NPTEL-INTRODUCTION TO USABILITY

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INTRODUCTION TO USABILITY

A Definition!

"Human-computer interaction is a discipline concerned with the design, evaluation and


implementation of interactive computing systems for human use and with the study of major
phenomena surrounding them." (ACM SIGCHI).

Core Concern

• Incorporating humans into the design

Human Factors

Role of Human Factors

• We wish to design for the "laymen" users

• Who are they?

• Why to bother about such "characterization"?

Understanding Human Factors

• Let's try to understand the nature of the users and its


importance with an example.

Example

• Consider someone who wants to perform railway ticket booking (traveler/agent)

• Input station names

• Check availability

• Book tickets

• Make payments

• Now consider a DBMS manager who performs database querying - to get the
same information from the Railway database.

• Is this user performing totally different things than the earlier one?
• Technically, both are performing the same work.

• There is the railway database

• Both queries the database

• Both retrieves the information

• Both uses the information

• Difference in "expectations" and "need" of the users

User Classification

• We need to "know the users" in order to design

• Generic classification of users

• Novice

• Intermittent

• Expert

Example - saving a file with "Ctrl+S" vis-à-vis through menu option in MS Word

Interdisciplinary

• Identifying human factors and incorporate those in the design requires knowledge
and expertise in many field of studies.

Considering Human in Design,

Different Design Perspectives

• The same term (User-Centric Design) can be viewed by different stakeholders


in different ways.

• A designer is primarily concerned about the design of the interface elements and
layouts - the creative design aspects.
Taking Humans into the Design

• For a (industrial) product designer, it might refer to the form) (shape, size and
look) of the product

Different Design Perspectives

• An electronic engineer might look at it as adding more features at the hardware


level, such as more sensors, smaller chips to reduce size or more power efficient battery

• We are mostly concerned about the perspective of the application software


developer, who needs to follow a development life cycle that takes care of the user
characteristics, so as to better match the users' needs and expectations

Usability

• We require an explicit measure to judge our design – if we have taken care of the
human factors

The measure is called "Usability

Usability: Definitions and Standards

Definitions

• ISO definition (ISO 9241-210:2009) of usability - "the extent to which a product can
be used by specified users to achieve specified goals with effectiveness, efficiency, and
satisfaction in a specified context of use."

standards

• The product is meant to be used by a specified group of users.

• In other words, a usable product need not be designed "for all".

• The product should allow the users to achieve specified set of goals.

• Thus, putting every conceivable features in a product not necessarily leads to


a usable product.

• The product should be designed for specified context of usage.Clearly, a usable


product need not be so for "all" usage scenario.
• Definition reveals THREE measures

• Effectiveness

• Efficiency

• Satisfaction

• Jacob Nielsen [2012] argued that usability alone cannot make a product "useful".

• An acceptable product should have two quality attributes

• One is usability and the other is "utility"

• Nielsen proposed FIVE quality components of usability,

• Learnability: the “ease” with which a first time (novice) user performs
"basic" tasks with the system.

• Efficiency: The speed at which the users can complete tasks.

• Memorability: The “ease” with which an intermittent user, who returns


to use the system occasionally (after some gaps), can reestablish "proficiency".

• Errors: The rate at which the users make errors, the "severity" of those
errors and “ease” with which the users can recover from errors.

• Satisfaction: How pleasant is it to use the design.

• Utility refers to the "functionality" that the design is supposed to serve

• Measure of the extent to which design supports the "functional needs" (the
features) of the users.

• If we compare Nielsen's framework to the ISO definition, we observe "effectiveness"


might be mapped to "utility".

• The ISO definition therefore provided only two measures for usability: the efficiency
and satisfaction.
• The five components of usability offer a more precise measure - we shall make use
of these components in the subsequent lectures.

User-Centered Design

• Term coined by Shneiderman (1986)

• Objective - to design products that increase usability

• Indicates (active/passive involvement of users in the design life cycle

• Related terms

• "Cooperative design" [Greenbaum and Kyng, 1992]

• "Participatory design" [Schular and Namioka, 1993]

• "Contextual design" [Beyer and Holtzblatt, 1997]

• ISO in its standards prefers to use the term "human-centered design

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