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Notes on Usability Engineering

Notes on Nielson’s Usability Engineering, including the definition of usability and usability trade-offs.


Definition of Usability

  • Usability is measured relative to certain users and certain tasks
  • Utility vs. Usefulness
    • Utility: can the functionality of the system in principle do what is needed
    • Usefulness: can the users use the functionality of the system well
  • Learnability: easy to learn so users can quickly get some work done
    • Learning curve presents a continuous series of improved user performance, not a dichotomous “learned”/“not learned” distinction
    • However, it is still common to define a certain level of performance with the user being able to complete a certain task successfully (may be under a time constraint)
    • Users do not usually fully learn the interface before starting to use it
      • As such, we should not measure how long it takes to master a system, but how long it takes to achieve a sufficient level of proficiency to do useful work
    • 4 of 6 highest rated usability characteristics by business professionals
      • Easy-to-understand error messages
      • Possible to do useful work before having learned everything
      • Availability of undo
      • Confirming before execution of risky commands
  • Efficiency: once user learns the system, a high level of productivity is possible
    • To measure: define what expertise entails, get a representative sample of expert users, measure the time it takes these users to perform some typical test task
  • Memorability: casual user is able to return to the system without needing to relearn everything after not using it for some time
    • Casual use is typically seen for utility programs that are used intermittently under exceptional circumstances (e.g. programs for making a quarterly report)
    • How to test: 2 ways
      • Perform a standard user test with casual users who have been away from the system for a specified amount of time
        • Preferred: most representative of the reason we want to make the system memorable in the first place
      • Conduct a memory test with users after they finish a test session and ask them to explain what various commands are and what they do
        • Problematic: modern systems are so visible that they remind users when necessary—users do not need to actively remember what is available
  • Errors: low error rate, easy to recover from errors, absolutely no catastrophic errors
    • Catastrophic errors
      • Those not discovered by the user, leading to faulty work product
      • Those destructive to user’s work, which are difficult to recover from
  • Satisfaction: user is subjectively satisfied when using the system
    • Especially important for systems used on a discretionary basis in non-work environment: home computing, games, interactive fiction, creative painting, etc. There is no additional goal other than entertainment
    • May be impacted by the user’s attitude towards the hardware hosting the interface
    • How to measure: ask the user
      • Short questionnaire given to users as part of the debriefing session after user testing
      • Approachability: closely related to the peak difficulty the user experiences rather than the mean or actual difficulty
      • Sales needs users to believe that the system is easy to use in order to generate positive word-of-mouth
      • When subjective replies from various users are averaged together, the result is objective
    • Likert scale: postulates some statement, user rates their degree of agreement
      • E.g. 1=strong disagree, 5=strongly agree
    • Semantic differential scale: lists two opposite terms along some dimension
      • E.g. Pleasing _ _ _ _ _ Irritating, Fast to use _ _ _ _ _ Slow to use
    • Best to keep satisfaction questionnaire short to maximize response rate
    • Rating scales should be subjected to pilot testing to ensure that questions are interpreted properly
    • Keep in mind that people are often on the polar ends when they take on a survey voluntarily
      • Can be partly counteracted by using reverse polarity: include some questions to which an agreement shows a negative attitude
    • All in all, data shows that voluntary usage is the ultimate subjective satisfaction rating

Usability Trade-Offs

  • Trade off between learnability for novice users and efficiency of use for expert users
    • Can sometimes be resolved without dual interaction styles
      • Multiple interaction style
        • Accelerators: allow users to perform frequent tasks quickly even though those tasks may be performed in a more general, slower way.
      • Descriptive field labels rather than cryptic abbreviations
      • Appropriate default values
  • When trade-offs seem necessary
    • First try to find a win-win solution
    • If win-win is not possible, trade-off should be resolved under the directions set by the project’s usability goals, which give priority to certain usability attributes
  • Considerations other than usability may lead to violation of usability principles
    • E.g. security concerns lead to non-user friendly access controls

Citation

Usability Engineering by Jakob Nielsen.

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