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USABILITY
Lecture 05
On web usability is necessary condition for
survival
Why Usability?
 It just make a sense
 I don’t need to read the manual
 A joy to use
 Everything is where I expect it to be
Usability is the science of making
technology work for people
According to ISO;
“The extend to which a specific product
used by specified user to achieve a
specified goal effectively, efficiently and
with satisfaction in specified context of
use”.
 The goal is to better understand how real
users interact with your product and to
improve the product based on the results.
 The primary purpose of a usability test is to
improve a design.
 In a typical usability test, real users try to
accomplish typical goals, or tasks, with a
product under controlled conditions.
.
Always keep the user informed about what is going
on. Provide appropriate feedback within a reasonable
time.
.
Speak the user’s language, with words and phrases
and concept familiar to user rather than system
oriented language.
.
Provide the clearly marked out to leave the
unwanted state without having to go through an
extended dialogue. Support undo, redo
Users should not have to wonder whether
different words, situations, or actions mean
the same thing.
Even better than good error messages is a careful
design which prevents a problem from occurring
in the first place.
5. Error Prevention
 Make objects, actions, and options visible.
 User should not have to remember information from one part of the
dialogue to another.
 Instructions for use of the system should be visible or easily
retrievable whenever appropriate.
6. Recognition Rather than Call
Accelerators -- unseen by the novice user --
may often speed up the interaction for the
expert user so that the system can cater to
both inexperienced and experienced users.
Allow users to tailor frequent actions.
7. Flexibility and Efficiency of Use
Dialogues should not contain information which is irrelevant or
rarely needed.
Every extra unit of information in a dialogue competes with the
relevant units of information and diminishes their relative
visibility.
8. Aesthetic and minimalist Design
Expressed in plain language (no codes)
Precisely indicate the problem
Constructively suggest a solution.
9. Help users Recognize, Diagnose
and Recover from Errors
Even though it is better if the system can be used without
documentation, it may be necessary to provide help and
documentation.
Help information should be easy to search, focused on the
user's task, list concrete steps to be carried out, and not be too
large.
10. Help and Documentation
Hci lec 5,6
Hci lec 5,6
Hci lec 5,6
Hci lec 5,6
Hci lec 5,6
Hci lec 5,6

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Hci lec 5,6

  • 2. On web usability is necessary condition for survival
  • 4.  It just make a sense  I don’t need to read the manual  A joy to use  Everything is where I expect it to be
  • 5. Usability is the science of making technology work for people
  • 6. According to ISO; “The extend to which a specific product used by specified user to achieve a specified goal effectively, efficiently and with satisfaction in specified context of use”.
  • 7.
  • 8.  The goal is to better understand how real users interact with your product and to improve the product based on the results.  The primary purpose of a usability test is to improve a design.  In a typical usability test, real users try to accomplish typical goals, or tasks, with a product under controlled conditions.
  • 9.
  • 10. . Always keep the user informed about what is going on. Provide appropriate feedback within a reasonable time.
  • 11.
  • 12. . Speak the user’s language, with words and phrases and concept familiar to user rather than system oriented language.
  • 13. . Provide the clearly marked out to leave the unwanted state without having to go through an extended dialogue. Support undo, redo
  • 14.
  • 15. Users should not have to wonder whether different words, situations, or actions mean the same thing.
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  • 17. Even better than good error messages is a careful design which prevents a problem from occurring in the first place. 5. Error Prevention
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  • 19.  Make objects, actions, and options visible.  User should not have to remember information from one part of the dialogue to another.  Instructions for use of the system should be visible or easily retrievable whenever appropriate. 6. Recognition Rather than Call
  • 20. Accelerators -- unseen by the novice user -- may often speed up the interaction for the expert user so that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions. 7. Flexibility and Efficiency of Use
  • 21.
  • 22. Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility. 8. Aesthetic and minimalist Design
  • 23.
  • 24. Expressed in plain language (no codes) Precisely indicate the problem Constructively suggest a solution. 9. Help users Recognize, Diagnose and Recover from Errors
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  • 26.
  • 27.
  • 28. Even though it is better if the system can be used without documentation, it may be necessary to provide help and documentation. Help information should be easy to search, focused on the user's task, list concrete steps to be carried out, and not be too large. 10. Help and Documentation