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Usability applied to e-learning
By Elias Valenzuela
evalenzu@gmail.com
The purpose of
this
presentation, is
to help you
understand the
importance of
applying
usability
principles at
the course
design level
when creating
e-learning, to
avoid usability
problems that
could affect the
learner’s
experience.
Human-computer
interaction is the default
mode of interaction in
e-learning, so we can
assume that when
evaluating usability of
e-learning courseware
we can apply identical
procedures that apply
when evaluating web
pages or computer
applications.
In our specific case,
what makes e-learning
different is its purpose,
that is to teach, to show
information that is
meant to allow
somebody to learn
something.
Software
Web e-learning
e-commerce
Human-computer
interaction
Content
development
Subject
matter
expert
Courseware
engineering
Graphic
design
Instructional
design
This is an attempt to
focus the
development of
educational materials
towards the user
experience.
Instructional
designers do not need
to be usability
experts, but having a
basic knowledge is a
plus to ensure that
usability guidelines
will be observed
throughout the design
process.
Learner
mental
processing
capacity
Cognitive
connections
Functional
connections
Using an e-learning
program means
making cognitive
connections
Doing this cognitive work
of learning, requires
mental energy on the
learner.
The thinking effort should
be directed to the content
better than to decode
information that is
presented in a way not
easy to understand or to
deal with the navigation.
If making functional
connections can be
cognitively effortless,
those cognitive resources
are made available for
the real work that is
learning.
Usability
Usability is defined
by 5 quality
components:
Ability for users to save time in their work
once they have learned the systemEfficiency
Users’ overall feelings about the system.
Is it pleasant to use?User satisfaction
Ability for users to learn the system easily
Learnability
Ability for users to come back to the
system and remember how to use it once
they have been away from it for some
time
Memorability
DefinitionUsability components
(Jakob Nielsen's Definition of Usability)
How many errors do users make, how
severe are these errors, and how easily
can they recover from the errors?
Errors
Usability enables
learners to
concentrate on
their tasks, rather
than on the tools
they use to
perform their
tasks.
(Shackle, 1991; Nielsen, 1993; International Organization for Standardization [ISO] 9241-11, 1998; International Organization for Standardization, 1992)
Effectiveness
Efficiency
Flexibility
Learnability
Memorability
Operability
Understandability
Attitude & Satisfaction
Attractiveness
Usability Attributes in the E-Learning Context
(Shackle, 1991; Nielsen, 1993; International Organization for Standardization [ISO] 9241-11, 1998; International Organization for Standardization, 1992)
Effectiveness
Efficiency
Flexibility
Learnability
Memorability
Operability
Understandability
Attitude & Satisfaction
Attractiveness
The e-learning instructional
system is effective when the
e-learner completely
accomplishes a given task with
accuracy and precision.
Usability Attributes in the E-Learning Context
(Shackle, 1991; Nielsen, 1993; International Organization for Standardization [ISO] 9241-11, 1998; International Organization for Standardization, 1992)
Effectiveness
Efficiency
Flexibility
Learnability
Memorability
Operability
Understandability
Attitude & Satisfaction
Attractiveness
Usability Attributes in the E-Learning Context
The e-learner becomes efficient
in using the e-learning system
after having gained adequate
skills and ability to perform a
given task, which can lead to
improved productivity.
(Shackle, 1991; Nielsen, 1993; International Organization for Standardization [ISO] 9241-11, 1998; International Organization for Standardization, 1992)
Effectiveness
Efficiency
Flexibility
Learnability
Memorability
Operability
Understandability
Attitude & Satisfaction
Attractiveness
Usability Attributes in the E-Learning Context
The e-learning system is fully
adaptable to variation and
changes in tasks. The e-
learning system allows the e-
learner to become accustomed
to changes that are given in
various tasks.
(Shackle, 1991; Nielsen, 1993; International Organization for Standardization [ISO] 9241-11, 1998; International Organization for Standardization, 1992)
Effectiveness
Efficiency
Flexibility
Learnability
Memorability
Operability
Understandability
Attitude & Satisfaction
Attractiveness
Usability Attributes in the E-Learning Context
The e-learner learns the
system in a short time and can
easily start accomplishing
tasks.
(Shackle, 1991; Nielsen, 1993; International Organization for Standardization [ISO] 9241-11, 1998; International Organization for Standardization, 1992)
Effectiveness
Efficiency
Flexibility
Learnability
Memorability
Operability
Understandability
Attitude & Satisfaction
Attractiveness
Usability Attributes in the E-Learning Context
When returning to the system,
the e-learner remembers how
to use the system without
reiterating the learning cycle.
(Shackle, 1991; Nielsen, 1993; International Organization for Standardization [ISO] 9241-11, 1998; International Organization for Standardization, 1992)
Effectiveness
Efficiency
Flexibility
Learnability
Memorability
Operability
Understandability
Attitude & Satisfaction
Attractiveness
Usability Attributes in the E-Learning Context
The e-learner is able to and
has rights to operate and
control the e-learning system
with ease.
(Shackle, 1991; Nielsen, 1993; International Organization for Standardization [ISO] 9241-11, 1998; International Organization for Standardization, 1992)
Effectiveness
Efficiency
Flexibility
Learnability
Memorability
Operability
Understandability
Attitude & Satisfaction
Attractiveness
Usability Attributes in the E-Learning Context
The e-learner easily
understands the aptness of
the e-learning system in
accomplishing a given task.
(Shackle, 1991; Nielsen, 1993; International Organization for Standardization [ISO] 9241-11, 1998; International Organization for Standardization, 1992)
Effectiveness
Efficiency
Flexibility
Learnability
Memorability
Operability
Understandability
Attitude & Satisfaction
Attractiveness
Usability Attributes in the E-Learning Context
The degree of satisfaction of
the e-learner's approval,
pleasure, happiness,
fulfillment, contentment,
agreement, liking, comfort,
appreciation, and enjoyment of
or with the e-learning system.
(Shackle, 1991; Nielsen, 1993; International Organization for Standardization [ISO] 9241-11, 1998; International Organization for Standardization, 1992)
Effectiveness
Efficiency
Flexibility
Learnability
Memorability
Operability
Understandability
Attitude & Satisfaction
Attractiveness
Usability Attributes in the E-Learning Context
The ability of the e-learning
system to attract and draw
the e-learner's attention. It
also addresses the aesthetic
satisfaction that the system
provides to the user.
Heuristic evaluation
Heuristic evaluation
A way to find usability problems
…before going to the user.
Heuristics help us focus our
attention on issues that would
affect the behaviour of the user.
Instructional designers can use
these guidelines during the
earliest stages of the design
process.
We are going to review two sets of
heuristic evaluations:
Nielsen’s heuristics
Rolf Molich and Jakob Nielsen developed a set of
heuristics that are probably the most used in the
field of interface design. Nielsen later, after
evaluating several sets of heuristics, came up
with a better set, that is the one presented
here.
Gerhardt-Powals’ cognitive
engineering principles
Gerhardt Powal’s are heuristics specifically
designed to evaluate learning systems and
emphasizes the cognitive demand levels.
Visibility of system
status
1
Match between system
and the real world2
User control and
freedom
3
Consistency and
standards
4
Error prevention
5
Recognition rather
than recall
6
Flexibility and
efficiency of use
7
Aesthetic and
minimalist design
8
Help users recognise,
diagnose, and recover
from errors
9
Help and
documentation
10
Nielsen’s heuristics
Lets see them one by one and have a little description of each. 
The ten heuristics
Visibility of system
status1
Match between system
and the real world2
User control and freedom
3
Consistency and
standards
4
Error prevention
5
Recognition rather than
recall
6
Flexibility and efficiency
of use
7
Aesthetic and minimalist
design
8
Help users recognise,
diagnose, and recover
from errors
9
Help and documentation10
The system should always keep users informed about
what is going on, through appropriate feedback within a
reasonable time.
The ten heuristics
Visibility of system
status1
Match between system
and the real world2
User control and freedom
3
Consistency and
standards
4
Error prevention
5
Recognition rather than
recall
6
Flexibility and efficiency
of use
7
Aesthetic and minimalist
design
8
Help users recognise,
diagnose, and recover
from errors
9
Help and documentation10
The system should speak the users' language, with
words, phrases, and concepts familiar to the user, rather
than system-oriented terms. Follow real-world
conventions, making information appear in a natural and
logical order.
The ten heuristics
Visibility of system
status1
Match between system
and the real world2
User control and freedom
3
Consistency and
standards
4
Error prevention
5
Recognition rather than
recall
6
Flexibility and efficiency
of use
7
Aesthetic and minimalist
design
8
Help users recognise,
diagnose, and recover
from errors
9
Help and documentation10
Users often choose system functions by mistake and will
need a clearly marked "emergency exit" to leave the
unwanted state without having to go through an
extended dialog. Support undo and redo.
The ten heuristics
Visibility of system
status1
Match between system
and the real world2
User control and freedom
3
Consistency and
standards
4
Error prevention
5
Recognition rather than
recall
6
Flexibility and efficiency
of use
7
Aesthetic and minimalist
design
8
Help users recognise,
diagnose, and recover
from errors
9
Help and documentation10
Users should not have to wonder whether different
words, situations, or actions mean the same thing. Follow
platform conventions.
The ten heuristics
Visibility of system
status1
Match between system
and the real world2
User control and freedom
3
Consistency and
standards
4
Error prevention
5
Recognition rather than
recall
6
Flexibility and efficiency
of use
7
Aesthetic and minimalist
design
8
Help users recognise,
diagnose, and recover
from errors
9
Help and documentation10
Even better than good error messages is a careful design
which prevents a problem from occurring in the first
place. Either eliminate error-prone conditions or check
for them and present users with a confirmation option
before they commit to the action.
The ten heuristics
Visibility of system
status1
Match between system
and the real world2
User control and freedom
3
Consistency and
standards
4
Error prevention
5
Recognition rather than
recall
6
Flexibility and efficiency
of use
7
Aesthetic and minimalist
design
8
Help users recognise,
diagnose, and recover
from errors
9
Help and documentation10
Minimize the user's memory load by making objects,
actions, and options visible. The user should not have to
remember information from one part of the dialog to
another. Instructions for use of the system should be
visible or easily retrievable whenever appropriate.
The ten heuristics
Visibility of system
status1
Match between system
and the real world2
User control and freedom
3
Consistency and
standards
4
Error prevention
5
Recognition rather than
recall
6
Flexibility and efficiency
of use
7
Aesthetic and minimalist
design
8
Help users recognise,
diagnose, and recover
from errors
9
Help and documentation10
Accelerators -- unseen by the novice user -- may often
speed up the interaction for the expert user such that the
system can cater to both inexperienced and experienced
users. Allow users to tailor frequent actions.
The ten heuristics
Visibility of system
status1
Match between system
and the real world2
User control and freedom
3
Consistency and
standards
4
Error prevention
5
Recognition rather than
recall
6
Flexibility and efficiency
of use
7
Aesthetic and minimalist
design
8
Help users recognise,
diagnose, and recover
from errors
9
Help and documentation10
Dialogues should not contain information which is
irrelevant or rarely needed. Every extra unit of
information in a dialog competes with the relevant units
of information and diminishes their relative visibility.
The ten heuristics
Visibility of system
status1
Match between system
and the real world2
User control and freedom
3
Consistency and
standards
4
Error prevention
5
Recognition rather than
recall
6
Flexibility and efficiency
of use
7
Aesthetic and minimalist
design
8
Help users recognise,
diagnose, and recover
from errors
9
Help and documentation10
Error messages should be expressed in plain language
(no codes), precisely indicate the problem, and
constructively suggest a solution.
The ten heuristics
Visibility of system
status1
Match between system
and the real world2
User control and freedom
3
Consistency and
standards
4
Error prevention
5
Recognition rather than
recall
6
Flexibility and efficiency
of use
7
Aesthetic and minimalist
design
8
Help users recognise,
diagnose, and recover
from errors
9
Help and documentation10
Even though it is better if the system can be used
without documentation, it may be necessary to provide
help and documentation. Any such information should be
easy to use.
Gerhardt-Powals’ cognitive engineering principles
Fuse data3
Present new information with
meaningful aids to interpretation
4
Automate unwanted workload1
Reduce uncertainty2
Use names that are conceptually
related to function
5
Practice judicious redundancy10
Group data in consistently
meaningful ways to decrease
search time
6
Limit data-driven tasks7
Include in the displays only that
information needed by the user at
a given time
8
Provide multiple coding of data
when appropriate
9
Lets see them one by one and have a little description of each. 
Gerhardt-Powals’ cognitive engineering principles
Free cognitive resources for high-level tasks.
Eliminate mental calculations, estimations,
comparisons, and unnecessary thinking.
Fuse data3
Present new information with
meaningful aids to interpretation
4
Automate unwanted workload1
Reduce uncertainty2
Use names that are conceptually
related to function
5
Practice judicious redundancy10
Group data in consistently
meaningful ways to decrease
search time
6
Limit data-driven tasks7
Include in the displays only that
information needed by the user at
a given time
8
Provide multiple coding of data
when appropriate
9
johngrimwade.com/
Gerhardt-Powals’ cognitive engineering principles
Fuse data3
Present new information with
meaningful aids to interpretation
4
Automate unwanted workload1
Reduce uncertainty2
Use names that are conceptually
related to function
5
Display data in a manner that is clear
and obvious.
Practice judicious redundancy10
Group data in consistently
meaningful ways to decrease
search time
6
Limit data-driven tasks7
Include in the displays only that
information needed by the user at
a given time
8
Provide multiple coding of data
when appropriate
9
Gerhardt-Powals’ cognitive engineering principles
Fuse data3
Present new information with
meaningful aids to interpretation
4
Reduce uncertainty2
Use names that are conceptually
related to function
5
Reduce cognitive load by bringing together
lower-level data into a higher-level
summation.
Practice judicious redundancy10
Group data in consistently
meaningful ways to decrease
search time
6
Limit data-driven tasks7
Include in the displays only that
information needed by the user at
a given time
8
Provide multiple coding of data
when appropriate
9
Automate unwanted workload1
Gerhardt-Powals’ cognitive engineering principles
Fuse data3
Present new information with
meaningful aids to interpretation
4
Reduce uncertainty2
Use names that are conceptually
related to function
5
Use a familiar framework, making it easier to
absorb.
Use everyday terms, metaphors, etc.
Practice judicious redundancy10
Group data in consistently
meaningful ways to decrease
search time
6
Limit data-driven tasks7
Include in the displays only that
information needed by the user at
a given time
8
Provide multiple coding of data
when appropriate
9
Automate unwanted workload1
Gerhardt-Powals’ cognitive engineering principles
Fuse data3
Present new information with
meaningful aids to interpretation
4
Reduce uncertainty2
Use names that are conceptually
related to function
5
Context-dependent.
Attempt to improve recall and recognition.
Practice judicious redundancy10
Group data in consistently
meaningful ways to decrease
search time
6
Limit data-driven tasks7
Include in the displays only that
information needed by the user at
a given time
8
Provide multiple coding of data
when appropriate
9
Automate unwanted workload1
Gerhardt-Powals’ cognitive engineering principles
Fuse data3
Present new information with
meaningful aids to interpretation
4
Reduce uncertainty2
Use names that are conceptually
related to function
5
Practice judicious redundancy10
Group data in consistently
meaningful ways to decrease
search time
6
Limit data-driven tasks7
Include in the displays only that
information needed by the user at
a given time
8
Provide multiple coding of data
when appropriate
9
Automate unwanted workload1 The way we arrange the information should be
logical to allow easy searching.
Gerhardt-Powals’ cognitive engineering principles
Fuse data3
Present new information with
meaningful aids to interpretation
4
Reduce uncertainty2
Use names that are conceptually
related to function
5
Practice judicious redundancy10
Group data in consistently
meaningful ways to decrease
search time
6
Limit data-driven tasks7
Include in the displays only that
information needed by the user at
a given time
8
Provide multiple coding of data
when appropriate
9
Automate unwanted workload1 Reduce the time spent assimilating raw data.
Make appropriate use of color and graphics.
Gerhardt-Powals’ cognitive engineering principles
Fuse data3
Present new information with
meaningful aids to interpretation
4
Reduce uncertainty2
Use names that are conceptually
related to function
5
Practice judicious redundancy10
Group data in consistently
meaningful ways to decrease
search time
6
Limit data-driven tasks7
Include in the displays only that
information needed by the user at
a given time
8
Provide multiple coding of data
when appropriate
9
Automate unwanted workload1 Allow users to remain focused on critical data.
Exclude extraneous information that is not relevant
to current tasks.
aviationbusinessconsultants.com/?p=635
Gerhardt-Powals’ cognitive engineering principles
Fuse data3
Present new information with
meaningful aids to interpretation
4
Reduce uncertainty2
Use names that are conceptually
related to function
5
Practice judicious redundancy10
Group data in consistently
meaningful ways to decrease
search time
6
Limit data-driven tasks7
Include in the displays only that
information needed by the user at
a given time
8
Provide multiple coding of data
when appropriate
9
Automate unwanted workload1 Use different styles of graphical
representations depending on the audience or
the subject matter.
http://www.visual-literacy.org/periodic_table/periodic_table.html
Gerhardt-Powals’ cognitive engineering principles
Fuse data3
Present new information with
meaningful aids to interpretation
4
Reduce uncertainty2
Use names that are conceptually
related to function
5
Practice judicious redundancy10
Group data in consistently
meaningful ways to decrease
search time
6
Limit data-driven tasks7
Include in the displays only that
information needed by the user at
a given time
8
Provide multiple coding of data
when appropriate
9
Automate unwanted workload1 (To resolve the possible conflict between
heuristics relating to grouping of data and
display only that information needed by the
user at a given time)
Principle 10 was devised by the first two
authors to resolve the possible conflict
between Principles 6 and 8, that is, in order
to be consistent, it is sometimes necessary
to include more information than may be
needed at a given time.
Let’s see some
examples
showing typical
violations of
some of the
heuristics we
have just seen.
Some examples
Example 1
Aesthetic and
minimalist design
Visibility of
system status
Display data in a
manner that is
clear and obvious
• There are several typefaces in
several different colours
• It is difficult to guess what is
the proper title of the screen
• Some texts are placed in a non
legible orientation
• There is no way to know exactly
how long it will take the unit to
complete
• This course is for adults, but
illustrations are more suitable for
children education
Example 2 (1)
Follow real-world
conventions, making
information appear in a
natural and logical order
Display data in a manner that
is clear and obvious
Example 2 (2)
This is a good example of when the
instructional designer advise is crucial
to communicate the right message.
Conventions say that western people
read from left to right.
 As we can see, aside the
differences on style, all of these
ADDIE model representations are
read from left to right or up to down.
All except the one in our example,
that goes backwards and has no
arrows to indicate direction.
We should not underestimate the
importance of conventions. People
are used to things being a certain
way. Breaking these conventions
means to force the student to re-
learn something that was already
learned.
Example 3
This screen belongs to a course on Visual Studio.
As you can see, the Course Introduction screen is being used to show
the goals of the course, which are not presented in the typical, standard
way to present them.
The image at left is too abstract, too big and meaningless. Removing
the image, there would be more free space for the text, so we could get
rid of the scroll bar.
Readability and quality
of writing
Limit the Number of
Words and Sentences
Typographic cues and
structuring
Include in the displays
only that information
needed by the user at a
given time
Consistency and
standards
Example 4 (1)
Consistency and
standards
Limit the Number of
Words and Sentences
Aesthetic and
minimalist design
Include in the displays
only that information
needed by the user at
a given time
Display data in a
manner that is clear
and obvious
Example 4 (2)
In this course on Diabetes
there are several violations
to usability principles. This
makes the sreen very
confused and a students
may spend some time in
deciding what to do first.
We should avoid scrool bars
but in this case we see two,
one over the other.
There are also two graphic
elements to continue: an
arrow at the top and the
word continue with 3 arrows
below, so we have to spend
time deciding which one to
use.
Example 5 (1)
Display data in a
manner that is clear
and obvious
Include in the
displays only that
information needed
by the user at a
given time
(Source: elearning-training.com )
Aesthetic and
minimalist design
Consistency and
standards
Example 5 (2)
This screen belongs to a
course on Air
Conditioning.
The diagram of the
system is complex in
itself, so adding more
graphic elements, adds
innecessary cognitive
work load to the learner.
Let’s make an exercise
and try to reorganize
the elements on this
screen to make it more
usable.
We are not going to
add anything, but just
modify what it is
already on the
screen. 
Example 5 (3)
Delete all graphics elements
that don’t add any
functionality: shadows,
lines, questionmarks… and
last, move the navigation
bar a little down. Once we
have done all these changes
we will have enough free
space to move the diagram
letting a little white space
around it.
Here we see what are the basic changes to do:
Move the tittle of the screen down,
so it will be below the menu, just
where ‘Operations’ will be.
The home button belongs to the
breadcrumb trail, so let’s move it
and convert to plain text.
Change the position for the
menu. It will look better to the
left and so we free more space
for the diagram.
Change the Confirm button color
so to differentiate it from the
navigation buttons and move it
to the same area as the
dragable boxes, where the
action is taking place.
Example 5 (4)
(Source: elearning-training.com )
Display data in a manner
that is clear and obvious
Include in the displays
only that information
needed by the user at a
given time
Aesthetic and minimalist
design
Consistency and
standards
Now we have a more
readable, learnable
screen using the same
elements.
In the display there is
only the information
needed by the student.
The design now is closer
o a minimalist look &
feel. And it is more
compliant with standards.
At the end, we have this:
Expanding the Concept of Usability
Alex Koohang University of Wisconsin – Milwaukee, Milwaukee, WI, USA
Assessing the Usability of On-Line Instructional Materials
Brad Mehlenbacher
Don't Make Me Think! A Common Sense Approach to Web Usability
Steve Krug
Designing Usable, Self-Paced e-Learning Courses: A Practical Guide
By Michael Feldstein, SUNY Learning Network, and Lisa Neal
eLearn Magazine. UI Design Newsletter
Pragmatic Evaluation: Lessons from Usability
C. N. Quinn School of Computer Science & Engineering
The University of New South Wales
Personas: Setting the Stage for Building Usable Information Sites
By Alison J. Head
A Project Guide to UX Design:
For user experience designers in the field or in the making
Russ Unger and Carolyn Chandler
New Riders
First Principles of Interaction Design
Bruce Tognazzini
http://www.asktog.com/basics/firstPrinciples.html
Search User Interfaces
Marti Hearst. Cambridge University Press. 2009.
http://searchuserinterfaces.com/book/
Gestalt Your Graphics: Improving Instructional Graphics
By Connie Malamed
References

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Usability applied to e-learning

  • 1. Usability applied to e-learning By Elias Valenzuela evalenzu@gmail.com
  • 2. The purpose of this presentation, is to help you understand the importance of applying usability principles at the course design level when creating e-learning, to avoid usability problems that could affect the learner’s experience.
  • 3. Human-computer interaction is the default mode of interaction in e-learning, so we can assume that when evaluating usability of e-learning courseware we can apply identical procedures that apply when evaluating web pages or computer applications. In our specific case, what makes e-learning different is its purpose, that is to teach, to show information that is meant to allow somebody to learn something. Software Web e-learning e-commerce Human-computer interaction
  • 4. Content development Subject matter expert Courseware engineering Graphic design Instructional design This is an attempt to focus the development of educational materials towards the user experience. Instructional designers do not need to be usability experts, but having a basic knowledge is a plus to ensure that usability guidelines will be observed throughout the design process.
  • 5. Learner mental processing capacity Cognitive connections Functional connections Using an e-learning program means making cognitive connections Doing this cognitive work of learning, requires mental energy on the learner. The thinking effort should be directed to the content better than to decode information that is presented in a way not easy to understand or to deal with the navigation. If making functional connections can be cognitively effortless, those cognitive resources are made available for the real work that is learning.
  • 7. Usability is defined by 5 quality components: Ability for users to save time in their work once they have learned the systemEfficiency Users’ overall feelings about the system. Is it pleasant to use?User satisfaction Ability for users to learn the system easily Learnability Ability for users to come back to the system and remember how to use it once they have been away from it for some time Memorability DefinitionUsability components (Jakob Nielsen's Definition of Usability) How many errors do users make, how severe are these errors, and how easily can they recover from the errors? Errors Usability enables learners to concentrate on their tasks, rather than on the tools they use to perform their tasks.
  • 8. (Shackle, 1991; Nielsen, 1993; International Organization for Standardization [ISO] 9241-11, 1998; International Organization for Standardization, 1992) Effectiveness Efficiency Flexibility Learnability Memorability Operability Understandability Attitude & Satisfaction Attractiveness Usability Attributes in the E-Learning Context
  • 9. (Shackle, 1991; Nielsen, 1993; International Organization for Standardization [ISO] 9241-11, 1998; International Organization for Standardization, 1992) Effectiveness Efficiency Flexibility Learnability Memorability Operability Understandability Attitude & Satisfaction Attractiveness The e-learning instructional system is effective when the e-learner completely accomplishes a given task with accuracy and precision. Usability Attributes in the E-Learning Context
  • 10. (Shackle, 1991; Nielsen, 1993; International Organization for Standardization [ISO] 9241-11, 1998; International Organization for Standardization, 1992) Effectiveness Efficiency Flexibility Learnability Memorability Operability Understandability Attitude & Satisfaction Attractiveness Usability Attributes in the E-Learning Context The e-learner becomes efficient in using the e-learning system after having gained adequate skills and ability to perform a given task, which can lead to improved productivity.
  • 11. (Shackle, 1991; Nielsen, 1993; International Organization for Standardization [ISO] 9241-11, 1998; International Organization for Standardization, 1992) Effectiveness Efficiency Flexibility Learnability Memorability Operability Understandability Attitude & Satisfaction Attractiveness Usability Attributes in the E-Learning Context The e-learning system is fully adaptable to variation and changes in tasks. The e- learning system allows the e- learner to become accustomed to changes that are given in various tasks.
  • 12. (Shackle, 1991; Nielsen, 1993; International Organization for Standardization [ISO] 9241-11, 1998; International Organization for Standardization, 1992) Effectiveness Efficiency Flexibility Learnability Memorability Operability Understandability Attitude & Satisfaction Attractiveness Usability Attributes in the E-Learning Context The e-learner learns the system in a short time and can easily start accomplishing tasks.
  • 13. (Shackle, 1991; Nielsen, 1993; International Organization for Standardization [ISO] 9241-11, 1998; International Organization for Standardization, 1992) Effectiveness Efficiency Flexibility Learnability Memorability Operability Understandability Attitude & Satisfaction Attractiveness Usability Attributes in the E-Learning Context When returning to the system, the e-learner remembers how to use the system without reiterating the learning cycle.
  • 14. (Shackle, 1991; Nielsen, 1993; International Organization for Standardization [ISO] 9241-11, 1998; International Organization for Standardization, 1992) Effectiveness Efficiency Flexibility Learnability Memorability Operability Understandability Attitude & Satisfaction Attractiveness Usability Attributes in the E-Learning Context The e-learner is able to and has rights to operate and control the e-learning system with ease.
  • 15. (Shackle, 1991; Nielsen, 1993; International Organization for Standardization [ISO] 9241-11, 1998; International Organization for Standardization, 1992) Effectiveness Efficiency Flexibility Learnability Memorability Operability Understandability Attitude & Satisfaction Attractiveness Usability Attributes in the E-Learning Context The e-learner easily understands the aptness of the e-learning system in accomplishing a given task.
  • 16. (Shackle, 1991; Nielsen, 1993; International Organization for Standardization [ISO] 9241-11, 1998; International Organization for Standardization, 1992) Effectiveness Efficiency Flexibility Learnability Memorability Operability Understandability Attitude & Satisfaction Attractiveness Usability Attributes in the E-Learning Context The degree of satisfaction of the e-learner's approval, pleasure, happiness, fulfillment, contentment, agreement, liking, comfort, appreciation, and enjoyment of or with the e-learning system.
  • 17. (Shackle, 1991; Nielsen, 1993; International Organization for Standardization [ISO] 9241-11, 1998; International Organization for Standardization, 1992) Effectiveness Efficiency Flexibility Learnability Memorability Operability Understandability Attitude & Satisfaction Attractiveness Usability Attributes in the E-Learning Context The ability of the e-learning system to attract and draw the e-learner's attention. It also addresses the aesthetic satisfaction that the system provides to the user.
  • 19. Heuristic evaluation A way to find usability problems …before going to the user. Heuristics help us focus our attention on issues that would affect the behaviour of the user. Instructional designers can use these guidelines during the earliest stages of the design process. We are going to review two sets of heuristic evaluations: Nielsen’s heuristics Rolf Molich and Jakob Nielsen developed a set of heuristics that are probably the most used in the field of interface design. Nielsen later, after evaluating several sets of heuristics, came up with a better set, that is the one presented here. Gerhardt-Powals’ cognitive engineering principles Gerhardt Powal’s are heuristics specifically designed to evaluate learning systems and emphasizes the cognitive demand levels.
  • 20. Visibility of system status 1 Match between system and the real world2 User control and freedom 3 Consistency and standards 4 Error prevention 5 Recognition rather than recall 6 Flexibility and efficiency of use 7 Aesthetic and minimalist design 8 Help users recognise, diagnose, and recover from errors 9 Help and documentation 10 Nielsen’s heuristics Lets see them one by one and have a little description of each. 
  • 21. The ten heuristics Visibility of system status1 Match between system and the real world2 User control and freedom 3 Consistency and standards 4 Error prevention 5 Recognition rather than recall 6 Flexibility and efficiency of use 7 Aesthetic and minimalist design 8 Help users recognise, diagnose, and recover from errors 9 Help and documentation10 The system should always keep users informed about what is going on, through appropriate feedback within a reasonable time.
  • 22. The ten heuristics Visibility of system status1 Match between system and the real world2 User control and freedom 3 Consistency and standards 4 Error prevention 5 Recognition rather than recall 6 Flexibility and efficiency of use 7 Aesthetic and minimalist design 8 Help users recognise, diagnose, and recover from errors 9 Help and documentation10 The system should speak the users' language, with words, phrases, and concepts familiar to the user, rather than system-oriented terms. Follow real-world conventions, making information appear in a natural and logical order.
  • 23. The ten heuristics Visibility of system status1 Match between system and the real world2 User control and freedom 3 Consistency and standards 4 Error prevention 5 Recognition rather than recall 6 Flexibility and efficiency of use 7 Aesthetic and minimalist design 8 Help users recognise, diagnose, and recover from errors 9 Help and documentation10 Users often choose system functions by mistake and will need a clearly marked "emergency exit" to leave the unwanted state without having to go through an extended dialog. Support undo and redo.
  • 24. The ten heuristics Visibility of system status1 Match between system and the real world2 User control and freedom 3 Consistency and standards 4 Error prevention 5 Recognition rather than recall 6 Flexibility and efficiency of use 7 Aesthetic and minimalist design 8 Help users recognise, diagnose, and recover from errors 9 Help and documentation10 Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions.
  • 25. The ten heuristics Visibility of system status1 Match between system and the real world2 User control and freedom 3 Consistency and standards 4 Error prevention 5 Recognition rather than recall 6 Flexibility and efficiency of use 7 Aesthetic and minimalist design 8 Help users recognise, diagnose, and recover from errors 9 Help and documentation10 Even better than good error messages is a careful design which prevents a problem from occurring in the first place. Either eliminate error-prone conditions or check for them and present users with a confirmation option before they commit to the action.
  • 26. The ten heuristics Visibility of system status1 Match between system and the real world2 User control and freedom 3 Consistency and standards 4 Error prevention 5 Recognition rather than recall 6 Flexibility and efficiency of use 7 Aesthetic and minimalist design 8 Help users recognise, diagnose, and recover from errors 9 Help and documentation10 Minimize the user's memory load by making objects, actions, and options visible. The user should not have to remember information from one part of the dialog to another. Instructions for use of the system should be visible or easily retrievable whenever appropriate.
  • 27. The ten heuristics Visibility of system status1 Match between system and the real world2 User control and freedom 3 Consistency and standards 4 Error prevention 5 Recognition rather than recall 6 Flexibility and efficiency of use 7 Aesthetic and minimalist design 8 Help users recognise, diagnose, and recover from errors 9 Help and documentation10 Accelerators -- unseen by the novice user -- may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions.
  • 28. The ten heuristics Visibility of system status1 Match between system and the real world2 User control and freedom 3 Consistency and standards 4 Error prevention 5 Recognition rather than recall 6 Flexibility and efficiency of use 7 Aesthetic and minimalist design 8 Help users recognise, diagnose, and recover from errors 9 Help and documentation10 Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialog competes with the relevant units of information and diminishes their relative visibility.
  • 29. The ten heuristics Visibility of system status1 Match between system and the real world2 User control and freedom 3 Consistency and standards 4 Error prevention 5 Recognition rather than recall 6 Flexibility and efficiency of use 7 Aesthetic and minimalist design 8 Help users recognise, diagnose, and recover from errors 9 Help and documentation10 Error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution.
  • 30. The ten heuristics Visibility of system status1 Match between system and the real world2 User control and freedom 3 Consistency and standards 4 Error prevention 5 Recognition rather than recall 6 Flexibility and efficiency of use 7 Aesthetic and minimalist design 8 Help users recognise, diagnose, and recover from errors 9 Help and documentation10 Even though it is better if the system can be used without documentation, it may be necessary to provide help and documentation. Any such information should be easy to use.
  • 31. Gerhardt-Powals’ cognitive engineering principles Fuse data3 Present new information with meaningful aids to interpretation 4 Automate unwanted workload1 Reduce uncertainty2 Use names that are conceptually related to function 5 Practice judicious redundancy10 Group data in consistently meaningful ways to decrease search time 6 Limit data-driven tasks7 Include in the displays only that information needed by the user at a given time 8 Provide multiple coding of data when appropriate 9 Lets see them one by one and have a little description of each. 
  • 32. Gerhardt-Powals’ cognitive engineering principles Free cognitive resources for high-level tasks. Eliminate mental calculations, estimations, comparisons, and unnecessary thinking. Fuse data3 Present new information with meaningful aids to interpretation 4 Automate unwanted workload1 Reduce uncertainty2 Use names that are conceptually related to function 5 Practice judicious redundancy10 Group data in consistently meaningful ways to decrease search time 6 Limit data-driven tasks7 Include in the displays only that information needed by the user at a given time 8 Provide multiple coding of data when appropriate 9 johngrimwade.com/
  • 33. Gerhardt-Powals’ cognitive engineering principles Fuse data3 Present new information with meaningful aids to interpretation 4 Automate unwanted workload1 Reduce uncertainty2 Use names that are conceptually related to function 5 Display data in a manner that is clear and obvious. Practice judicious redundancy10 Group data in consistently meaningful ways to decrease search time 6 Limit data-driven tasks7 Include in the displays only that information needed by the user at a given time 8 Provide multiple coding of data when appropriate 9
  • 34. Gerhardt-Powals’ cognitive engineering principles Fuse data3 Present new information with meaningful aids to interpretation 4 Reduce uncertainty2 Use names that are conceptually related to function 5 Reduce cognitive load by bringing together lower-level data into a higher-level summation. Practice judicious redundancy10 Group data in consistently meaningful ways to decrease search time 6 Limit data-driven tasks7 Include in the displays only that information needed by the user at a given time 8 Provide multiple coding of data when appropriate 9 Automate unwanted workload1
  • 35. Gerhardt-Powals’ cognitive engineering principles Fuse data3 Present new information with meaningful aids to interpretation 4 Reduce uncertainty2 Use names that are conceptually related to function 5 Use a familiar framework, making it easier to absorb. Use everyday terms, metaphors, etc. Practice judicious redundancy10 Group data in consistently meaningful ways to decrease search time 6 Limit data-driven tasks7 Include in the displays only that information needed by the user at a given time 8 Provide multiple coding of data when appropriate 9 Automate unwanted workload1
  • 36. Gerhardt-Powals’ cognitive engineering principles Fuse data3 Present new information with meaningful aids to interpretation 4 Reduce uncertainty2 Use names that are conceptually related to function 5 Context-dependent. Attempt to improve recall and recognition. Practice judicious redundancy10 Group data in consistently meaningful ways to decrease search time 6 Limit data-driven tasks7 Include in the displays only that information needed by the user at a given time 8 Provide multiple coding of data when appropriate 9 Automate unwanted workload1
  • 37. Gerhardt-Powals’ cognitive engineering principles Fuse data3 Present new information with meaningful aids to interpretation 4 Reduce uncertainty2 Use names that are conceptually related to function 5 Practice judicious redundancy10 Group data in consistently meaningful ways to decrease search time 6 Limit data-driven tasks7 Include in the displays only that information needed by the user at a given time 8 Provide multiple coding of data when appropriate 9 Automate unwanted workload1 The way we arrange the information should be logical to allow easy searching.
  • 38. Gerhardt-Powals’ cognitive engineering principles Fuse data3 Present new information with meaningful aids to interpretation 4 Reduce uncertainty2 Use names that are conceptually related to function 5 Practice judicious redundancy10 Group data in consistently meaningful ways to decrease search time 6 Limit data-driven tasks7 Include in the displays only that information needed by the user at a given time 8 Provide multiple coding of data when appropriate 9 Automate unwanted workload1 Reduce the time spent assimilating raw data. Make appropriate use of color and graphics.
  • 39. Gerhardt-Powals’ cognitive engineering principles Fuse data3 Present new information with meaningful aids to interpretation 4 Reduce uncertainty2 Use names that are conceptually related to function 5 Practice judicious redundancy10 Group data in consistently meaningful ways to decrease search time 6 Limit data-driven tasks7 Include in the displays only that information needed by the user at a given time 8 Provide multiple coding of data when appropriate 9 Automate unwanted workload1 Allow users to remain focused on critical data. Exclude extraneous information that is not relevant to current tasks. aviationbusinessconsultants.com/?p=635
  • 40. Gerhardt-Powals’ cognitive engineering principles Fuse data3 Present new information with meaningful aids to interpretation 4 Reduce uncertainty2 Use names that are conceptually related to function 5 Practice judicious redundancy10 Group data in consistently meaningful ways to decrease search time 6 Limit data-driven tasks7 Include in the displays only that information needed by the user at a given time 8 Provide multiple coding of data when appropriate 9 Automate unwanted workload1 Use different styles of graphical representations depending on the audience or the subject matter. http://www.visual-literacy.org/periodic_table/periodic_table.html
  • 41. Gerhardt-Powals’ cognitive engineering principles Fuse data3 Present new information with meaningful aids to interpretation 4 Reduce uncertainty2 Use names that are conceptually related to function 5 Practice judicious redundancy10 Group data in consistently meaningful ways to decrease search time 6 Limit data-driven tasks7 Include in the displays only that information needed by the user at a given time 8 Provide multiple coding of data when appropriate 9 Automate unwanted workload1 (To resolve the possible conflict between heuristics relating to grouping of data and display only that information needed by the user at a given time) Principle 10 was devised by the first two authors to resolve the possible conflict between Principles 6 and 8, that is, in order to be consistent, it is sometimes necessary to include more information than may be needed at a given time.
  • 42. Let’s see some examples showing typical violations of some of the heuristics we have just seen. Some examples
  • 43. Example 1 Aesthetic and minimalist design Visibility of system status Display data in a manner that is clear and obvious • There are several typefaces in several different colours • It is difficult to guess what is the proper title of the screen • Some texts are placed in a non legible orientation • There is no way to know exactly how long it will take the unit to complete • This course is for adults, but illustrations are more suitable for children education
  • 44. Example 2 (1) Follow real-world conventions, making information appear in a natural and logical order Display data in a manner that is clear and obvious
  • 45. Example 2 (2) This is a good example of when the instructional designer advise is crucial to communicate the right message. Conventions say that western people read from left to right.  As we can see, aside the differences on style, all of these ADDIE model representations are read from left to right or up to down. All except the one in our example, that goes backwards and has no arrows to indicate direction. We should not underestimate the importance of conventions. People are used to things being a certain way. Breaking these conventions means to force the student to re- learn something that was already learned.
  • 46. Example 3 This screen belongs to a course on Visual Studio. As you can see, the Course Introduction screen is being used to show the goals of the course, which are not presented in the typical, standard way to present them. The image at left is too abstract, too big and meaningless. Removing the image, there would be more free space for the text, so we could get rid of the scroll bar. Readability and quality of writing Limit the Number of Words and Sentences Typographic cues and structuring Include in the displays only that information needed by the user at a given time Consistency and standards
  • 47. Example 4 (1) Consistency and standards Limit the Number of Words and Sentences Aesthetic and minimalist design Include in the displays only that information needed by the user at a given time Display data in a manner that is clear and obvious
  • 48. Example 4 (2) In this course on Diabetes there are several violations to usability principles. This makes the sreen very confused and a students may spend some time in deciding what to do first. We should avoid scrool bars but in this case we see two, one over the other. There are also two graphic elements to continue: an arrow at the top and the word continue with 3 arrows below, so we have to spend time deciding which one to use.
  • 49. Example 5 (1) Display data in a manner that is clear and obvious Include in the displays only that information needed by the user at a given time (Source: elearning-training.com ) Aesthetic and minimalist design Consistency and standards
  • 50. Example 5 (2) This screen belongs to a course on Air Conditioning. The diagram of the system is complex in itself, so adding more graphic elements, adds innecessary cognitive work load to the learner. Let’s make an exercise and try to reorganize the elements on this screen to make it more usable. We are not going to add anything, but just modify what it is already on the screen. 
  • 51. Example 5 (3) Delete all graphics elements that don’t add any functionality: shadows, lines, questionmarks… and last, move the navigation bar a little down. Once we have done all these changes we will have enough free space to move the diagram letting a little white space around it. Here we see what are the basic changes to do: Move the tittle of the screen down, so it will be below the menu, just where ‘Operations’ will be. The home button belongs to the breadcrumb trail, so let’s move it and convert to plain text. Change the position for the menu. It will look better to the left and so we free more space for the diagram. Change the Confirm button color so to differentiate it from the navigation buttons and move it to the same area as the dragable boxes, where the action is taking place.
  • 52. Example 5 (4) (Source: elearning-training.com ) Display data in a manner that is clear and obvious Include in the displays only that information needed by the user at a given time Aesthetic and minimalist design Consistency and standards Now we have a more readable, learnable screen using the same elements. In the display there is only the information needed by the student. The design now is closer o a minimalist look & feel. And it is more compliant with standards. At the end, we have this:
  • 53. Expanding the Concept of Usability Alex Koohang University of Wisconsin – Milwaukee, Milwaukee, WI, USA Assessing the Usability of On-Line Instructional Materials Brad Mehlenbacher Don't Make Me Think! A Common Sense Approach to Web Usability Steve Krug Designing Usable, Self-Paced e-Learning Courses: A Practical Guide By Michael Feldstein, SUNY Learning Network, and Lisa Neal eLearn Magazine. UI Design Newsletter Pragmatic Evaluation: Lessons from Usability C. N. Quinn School of Computer Science & Engineering The University of New South Wales Personas: Setting the Stage for Building Usable Information Sites By Alison J. Head A Project Guide to UX Design: For user experience designers in the field or in the making Russ Unger and Carolyn Chandler New Riders First Principles of Interaction Design Bruce Tognazzini http://www.asktog.com/basics/firstPrinciples.html Search User Interfaces Marti Hearst. Cambridge University Press. 2009. http://searchuserinterfaces.com/book/ Gestalt Your Graphics: Improving Instructional Graphics By Connie Malamed References