Principles of usability

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Principles of usability

  1. 1. Principles of Usability<br />
  2. 2. Usability<br />ONE DEFINITION OF USABILITY…<br />“When you conveniently can use a product or service and it meets your expectations.”<br />
  3. 3. Human performance and abilities WHAT NEED TO BE CONSIDERED IN USABILITY<br />Readability<br />Ergonomics<br />Vision<br />Human memory<br />Design<br />Learnability<br />#1) Bailey (Human Performance), #2) NASA – On the typography of flightdeckcommunication<br />
  4. 4. Design<br />Visceral design - first see feeling<br />Behavioural design - the feeling of using the device<br />Reflective design - what the design communicates<br />WHAT HAS DESIGN GOT TO DO WITH USABILITY?<br />Don Norman, the authority in User Interfaces<br />
  5. 5. Perceiving the world<br />AFFORDANCE, the cues (knowledge in the world) that something signals.<br />Inserthere<br />Logotype – access to my bank<br />Clear and instructive display<br />Understandable legends<br />Numericalkeysclearlyseparated<br />Understandablebuttons<br />Screw on battery lid tellscustomer - ”Yes, can be opened, butonlywhenneeded”<br />
  6. 6. Learnability<br />LEARNABILITY IS IMPORTANT <br />Learnability is achieved by<br /><ul><li>Symmetry in functions (routinecognitiveskills)
  7. 7. Visual cues (knowledge in the world)
  8. 8. Feedback, Information and Decision
  9. 9. Fitusers mental model (knowledge in the head)
  10. 10. Repeateduse</li></li></ul><li>Knowledge in the head<br />THINGS CAN APPEAR EASY…<br />A+B=110<br />A is 100 morethan B.<br />What is B?<br />
  11. 11. Knowledge in the head<br />THINGS CAN APPEAR EASY…<br />A+B=110<br />A is 100 morethan B.<br />What is B?<br />B=5<br />
  12. 12. Knowledge in the world<br />ADDING CONTEXT<br />Increasedawareness<br />Increasedcognitiveprocessing for the relevant details<br />Increasedusability<br />Understandablefunction<br />Increasedintent (moresecure).<br />
  13. 13. Knowledge in the world – The 10€ note<br />But, what’s on the frontside?<br />
  14. 14. Knowledge in the world – The 10€ note<br />The seethrough<br />split ”10”<br />But, what’s on the frontside?<br />ECB President<br />signature<br />Hypotethical<br />doorway<br />architecture<br />Microprint<br />Euro flag<br />
  15. 15. Perceiving the world?<br />SOME THINGS ARE JUST HARDWIRED…..<br />Can you spot the difference?<br />
  16. 16. Perceiving the world?<br />SOME THINGS ARE JUST HARDWIRED…..<br />Can you spot the difference?<br />
  17. 17. Exploring the World<br />SEARCH AND EXPLORE<br />Search and explore is howpeoplelearn new complexthings and products.<br />Example is the remotecontrol, dotightropewalking or your new iPod etc.<br />Would you daredotightropewalking?<br />
  18. 18. Exploring the World<br />WHEN DO SEARCH AND EXPLORE STOP?<br />People are afraid of loosing - by human design<br />When that happens - search and explore stops<br />Same line, just different location - still same answer?<br />The same goes for PIN…<br />
  19. 19. Design<br />DESIGN IS IMPORTANT<br />Design is important, wrongcueswill cause problems<br />And Securityhave to be balanced with usability<br />Usability and Securityhaveopposingvalue, and need to be balanced<br />
  20. 20. Trust<br />TRUST IS THE RESULT OF A USABLE PRODUCT<br />Trust comes from meeting and beating customer expectations.<br />T=r+d<br />Trust = reliability + delight<br />
  21. 21. Whatis usability?USABILITY IS ABOUT MAKING THINGS EASY AND UNDERSTANDABLE FOR THE USER<br />
  22. 22. Progressive Disclosure<br />FOCUS ON RELEVANCE<br />
  23. 23. Progressive Disclosure<br />FOCUS ON RELEVANCE<br />
  24. 24. What is usability?<br />SUCCESS CRITERIA’S FOR A SECURITY SOLUTION<br /><ul><li>User friendly
  25. 25. Logical functionality
  26. 26. Reason of usage
  27. 27. No cryptic texts
  28. 28. I-follow-you
  29. 29. Context support
  30. 30. Portability.</li></li></ul><li>Books I wouldrecommend<br />GOOD LITTERATURE FOR PRODUCT MANAGERS AND USABILITY SPECIALISTS<br />Emotional Design – Don Norman<br />PredictablyIrrrational – Dan Ariely<br />The design of everydaythings – Don Norman<br />Human Performance Engineering - Bailey<br />
  31. 31. Thank You<br />23<br />06/07/2011<br />

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