2. Daniel PuiuSoftware Developer &User Experience Enthusiastdaniel.email@example.com
3. Agenda1. What is usability?2. Benefits of usability3. What we can do for our users?As business analysts (user centered design)As developers/designers (design principles)As testers (usability testing)4. Conclusions
4. Usability is themeasure of quality ofthe user experiencewhen interacting withsomething.What is usability?
5. 1. Easy and quick to learn2. Easy and efficient to use3. Error tolerant4. Easy to remember5. Subjective satisfactionUsability is a combination of factors
6. Your software is usable when users ...don’t think too much when using an applicationdon’t feel the need to use help windowseasily find the information they are looking forfeel comfortable when navigation trough the applicationdon’t feel stupidWhen your software is usable?
7. ISO 9241-11 (part 11 - 1998)This part deals with the extent to which a product can be used by specified users toachieve specified goals with effectiveness (task completion by users), efficiency(task in time) and satisfaction (responded by user in term of experience) in aspecified context of use (users, tasks, equipments & environments).ISO 9241-210 (ex ISO 13407)Provides requirements and recommendations for human-centered designprinciples and activities throughout the life cycle of computer-based interactivesystems. It is intended to be used by those managing design processes, and isconcerned with ways in which both hardware and software components ofinteractive systems can enhance human–system interaction.International standards
8. Usability may save lives …http://harryzzz.blogspot.ro/2010_07_01_archive.html
9. Usability may save money …“Im not here to enter into a relationship.I just want to buy something.”https://www.facebook.com/HodanGlobal
10. it may make you smile
11. Increase salesIncrease trafficIncrease of registered usersMarket share increaseCreates a positive brandUsability benefits for …public websitesintranetsinternalDecrease training budget for usersProductivity increaseIncrease user satisfaction at workReduces development timeDecrease maintenance costsRemove re-design costsDecrease documentation and training time
13. annual ROIusersnumberCalculating increased productivityAssumptionsEmployees 500Loaded salary $20.000 (or $0.008/second)Use 10 tasks/dayIncreased efficiency 6 seconds/taskAnnual ROI 500 x 10 x 230 x 6 x 0.008 = 20.125$The formulauses/daydays/yearincreasedefficiencyloadedsalaryExample: Reorganize intranet to increase efficiency by 6 seconds/task
14. 90sHardwarewas the KING00sSoftwarewas the KING10sInteractionwill be the KINGFrom past to future
15. User centeredanalysis
16. I’ll go up and findout what they needand the rest of youjust start coding!Traditional project life cycleProjectplanningRequirementsdefinitionsDesignDevelopmentIntegrationTestInstallationAcceptanceMaintenancehttp://blogs.msdn.com/b/devschool/archive/2012/09/10/design-principles-why-use-paper-and-pencil-or-similar-on-slate.aspx
17. Help deskTrainingMaintenanceImplementationDetail designHigh level designUser/taskanalysisInvestment in ResourcesProjectLifeCycleLess user centered design = more hidden costs
18. Investment in ResourcesProjectLifeCycleMore user centered design = less hidden costsHelp deskTrainingMaintenanceImplementationDetail designHigh level designUser/task analysis
19. Get smart early!TimeProbabilityBegin EndHighLow
20. Mental models
21. SimplicityFamiliarityAvailabilityFlexibilityFeedbackSafetyAffordanceHow to apply mental models in software?
22. SimplicityFamiliarityAvailabilityFlexibilityFeedbackSafetyAffordanceHow to apply mental models in software?
23. SimplicityFamiliarityAvailabilityFlexibilityFeedbackSafetyAffordanceHow to apply mental models in software?
24. SimplicityFamiliarityAvailabilityFlexibilityFeedbackSafetyAffordanceHow to apply mental models in software?
25. SimplicityFamiliarityAvailabilityFlexibilityFeedbackSafetyAffordanceHow to apply mental models in software?
26. SimplicityFamiliarityAvailabilityFlexibilityFeedbackSafetyAffordanceHow to apply mental models in software?
27. SimplicityFamiliarityAvailabilityFlexibilityFeedbackSafetyAffordanceHow to apply mental models in software?http://iasi.codecamp.roRegister
28. Interviews“Everyone has a story,make yours worthtelling”, Patrick Rickettshttp://4.bp.blogspot.com/-HTtRjPqHn2U/UDTdBhB_v7I/AAAAAAAAALk/LkbZEFEQmOw/s1600/job-interview.jpg
29. User observation“First rule of usability?Don’t listen to users” byJacob Nielsenhttp://www.newswire.ca/en/story/970075/brunswick-mine-earns-prestigious-john-t-ryan-safety-award-for-the-safest-metal-mine-in-canada
31. Surveysbecause knowledge is everything1. design 2. collect 3. analyze
32. EnvironmentWorks in centralized roomBusy environment, people, radiosClimate control, but dusty, mal dustOperators, supervisors, visitorsGood lighting conditionsTechnology21” monitors, multiple (3-4)Good internet connectionLooks like a control roomSomeone in the chair 24/72-way radiosDemographics37 years oldBeen at mine since 2000 (13 years)Enjoys what he doesFirm and fairMinimal computer experienceDevelop personasMake Mircea loveyour system!Do you think thatMircea has timefor this wizard?
35. Open card sortingTourAbout UsAffiliatesDeveloperOverviewSubscriptionPlansDownloadTrialSupportAPI InfoTestimonialsPricingTourAbout UsAffiliatesDeveloperOverviewSubscriptionPlansDownloadTrialSupportAPI InfoTestimonialsPricinghttp://sixrevisions.com/usabilityaccessibility/card-sorting/
37. Developers spend a lot of time worrying what makesthings easy for themselves, like unit testing, continuousintegration but we should spend more time worryingwhat makes things easy for our usersSoftware exits because users exist, not because wedevelop it, so it’s worth a lot to make their jobs easierDevelopers gains success by making something possibleinstead of making something easy.About developers
38. If you are not looking forsomething, very oftenyou wont see it!Inattentional Blindness
39. … 5 buttons are executedfor 80% of user actions… 4 applications are usedin 80% of user’s timePareto rule (80/20 rule)
55. Circle five words that describe your impression of the design.Friendly GoodCool ConfidentSecure Up-To-DateHelpful High-TechCluttered StableReputable AnnoyingConfusing TrustworthyEasy-To-Use ComfortableEvaluate brand messageTest sample
56. Where would you goto read about?1. Women’s medicalprocedures2. Home care3. Wight loss surgery4. Local centersEvaluate content organizationTest sample
57. 1. Can you please tell mewhat is the price forCanon 1000D?2. Can you please find thedifferences betweenNokia S500 and NokiaS600?3. Please add on order forDell Latitude 400.Evaluate navigation designTest sample
58. Circle everythingthat you believe tobe a hyperlink.Evaluate affordanceTest sample
67. The inconvenient truth about SEOhttp://www.smashingmagazine.com/2012/12/11/seo-the-inconvenient-truth/Your primary objectiveshould be better content,not higher rankings
68. Mint.com – no ad campaign“Take a complicated process, make it easy, and you will win!”http://www.ebusinessblog.org/554/user-experience-success-mint-com-has-made-doing-the-bills-a-joint-effort/
69. Usability vs. User experiencehttp://roomoramablog.files.wordpress.com/2012/10/transfagarasan-romania.jpghttp://www.consulting.ait.asia/images/news/detail/freeway.jpg
70. Sketchbook vs. PaperThat was EASY!Whoa. That wasAWESOME!http://www.fingerpainted.it/wp-content/uploads/2010/04/iPad_SketchBookPro_Photo.jpghttp://static.squarespace.com/static/50271a61c4aab6c54f9af5ee/5028140ee4b0195d2ee37559/5028140ee4b0195d2ee37e7e/1334450945277/1000w
71. let’s get rid of theuser’s frustration …
72. and let’s makeusers happy!
73. Steve KrugDon’t make methinkDonald NormanThe design ofeveryday thingsJenifer TidwellDesigninginterfacesJacob NielsenPrioritizing WebUsabilityLidwel, Holden & ButleUniversal Principles ofDesignhttp://www.humanfactors.comhttp://www.uxbooth.com/http://www.smashingmagazine.com/http://www.uxmatters.com/index.phphttp://www.usabilityfirst.com/B O O K SW E B S I T E SResourceshttp://www.upassoc.org/http://www.uie.com/brainsparks/http://uxmovement.com/http://uxdesign.ro/