Usability by Ian Symonds
Upcoming SlideShare
Loading in...5
×
 

Like this? Share it with your network

Share

Usability by Ian Symonds

on

  • 3,626 views

 

Statistics

Views

Total Views
3,626
Views on SlideShare
2,127
Embed Views
1,499

Actions

Likes
0
Downloads
33
Comments
0

7 Embeds 1,499

http://www.darwinwebstandards.org 1468
http://darwinwebstandards.org 16
http://translate.googleusercontent.com 9
url_unknown 3
http://webcache.googleusercontent.com 1
http://darwinwebstandards.org.netzcheck.com 1
https://www.google.fr 1
More...

Accessibility

Categories

Upload Details

Uploaded via as Microsoft PowerPoint

Usage Rights

© All Rights Reserved

Report content

Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel
  • Full Name Full Name Comment goes here.
    Are you sure you want to
    Your message goes here
    Processing…
Post Comment
Edit your comment

Usability by Ian Symonds Presentation Transcript

  • 1. Usability
    Darwin Web Standards
    9 June 2011
  • 2. Usability
    The 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.”
    Wikipedia
  • 3. Usability
    The 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.”
    Wikipedia
    ISO 9241. Ergonomics of Human System Interaction
    A multi-part standard from the International Organization for Standardization (ISO), covering aspects of people working with computers.
    Originally titled Ergonomic requirements for office work with visual display terminals (VDTs).
  • 4. Jakob Nielsen
    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.
  • 5. Jakob Nielsen
    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 is defined by five quality components:
    http://www.useit.com
  • 6. Jakob Nielsen
    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 is defined by five quality components:
    Learnability
    http://www.useit.com
    How easy is it for users to accomplish basic tasks the first time they encounter the design?
  • 7. Jakob Nielsen
    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 is defined by five quality components:
    Learnability
    Efficiency
    http://www.useit.com
    Once users have learned the design, how quickly can they perform tasks?
  • 8. Jakob Nielsen
    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 is defined by five quality components:
    Learnability
    Efficiency
    Memorability
    http://www.useit.com
    When users return to the design after a period of not using it, how easily can they reestablish proficiency?
  • 9. Jakob Nielsen
    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 is defined by five quality components:
    Learnability
    Efficiency
    Memorability
    Errors
    http://www.useit.com
    How many errors do users make, how severe are these errors, and how easily can they recover from the errors?
  • 10. Jakob Nielsen
    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 is defined by five quality components:
    Learnability
    Efficiency
    Memorability
    Errors
    Satisfaction
    http://www.useit.com
    How pleasant is it to use the design?
  • 11. Jakob Nielsen
    http://www.useit.com
    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 is defined by five quality components:
    • Learnability: How easy is it for users to accomplish basic tasks the first time they encounter the design?
    • 12. Efficiency: Once users have learned the design, how quickly can they perform tasks?
    • 13. Memorability: When users return to the design after a period of not using it, how easily can they reestablish proficiency?
    • 14. Errors: How many errors do users make, how severe are these errors, and how easily can they recover from the errors?
    • 15. Satisfaction: How pleasant is it to use the design?
  • Usability vs Accessibility
  • 16. I don’t care about accessibility
    When you design for the Web -- that is, when you design exclusively and specifically for this medium -- when you do that natively, so many of the things we consider problems just start to fall away.
    I've seen that the designers I'm working with have little trouble with the so-called constraints of today's Web
    • They take for granted that their pages must perform quickly in a wide variety of bandwidth situations.
    • 17. They know and expect how their pages will work across operating systems and on different hardware platforms.
    • 18. Their designs are explicitly intended to work in what we call the spectrum of degradability -- that is, consider the current Mozilla in the middle, with less advanced and broken browsers like Blazer, Netscape 4 and IE6 on one end, and more advanced browsers like OmniWeb, screen readers, and other accessibility devices on the other.
    Jeffrey Veen
    http://www.veen.com/jeff/archives/000503.html
  • 19. Don’t Make Me Think
  • 20. Don’t Make Me Think
    • Walks the talk
    • 21. Is readable in about 2 hours (a medium plane flight)
    • 22. Aimed at managers, readable by everyone
  • Don’t Make Me Think
    Key Themes
    • When you're creating a site, your job is to get rid of the question marks.
    • 23. We don't read pages. We scan them.
    • 24. Create a clear visual hierarchy. One of the best ways to make a page easy to grasp in a hurry is to make sure that the appearance of the things on the page -- all of the visual cues -- clearly and accurately portray the relationships between the things on the page.
    • 25. Usability Testing
  • Don’t Make Me Think
  • 26. Don’t Make Me Think
  • 27. Don’t Make Me Think
  • 28. Don’t Make Me Think
    Omit Needless Words
  • 29. Don’t Make Me Think
  • 30. Don’t Make Me Think
  • 31. Don’t Make Me Think
  • 32. So…..?
    • Define user profiles (personas)
    Who is coming to your site?
    What are they trying to achieve?
    What is their skill level?
    Design and develop for that audience
    • Keep your terminology simple
    Really simple
    And familiar
    Use established conventions
    Make links easily identifiable
    Links are links (they go places)
    Buttons are buttons (they do stuff)
    Put error messages next to where they occur, (and as soon as possible)
  • 33. Letting Go of the Words
    • More in-depth
    • 34. Aimed at web managers, developers
    • 35. Define
    • 36. Goals of the site
    • 37. Key site users
    • 38. Direct the content towards the users
    Redish has done her homework and created a thorough overview of the issues in writing for the Web. Ironically, I must recommend that you read her every word so that you can find out why your customers won't read very many words on your website -- and what to do about it ; -- Jakob Nielsen
  • 39. Letting Go of the Words
    List your major audiences
    Gather information about your audiences
    List major characteristics for each audience
    Gather your audiences’ questions, tasks and stories
    Use the information to create personas
    Include the persona’s goals and tasks
    Use this information to write scenarios for the site
  • 40. Ginny Redish – 7 Steps
    List your major audiences
    • Patients, health care professionals, researchers
    • 41. Parents, teachers, students
    Gather information about your audiences
    • Patients, health care professionals, researchers
    • 42. Parents, teachers, students
    • 43. Tourists (local), Prospective Tourists (interstate), Prospective Tourists (international)
    List major characteristics for each audience
    • Consider expertise with using the web & technology
    • 44. Consider expertise with your subject matter
    Gather your audiences’ questions, tasks and stories
    Use the information to create personas
    http://www.usability.gov/methods/analyze_current/personas.html
    Include the persona’s goals and tasks
    Use this information to write scenarios for the site
    • Find accommodation near Hidden Valley
    • 45. Find a caravan park
    • 46. Find schools near Durack for my 6, and 11 year-old children, including music studies and bus information
  • Every persona must be catered for.
    Every scenario must be achievable from the home page.
  • 47. Key Tasks
    • People want to start key tasks right away
    • 48. Often these involve forms
    • 49. Put the forms people want right away on the home page
    • 50. Airline,
    • 51. Accommodation
    • 52. Real estate
    • 53. Rental cars
    • 54. Speak in the vernacular of your site visitors
    • 55. Avoid using cute, or made-up words
    • 56. Provide meaningful links
  • Usability Testing
  • 57. Usability Testing
    (It’s not) focus group testing
    • Focus group react to designs and ideas that are shown to them
    • 58. Value comes from participants reacting to each other
    Usability testing
    • Individual tests
    • 59. Tries to achieve set objectives
    • 60. May be done on a partially complete site (even sketches)
    Jakob Nielsen and Tom Landauer: testing five users will uncover about 85% of a site’s usability problems, and that there’s a serious case of diminishing returns for additional users.
    http://www.useit.com/alertbox/20000319.html
  • 61. Usability Testing
    • There’s companies that specialise in Usability testing
    • 62. http://www.usertesting.com/
    • 63. http://www.usabilityfirst.com/
    • 64. Or you can do it yourself
    • 65. Three or four people (per test)
    • 66. Neighbour, colleague, relative
    • 67. No need for a special lab
    • 68. It’s important to re-run usability tests
    • 69. You can’t test it yourself – you’re too close to the site
  • Usability Testing
    • Doesn’t need to be a big deal
    Choose a representative audience type
    Chose a site key task
    Book accommodation for a date
    Buy a book
    Find how to catch a bus to the V8’s
    • Observe them performing that task
    How do they discover what to do?
    Do they find it easy?
    Do they make errors?
    How do they recover from errors
  • 70.
  • 71. Stupidly cool iPad Synthesizer App
  • 72. Stupidly cool iPad Synthesizer App
    Skeuomorphic Design
  • 73. Visualising blood tests
  • 74. Visualising blood tests
  • 75. Discussion
  • 76. Links
    http://www.usabilityfirst.com/
    http://www.usability.gov/
    http://www.jungleminds.com/publications/articles/effective_usability_testing_for_intranet