2. Universal usability is the design of things such
that they are useful to as many people as
possible. For example , a sidewalk may be
designed for people with disabilities, baby
carriages, bicyclist, commercial deliveries and
to protect pedestrians from cars. Universal
design is a move away from design for the “
average” person by considering a wide variety
of diverse use cases.
3. Effective to use
Efficient to use
Safe to use
Have good utility
Easy to learn
Easy to remember
4. Effective to use (effectiveness)
A general goal: how well does a system do what it
should do?
Efficient to use (efficiency)
Do things quickly, easily.
Especially common tasks.
Safe to use (safety)
Protect people from hazards (usually not a SW issue)
Help prevent user from making errors and recover
from errors
Give users confidence
5. Have good utility
Has the right kind of functionality
Supports users in accomplishing tasks
Easy to learn (learnability)
Includes how easy it is to learn advanced features.
(If hard, who bothers?)
Easy to remember how to use (memorability)
Many systems used infrequently
6. We want to achieve these goals, but how do we
know?
Develop measurable criteria based on previous
goals. Examples:
Time to learn
Speed of performance
Rate of errors over by users
Retention over time
Subjective satisfaction
8. Sending information back to the user about
what has been done
Includes sound, highlighting, animation and
combinations of these
e.g. when screen button clicked on provides sound or
red highlight feedback:
9. Generalizable abstractions for thinking about
different aspects of design
The do’s and don’ts of interaction design
But at a high level.
What to provide and what not to provide at the
interface
Derived from a mix of theory-based
knowledge, experience and common-sense