experimental design is a very time consuming process.
    The more you take time to make a very precise and complete experimental design, the more you test will be robust and pertinent.
  • Experimental design is a very time consuming process.
    The more you take time to make a very precise and complete experimental design, the more you test will be robust and pertinent.
  • Experimental design is a very time consuming process.
    The more you take time to make a very precise and complete experimental design, the more you test will be robust and pertinent.
  • Experimental design is a very time consuming process.
    The more you take time to make a very precise and complete experimental design, the more you test will be robust and pertinent.
  • Experimental design is a very time consuming process.
    The more you take time to make a very precise and complete experimental design, the more you test will be robust and pertinent.
  • Experimental design is a very time consuming process.
    The more you take time to make a very precise and complete experimental design, the more you test will be robust and pertinent.
  • Experimental design is a very time consuming process.
    The more you take time to make a very precise and complete experimental design, the more you test will be robust and pertinent.
  • Experimental design is a very time consuming process.
    The more you take time to make a very precise and complete experimental design, the more you test will be robust and pertinent.
  • In the first step, you’ll have to define independent and dependent variables.
    Participant’s profiles, experimental conditions and the number of participants will insue from this step.
    In the second step, you’ll define the scenarios and the tasks to be performed by the participants, in order to make sense with the objectives of the test
    In the last step, define precisely all the quantitative and qualitative data according to the previous steps
  • In the first step, you’ll have to define independent and dependent variables.
    Participant’s profiles, experimental conditions and the number of participants will insue from this step.
    In the second step, you’ll define the scenarios and the tasks to be performed by the participants, in order to make sense with the objectives of the test
    In the last step, define precisely all the quantitative and qualitative data according to the previous steps
  • In the first step, you’ll have to define independent and dependent variables.
    Participant’s profiles, experimental conditions and the number of participants will insue from this step.
    In the second step, you’ll define the scenarios and the tasks to be performed by the participants, in order to make sense with the objectives of the test
    In the last step, define precisely all the quantitative and qualitative data according to the previous steps
  • In the first step, you’ll have to define independent and dependent variables.
    Participant’s profiles, experimental conditions and the number of participants will insue from this step.
    In the second step, you’ll define the scenarios and the tasks to be performed by the participants, in order to make sense with the objectives of the test
    In the last step, define precisely all the quantitative and qualitative data according to the previous steps
  • In the first step, you’ll have to define independent and dependent variables.
    Participant’s profiles, experimental conditions and the number of participants will insue from this step.
    In the second step, you’ll define the scenarios and the tasks to be performed by the participants, in order to make sense with the objectives of the test
    In the last step, define precisely all the quantitative and qualitative data according to the previous steps
  • In the first step, you’ll have to define independent and dependent variables.
    Participant’s profiles, experimental conditions and the number of participants will insue from this step.
    In the second step, you’ll define the scenarios and the tasks to be performed by the participants, in order to make sense with the objectives of the test
    In the last step, define precisely all the quantitative and qualitative data according to the previous steps
  • In the first step, you’ll have to define independent and dependent variables.
    Participant’s profiles, experimental conditions and the number of participants will insue from this step.
    In the second step, you’ll define the scenarios and the tasks to be performed by the participants, in order to make sense with the objectives of the test
    In the last step, define precisely all the quantitative and qualitative data according to the previous steps
  • In the first step, you’ll have to define independent and dependent variables.
    Participant’s profiles, experimental conditions and the number of participants will insue from this step.
    In the second step, you’ll define the scenarios and the tasks to be performed by the participants, in order to make sense with the objectives of the test
    In the last step, define precisely all the quantitative and qualitative data according to the previous steps
  • In the first step, you’ll have to define independent and dependent variables.
    Participant’s profiles, experimental conditions and the number of participants will insue from this step.
    In the second step, you’ll define the scenarios and the tasks to be performed by the participants, in order to make sense with the objectives of the test
    In the last step, define precisely all the quantitative and qualitative data according to the previous steps
  • In the first step, you’ll have to define independent and dependent variables.
    Participant’s profiles, experimental conditions and the number of participants will insue from this step.
    In the second step, you’ll define the scenarios and the tasks to be performed by the participants, in order to make sense with the objectives of the test
    In the last step, define precisely all the quantitative and qualitative data according to the previous steps
  • In the first step, you’ll have to define independent and dependent variables.
    Participant’s profiles, experimental conditions and the number of participants will insue from this step.
    In the second step, you’ll define the scenarios and the tasks to be performed by the participants, in order to make sense with the objectives of the test
    In the last step, define precisely all the quantitative and qualitative data according to the previous steps
  • What usability is?

    1. 1. Leonardo da Vinci Partnerships Project GUI USABILITY AND ACCESSIBILITY: EXCHANGING KNOWLEDGE AND EXPERIENCES What is usability? Maciej Laskowski This project has been funded with support from the European Commission under the Lifelong Learning Programme
    2. 2. Leonardo da Vinci Partnerships Project GUI USABILITY AND ACCESSIBILITY: EXCHANGING KNOWLEDGE AND EXPERIENCES Introduction  There are several different approaches to defining usability.  Moreover, there are also several myths about what usability really is, and what it does. This project has been funded with support from the European Commission under the Lifelong Learning Programme 2
    3. 3. Leonardo da Vinci Partnerships Project GUI USABILITY AND ACCESSIBILITY: EXCHANGING KNOWLEDGE AND EXPERIENCES Myth #1  Usability is difficult and it’s meant to make an application usable by dumb (aka everyday) users This project has been funded with support from the European Commission under the Lifelong Learning Programme 3
    4. 4. Leonardo da Vinci Partnerships Project GUI USABILITY AND ACCESSIBILITY: EXCHANGING KNOWLEDGE AND EXPERIENCES Myth #1 This project has been funded with support from the European Commission under the Lifelong Learning Programme 4
    5. 5. Leonardo da Vinci Partnerships Project GUI USABILITY AND ACCESSIBILITY: EXCHANGING KNOWLEDGE AND EXPERIENCES Myth #1 This project has been funded with support from the European Commission under the Lifelong Learning Programme 5
    6. 6. Leonardo da Vinci Partnerships Project GUI USABILITY AND ACCESSIBILITY: EXCHANGING KNOWLEDGE AND EXPERIENCES Myth #2  Usability has to be done at any cost! This project has been funded with support from the European Commission under the Lifelong Learning Programme 6
    7. 7. Leonardo da Vinci Partnerships Project GUI USABILITY AND ACCESSIBILITY: EXCHANGING KNOWLEDGE AND EXPERIENCES Myth #2  This project has been funded with support from the European Commission under the Lifelong Learning Programme Source: okcancel.com 7
    8. 8. Leonardo da Vinci Partnerships Project GUI USABILITY AND ACCESSIBILITY: EXCHANGING KNOWLEDGE AND EXPERIENCES Myth #3  Everyone cares about usability and accessibility This project has been funded with support from the European Commission under the Lifelong Learning Programme 8
    9. 9. Leonardo da Vinci Partnerships Project GUI USABILITY AND ACCESSIBILITY: EXCHANGING KNOWLEDGE AND EXPERIENCES Myth #3 Source: okcancel.com This project has been funded with support from the European Commission under the Lifelong Learning Programme 9
    10. 10. Leonardo da Vinci Partnerships Project GUI USABILITY AND ACCESSIBILITY: EXCHANGING KNOWLEDGE AND EXPERIENCES Myth #4  Usability tests are foolproof – if something is labeled ”usable”, than it is. This project has been funded with support from the European Commission under the Lifelong Learning Programme 10
    11. 11. Leonardo da Vinci Partnerships Project GUI USABILITY AND ACCESSIBILITY: EXCHANGING KNOWLEDGE AND EXPERIENCES Myth #4  This project has been funded with support from the European Commission under the Lifelong Learning Programme Source: okcancel.com 11
    12. 12. Leonardo da Vinci Partnerships Project GUI USABILITY AND ACCESSIBILITY: EXCHANGING KNOWLEDGE AND EXPERIENCES Myth #5  You have to follow all the rules. Period. This project has been funded with support from the European Commission under the Lifelong Learning Programme 12
    13. 13. Leonardo da Vinci Partnerships Project GUI USABILITY AND ACCESSIBILITY: EXCHANGING KNOWLEDGE AND EXPERIENCES Myth #5  This project has been funded with support from the European Commission under the Lifelong Learning Programme Source: okcancle.com 13
    14. 14. Leonardo da Vinci Partnerships Project GUI USABILITY AND ACCESSIBILITY: EXCHANGING KNOWLEDGE AND EXPERIENCES Myth #6  Usability has to be gained at any cost. This project has been funded with support from the European Commission under the Lifelong Learning Programme 14
    15. 15. Leonardo da Vinci Partnerships Project GUI USABILITY AND ACCESSIBILITY: EXCHANGING KNOWLEDGE AND EXPERIENCES Myth #6  This project has been funded with support from the European Commission under the Lifelong Learning Programme Source: okcancel.com 15
    16. 16. Leonardo da Vinci Partnerships Project GUI USABILITY AND ACCESSIBILITY: EXCHANGING KNOWLEDGE AND EXPERIENCES Myth #7  User-center design leads to engagement. Engagement to fun. Fun leads to … This project has been funded with support from the European Commission under the Lifelong Learning Programme 16
    17. 17. Leonardo da Vinci Partnerships Project GUI USABILITY AND ACCESSIBILITY: EXCHANGING KNOWLEDGE AND EXPERIENCES Myth #7  This project has been funded with support from the European Commission under the Lifelong Learning Programme Source: okcancel.com 17
    18. 18. Leonardo da Vinci Partnerships Project GUI USABILITY AND ACCESSIBILITY: EXCHANGING KNOWLEDGE AND EXPERIENCES OK, but what really is usability?   In a most simple definition: Usability is the ease of use and learnability of a human-made object. ISO defines usability as: The extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency, and satisfaction in a specified context of use This project has been funded with support from the European Commission under the Lifelong Learning Programme 18
    19. 19. Leonardo da Vinci Partnerships Project GUI USABILITY AND ACCESSIBILITY: EXCHANGING KNOWLEDGE AND EXPERIENCES OK, but what really is usability?  Jakob Nielsen and Ben Shneiderman have written (separately) about a framework of system acceptability, where usability is a part of the broader notion "usefulness" and is composed of:      Learnability Efficiency Memorability Errors Satisfaction Source: http://www.useit.com/alertbox/20030825.html This project has been funded with support from the European Commission under the Lifelong Learning Programme 19
    20. 20. Leonardo da Vinci Partnerships Project GUI USABILITY AND ACCESSIBILITY: EXCHANGING KNOWLEDGE AND EXPERIENCES OK, but what really is usability?  Jakob Nielsen and Ben Shneiderman have written (separately) about a framework of system acceptability, where usability is a part of the broader notion "usefulness" and is composed of:      Learnability: How easy is it for users to accomplish basic tasks the first time they encounter the design? Efficiency Memorability Errors Satisfaction Source: http://www.useit.com/alertbox/20030825.html This project has been funded with support from the European Commission under the Lifelong Learning Programme 20
    21. 21. Leonardo da Vinci Partnerships Project GUI USABILITY AND ACCESSIBILITY: EXCHANGING KNOWLEDGE AND EXPERIENCES OK, but what really is usability?  Jakob Nielsen and Ben Shneiderman have written (separately) about a framework of system acceptability, where usability is a part of the broader notion "usefulness" and is composed of:      Learnability Efficiency: Once users have learned the design, how quickly can they perform tasks? Memorability Errors Satisfaction Source: http://www.useit.com/alertbox/20030825.html This project has been funded with support from the European Commission under the Lifelong Learning Programme 21
    22. 22. Leonardo da Vinci Partnerships Project GUI USABILITY AND ACCESSIBILITY: EXCHANGING KNOWLEDGE AND EXPERIENCES OK, but what really is usability?  Jakob Nielsen and Ben Shneiderman have written (separately) about a framework of system acceptability, where usability is a part of the broader notion "usefulness" and is composed of:      Learnability Efficiency Memorability: When users return to the design after a period of not using it, how easily can they re establish proficiency? Errors Satisfaction Source: http://www.useit.com/alertbox/20030825.html This project has been funded with support from the European Commission under the Lifelong Learning Programme 22
    23. 23. Leonardo da Vinci Partnerships Project GUI USABILITY AND ACCESSIBILITY: EXCHANGING KNOWLEDGE AND EXPERIENCES OK, but what really is usability?  Jakob Nielsen and Ben Shneiderman have written (separately) about a framework of system acceptability, where usability is a part of the broader notion "usefulness" and is composed of:      Learnability Efficiency Memorability Errors: How many errors do users make, how severe are these errors, and how easily can they recover from the errors? Satisfaction Source: http://www.useit.com/alertbox/20030825.html This project has been funded with support from the European Commission under the Lifelong Learning Programme 23
    24. 24. Leonardo da Vinci Partnerships Project GUI USABILITY AND ACCESSIBILITY: EXCHANGING KNOWLEDGE AND EXPERIENCES OK, but what really is usability?  Jakob Nielsen and Ben Shneiderman have written (separately) about a framework of system acceptability, where usability is a part of the broader notion "usefulness" and is composed of:      Learnability Efficiency Memorability Errors Satisfaction: How pleasant is it to use the design? Source: http://www.useit.com/alertbox/20030825.html This project has been funded with support from the European Commission under the Lifelong Learning Programme 24
    25. 25. Leonardo da Vinci Partnerships Project GUI USABILITY AND ACCESSIBILITY: EXCHANGING KNOWLEDGE AND EXPERIENCES Usability as a functionality  Usability is a non-functional requirement. As with other non-functional requirements, usability cannot be directly measured (not necessarily true) but must be quantified by means of indirect measures or attributes such as, the number of reported problems with ease-of-use of a system. This project has been funded with support from the European Commission under the Lifelong Learning Programme 25
    26. 26. Leonardo da Vinci Partnerships Project GUI USABILITY AND ACCESSIBILITY: EXCHANGING KNOWLEDGE AND EXPERIENCES Usability as a functionality  This project has been funded with support from the European Commission under the Lifelong Learning Programme Source: okcancel.com 26
    27. 27. Leonardo da Vinci Partnerships Project GUI USABILITY AND ACCESSIBILITY: EXCHANGING KNOWLEDGE AND EXPERIENCES ISO standards ISO/TR 16982:2002 (Ergonomics of human-system interaction—Usability methods supporting human-centered design) is a standard that provides information on human-centered usability methods that can be used for design and evaluation. It details the advantages, disadvantages, and other factors relevant to using each usability method. It explains the implications of the stage of the life cycle and the individual project characteristics for the selection of usability methods and provides examples of usability methods in context.  Mainly for: project managers! This project has been funded with support from the European Commission under the Lifelong Learning Programme 27
    28. 28. Leonardo da Vinci Partnerships Project GUI USABILITY AND ACCESSIBILITY: EXCHANGING KNOWLEDGE AND EXPERIENCES ISO standards ISO 9241 is a multi-part standard that covers a number of aspects of people working with computers. Although originally titled Ergonomic requirements for office work with visual display terminals (VDTs), it has been retitled to the more generic Ergonomics of Human System Interaction.  This project has been funded with support from the European Commission under the Lifelong Learning Programme 28

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