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 Usability

Us Abi Litas

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Module about usability regarding ergonomic point of view, it was used as guidance in Industrial Engineering UII

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  • Usability

  • Whats on today???

    o What is usability?

    o Why is usability important?

    o How measuring usability?

  • What is poor usability?

    To end-users..

    I cant find what Im

    looking for

    Its very fancy, but its not very

    useful

    I find it a bit frustrating

    I dont think it seems trustworthy

    Cant it be more like Google?

    I really like it, but I dont use it

    much

    It doesnt do what I need it

    to do

  • What is poor usability?

  • What is Usability???

    o User Friendly ???

    o Is not a synonym of

    usability

    o Avoid this expression!

  • What is Usability???

    o Its not about is this product usable?

    o But its about how usable this product?

  • What is Usability???

  • What is Usability???

    o The effectiveness, efficiency, and satisfaction with which

    specified users achieve

    specified goals in particular

    environments.

    o source: ISO 9241-11

    o applies equally to both

    hardware and software design

  • What is Usability???

    ISO 9241-11:

    o Effectiveness: The accuracy and completeness with which

    specified users achieve their own goals with the system.

    o Efficiency: The resources expended in relation to the accuracy

    and completeness of goals achieved.

    o Satisfaction: The comfort and acceptability of the system to

    the users and other people affected by its use.

  • What is Usability???

    Jacob Nielson's definition:

    o Learnability: How easy is it for users to accomplish basic tasks

    the first time they encounter the design?

    o Efficiency: Once users have learned the design, how quickly

    can they perform tasks?

    o Memorability: When users return to the design after a period

    of not using it, how easily can they reestablish proficiency?

  • What is Usability???

    Jacob Nielson's Definition (cont.):

    o Errors: How many errors do users make, how severe are these

    errors, and how easily can they recover from the errors?

    o Satisfaction: How pleasant is it to use the design?

  • What is Usability???

  • Attributes of usability

  • User as starting point

  • Why usability is important?

    o system development is expensive, and supporting a poorly designed user interface is even more expensive;

    o users will reject or work around systems that do not meet their needs;

    o design teams need to discover all problems users have in order to provide remedies;

    o even the best designers are not representative of the users of the system, thus teams need to understand users' perspectives and experiences with other systems;

  • Why usability is important?

    o usability evaluation is an inexpensive way to improve systems

    before they are implemented, to improve existing systems,

    and to choose usable systems;

    o business users do not have a lot of time to spend learning how

    to use a system;

    o businesses cannot train fast enough to keep pace with attrition

    and changing business rules;

  • Why usability is important?

    o people prefer a usable system with fewer features to a system

    with gratuitous "bells and whistles" which they have to work

    hard at figuring out; and

    o people often use systems in ways developers did not expect,

    and if designers find this out, they can build these features

    into a new system

  • Where?

    o Usability testing can be done wherever it is

    o in a real work setting

    o or in a usability lab

  • When???

    o During early design stages to:

    o Predict product usability

    o Check design teams understanding of user requirements

    o Test out ideas

    o Later in design process:

    o Identify user difficulties

    (fine tune product)

    o Improve upgrade a product

  • How conducting usability evaluation?

    Usability methods

    Testing

    Inspection

    Inquiry

    -Laboratory testing -Thinking aloud

    -Heuristic Evaluation -Cognitive Walkthrough

    -Focus Group -Questionnaires

  • Laboratory Testing

    o Defined as any of those techniques in which users interact

    systematically with a product or system under controlled

    conditions, to perform a goal-oriented task in an applied

    scenario, and some behavioral data are collected.

    o User is asked to perform task scenario based testing

  • Thinking aloud

    o May be the single most valuable usability engineering method.

    o having an end user continuously thinking out loud while using

    the system

    o participants thinking aloud as they are performing a set of

    specified tasks

    o users are usually recorded on video

  • Thinking aloud

  • Focus Group

  • Planning a usability testing

    o Think about why you will be doing a usability test.

    o Consider the system as a whole.

    o Make sure the system is ready to test.

    o List several tasks that a user should be able to accomplish with the system.

    o Make a list of potential usability test subjects.

    o Plan for data collection.

    o Schedule the test.

    o Prepare yourself to be objective.

    o Don't take this "how" file with you.

  • Principles in testing

    o Use real users

    o Design real tasks

    o Record and report the test

  • Who are the subjects tested?

    o Targeted users

    o Use a real user!!!

    o Novice (beginner) vs expert user

    o User persona

  • Between-subject & the Within-Subject Designs

    Types of gathered users The between-subject design

    The within-subject design Advantages Cleaner Smaller sample size

    Avoiding the learning effect

    Effective isolation of individual differences

    Better control of confounding factors, such as fatigue

    More powerful tests

    Limitations Larger sample size Hard to control learning effects

    Large impact of individual differences

    Large impact of fatigue

    Harder to get statistically significant results

    Source: Lazar et.al (2009)

  • Get to know your users

    o Talk to your users

    o Observe your users

    o Get feedback from your users

    o Find out o Who are your users (characteristics)

    o What do they do (tasks)

    o Current vs. desired

    o Critical vs. non-critical

    o User/task matrix

    o How do they do it (Task Flow)

    o Where do they do it (environment)

  • How many subjects?

  • How many subjects?

  • Setting up usability testing

  • Measuring Usability

    o What can be measured?

    o Performance measures: Counts of actions and behaviours

    you can see

    o Subjective measures: Peoples perceptions, opinions and judgments

  • Measuring usability Effectiveness Efficiency User satisfaction

    1. Percent task complete

    2. Ratio of success to

    failures

    3. Number of features

    used

    1. Time to complete task

    2. Time to learn

    3. Time spent on errors

    1. Rating scale for

    usefulness

    2. Rating scale for

    satisfaction

    3. Number of times user

    express frustration

  • Measuring Usability o Time

    o The time taken to complete a task on a computer is an

    obvious metric to choose. Whiteside et al (1985) have

    proposed the following empirical relationship:

  • Measuring Usability

    o Error Rate o All users make errors. The number and type of errors made

    during the performance of a particular task by a user is

    clearly an indication of the usability of the system

    o Attitude Measures o attitude of the user of a system usually has to be found by

    using questionnaires or interviews. These measures can

    cover complete system use, from learnability, to ease of

    use, to functionality.

  • Measuring Usability

  • In usability testing

    o Establish the context

    o Ask the subject to verbalize their thoughts as they perform the

    tasks on your list

    o Don't help!

    o Don't take it personally

    o Thank the subject.

  • Listen and observe!

    o Have fun with it!

    o Enjoy being the observer.

    o What does "hmm" mean?

    o Take it all in, even the gaps. Notice all the sounds and behaviors and comments that might be relevant. Remind the subject to verbalize and be as open with their thinking as possible.

    o Write everything down.

    o You can translate and expand your notes later. If you are tempted to ask the subject extra questions, make a note so that you can bring them up later.

    o Don't interfere or ask leading questions

    o Do help them to feel comfortable speaking their thoughts out loud

  • Usability Applies to all Designs

    o Norman presented

    Carelmans coffeepot as a

    metaphor for the

    many objects that

    we use in our daily

    lives that include

    fundamental design

    flaws.

  • Referensi o ISO. 9241-11: 1998. (1998). Ergonomic requirements

    for office work with visual display terminals (VDTs)-

    Part 11: guidance on usability. Geneve, CH: ISO

    o Lazar, J., Feng, J. H., and Hochheiser, H. (2009).

    Research methods in human-computer interaction.

    John Wiley and Sons Inc.

    o Nielsen, J. (1993) Usability engineering. Morgan

    Kaufmann

    o Wijayanto, T. (2009). Usability. Lecture Handout:

    Usabilitas. Universitas Gajah Mada: Yogyakarta