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Usability Engineering

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Title: Usability Engineering


1
Usability Engineering
  • Dr. Dania Bilal
  • IS 582
  • Spring 2006

2
What Is Usability Engineering?
  • Measures multiple components of the user
    interface
  • Addresses the relationships between system and
    its users
  • Focuses on the HCI field

3
What Is Usability Engineering?
  • Bridges the gap between human and machines
  • Measures the quality of a system in relation to
    its intended users
  • Involves several methods, each applied at
    appropriate time of the design and development
    process

4
Importance of Usability
  • The sooner problems are found, the less expensive
    it is to fix them
  • Saves money by reducing designers and
    developers time

5
Importance of Usability
  • Learn more about users, tasks, expectations,
    successes, failures, information seeking, etc.
    and take these into consideration in redesigning
    a system or designing new one

6
Usability Attributes
  • As described by Neilsen
  • Learnability
  • Efficiency
  • Memorability
  • Errors their severity
  • Subjective satisfaction

7
Learnability
  • The system must be easy to learn, especially for
    novice users.
  • Hard to learn systems are usually designed for
    expert users.
  • There is a learning curve for novice and expert
    users.

8
Efficiency
  • The system should be efficient to use so that
    once the user has learned how to use it, the user
    can achieve a high level of productivity.
  • Efficiency increases with learning

9
Memorability
  • The system should be easy to remember, especially
    by casual users, so that they do not have to
    learn it all over again after a period of not
    using it.

10
Errors
  • The system should have a low error rate and
    should provide the user with a recovery mechanism
    from errors.
  • Minor errors
  • Major errors

11
Minor Errors
  • User was able to recover from them
  • through system feedback
  • through awareness of error made
  • Errors that did not greatly slow down the users
    interaction with the system

12
Major Errors
  • Difficult to recover from them
  • Lead to faulty work especially if they are high
    in frequency
  • May not be discovered by the user
  • These errors can be catastrophic

13
Subjective Satisfaction
  • The system should be likeable by users
  • Satisfaction varies with kind of system used
    (educational vs. entertainment)

14
Assumptions
  • The designers best guess is not good enough
  • The user is always right
  • The user is not always right
  • Users are not designers
  • Designers are not users
  • More features are not always better
  • Minor interface details matter
  • Online help does not really help
  • Source Nielsen, J. (1993). Usability
    Engineering. San Diego Morgan Kaufman.

15
Factors
  • Address the functionality of the system
    vis-à-vis
  • user needs
  • user tasks
  • user information seeking
  • user expectations
  • user cognitive processes

16
Usability Testing
  • Part of the process of usability engineering
  • Involves users in the evaluation of a system by
    testing it
  • Goal
  • Uncover problems and correct them

17
Usability Evaluation
  • Conducted at many stages during and after the
    system design process.
  • Employs various methods

18
Methods
  • Cognitive walkthrough
  • Focus groups
  • Prototyping
  • Task analysis
  • Inspection
  • User testing
  • http//www.usabilityfirst.com/methods

19
Usability Heuristics
  • http//www.useit.com/papers/heuristic/heuristic_li
    st.html for usability principles
  • http//www.useit.com/papers/heuristic/heuristic_ev
    aluation.html for how to conduct a heuristic
    evaluation
  • http//www.uie.com/articles

20
Usability Tests
  • Stages
  • Preparation
  • Introduction
  • Test itself
  • Debriefing
  • Neilsen, J. (1993). Usability Engineering. San
    Diego Morgan Kaufman.

21
Preparation
  • Preparation for the experiment and data
    collection
  • Location of test (e.g., room to be used)
  • System to be used, capturing software, etc.
  • Test materials, instructions, questionnaires to
    be completed, as applicable

22
Introduction
  • Test introduction includes
  • Purpose of the test
  • Test results to be used to improve interface
  • Confidentiality of results IRB
  • Explanation of software and equipment used to
    collect data

23
Introduction
  • Users to ask clarifying questions anytime before
    and during the experiment
  • Users to report problems and difficulty in using
    system during experiment (e.g., screen freeze)
  • Verbal instructions, as applicable Introduction

24
Running the Test
  • Experimenter(s) should refrain from interacting
    with users (e.g., personal opinions should not be
    expressed)
  • Experimenter(s) guide(s) observers. Both groups
    should refrain from making obtrusive comments
    during the experiment

25
Debriefing
  • User is debriefed after the test and may be asked
    to make comments or suggestions
  • verbally (via individual interview)
  • by completing a questionnaire

26
Debriefing
  • Experimenter ensures that files are collected
    with correct labeling checks captured data
    files, questionnaires, etc.
  • Experimenter may write a brief preliminary report
    while events are still fresh.
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