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What’s USABILITY all about?
      Is it important?
Usability is concerned with
improving a user’s experience with
 an online/technology product or
              service
“If the user can’t use
           it,
   it doesn’t work”
      - Susan Dray
“A field study identifies twenty-two
   ways that automated hospital
  systems can result in the wrong
   medication being dispersed to
            patients....”
...most of these flaws are classic
usability problems that have been
     understood for decades”
           Jakob Nielsen
 http://www.useit.com/alertbox/
          20050411.html
YES it is very important :)
Users (that’s your customers)
need to be at the center of usability
Usability is necessary to survive.
    - If it’s difficult to use, people leave.
    - If users get lost, they leave.
    - If users don’t understand how to
     use a service, they leave.
    - If users do not understand the value
     of using a service, they leave.
    - If it’s hard to read or doesn’t address
     their key questions, people leave.
User-centered design
User-centered design
                 NEEDS
User-centered design
                 NEEDS


                   EXPERIENCE
User-centered design
                 NEEDS


                   EXPERIENCE


                  GOALS
User-centered design
                 NEEDS


                   EXPERIENCE


                   GOALS



              THOUGHTS
User-centered design
EXPECTATIONS            NEEDS


                          EXPERIENCE


                          GOALS



                     THOUGHTS
User-centered design
EXPECTATIONS             NEEDS


  FEELINGS                 EXPERIENCE


                           GOALS



                      THOUGHTS
User-centered design
EXPECTATIONS             NEEDS


  FEELINGS                 EXPERIENCE


 CONTEXT OF                GOALS
    USE


                      THOUGHTS
Key factors:

 -   Copy (labels/instructions/error messages)
 -   Information architecture (data organisation)
 -   Interaction design & work flow
 -   Interface/visual design (layout/look and feel)
Defined by 6 quality components:
10 Usability Heuristics by Jakob Nielsen
Visibility of system status
   The system should always keep users informed about what is going on,
through appropriate feedback within reasonable time.

Match between system and the real world
  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.

User control and freedom
  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 dialogue. Support undo and redo.

Consistency and standards
  Users should not have to wonder whether different words, situations, or actions
mean the same thing. Follow platform conventions.
10 Usability Heuristics by Jakob Nielsen
Error prevention
  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.

Recognition rather than recall
  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 dialogue to
another. Instructions for use of the system should be visible or easily retrievable
whenever appropriate.

Flexibility and efficiency of use
   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.
10 Usability Heuristics by Jakob Nielsen

Aesthetic and minimalist design
   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.

Help users recognize, diagnose, and recover from errors
   Error messages should be expressed in plain language (no codes), precisely
indicate the problem, and constructively suggest a solution.

Help and documentation
  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 search, focused on the user's task, list concrete steps to be carried out, and
not be too large.
Within the first 50 milli-
seconds of using a web-site
   users have formed an
        impression
        - Tobian & Spiegel 2006
   (Carleton University, Ontario USA)
How can you make your
 site more use-able?
Nailing the work-flow
IA / Site Maps
Knowing your users (personas)
Interaction design (wireframes)
“The joy of an early release
 lasts but a short time. The
  bitterness of an unusable
   system lasts for years.”
         - Anonymous
Make sure your product
 or online service is at
        it’s best!

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Usability - what is it & why is it important

  • 1. What’s USABILITY all about? Is it important?
  • 2. Usability is concerned with improving a user’s experience with an online/technology product or service
  • 3. “If the user can’t use it, it doesn’t work” - Susan Dray
  • 4. “A field study identifies twenty-two ways that automated hospital systems can result in the wrong medication being dispersed to patients....”
  • 5. ...most of these flaws are classic usability problems that have been understood for decades” Jakob Nielsen http://www.useit.com/alertbox/ 20050411.html
  • 6. YES it is very important :)
  • 7. Users (that’s your customers) need to be at the center of usability
  • 8. Usability is necessary to survive. - If it’s difficult to use, people leave. - If users get lost, they leave. - If users don’t understand how to use a service, they leave. - If users do not understand the value of using a service, they leave. - If it’s hard to read or doesn’t address their key questions, people leave.
  • 11. User-centered design NEEDS EXPERIENCE
  • 12. User-centered design NEEDS EXPERIENCE GOALS
  • 13. User-centered design NEEDS EXPERIENCE GOALS THOUGHTS
  • 14. User-centered design EXPECTATIONS NEEDS EXPERIENCE GOALS THOUGHTS
  • 15. User-centered design EXPECTATIONS NEEDS FEELINGS EXPERIENCE GOALS THOUGHTS
  • 16. User-centered design EXPECTATIONS NEEDS FEELINGS EXPERIENCE CONTEXT OF GOALS USE THOUGHTS
  • 17.
  • 18. Key factors: - Copy (labels/instructions/error messages) - Information architecture (data organisation) - Interaction design & work flow - Interface/visual design (layout/look and feel)
  • 19. Defined by 6 quality components:
  • 20. 10 Usability Heuristics by Jakob Nielsen Visibility of system status The system should always keep users informed about what is going on, through appropriate feedback within reasonable time. Match between system and the real world 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. User control and freedom 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 dialogue. Support undo and redo. Consistency and standards Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions.
  • 21. 10 Usability Heuristics by Jakob Nielsen Error prevention 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. Recognition rather than recall 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 dialogue to another. Instructions for use of the system should be visible or easily retrievable whenever appropriate. Flexibility and efficiency of use 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.
  • 22. 10 Usability Heuristics by Jakob Nielsen Aesthetic and minimalist design 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. Help users recognize, diagnose, and recover from errors Error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution. Help and documentation 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 search, focused on the user's task, list concrete steps to be carried out, and not be too large.
  • 23. Within the first 50 milli- seconds of using a web-site users have formed an impression - Tobian & Spiegel 2006 (Carleton University, Ontario USA)
  • 24. How can you make your site more use-able?
  • 26. IA / Site Maps
  • 27. Knowing your users (personas)
  • 29. “The joy of an early release lasts but a short time. The bitterness of an unusable system lasts for years.” - Anonymous
  • 30. Make sure your product or online service is at it’s best!