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Usabilit y 1

Usability Essentials to Know

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Page 1: Usability Essentials to Know

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Usability

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Goals

Create a continu

al learning orientat

ion

Create conceptual understanding

Usability

Draw focus as a value added

capability

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ISO 9241-11 defines usability as – the extent to which a product can be used by specified users to achieve defined goals with effectiveness, efficiency and satisfaction in a specified context of use.

what is usability?

ISO 9241 is a multi-part standard from the International Organization for Standardization (ISO) covering ergonomics of human-computer interaction. It is managed by the ISO Technical Committee 159.

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“the essence of usability is to ensure that your product works well: that a person of average (or even below average) ability and experience can use it --- for its intended purpose without getting hopelessly frustrated.”- Steve Krug author of Don’t make me think

in other words…

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sample case

websiteproduct

E-commerce portal such as Flipkart

teenagersfocus group

Age group 14–19 yearsGeography India

buy tabletsgoal

Buy high-end tablets (order size > INR 25000/-)

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If a web site's information is hard to read or doesn't answer users' key questions, people leave.

why usability?

If a web site is difficult to use, people leave.

If the homepage fails to clearly state what a company offers and what users can do on the site, people leave.

If users get lost on a web site, they leave.

Because People Leave…

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the three tenets of usability Goals

Effectiveness

Efficiency

Satisfaction

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the five qualitative attributes

EfficiencyMemorabilityErrors SatisfactionLearnability

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the five qualitative attributes

how intuitive is your design?

Learnability

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the five qualitative attributes

how quickly can users perform tasks?

Efficiency

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the five qualitative attributes

how easy it is to remember functionality & actions?

Memorability

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the five qualitative attributes

types of errors?

cause of errors?

error recovery?

Errors

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the five qualitative attributes

are your customers happy?

Delighted!

Satisfaction

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thebiggervision

Utility

Usability

Useful design

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theultimateexperience

Brand experience

User experience

Useful design

Usability +

Utility

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key areas of application

Usability

Consumer

electronics

Web

Software

application

Mechanical object

Knowledge base

Technical documen

ts

Websites

SearchWeb app

and more!

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web usability

Webusability

Search

Web apps

Platforms

Websites

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Search engine SERP

Destination

page

Referral link

Destination

page

Home page

Category page

Destination

page

Site search

Site SERP

Destination

page

Outside website

Inside website

Search usability

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search usability impact

Search usability

SERP rankings

Bounce rates

Time-on -site

Repeat visitors

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influence over user journey

CSAT

conversion rate

brand experience

search

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how we really use websites?

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ScanningWe don’t read

through pages. We skim!

Source: Don’t make me think- Steve Krug

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Source: www.nngroup.com

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chunkingsubheading

listingsshort sentences

short paragraphs

active voiceno jargons

language

one-to-one

typefacecolor contrast

links

line height

imagerywhite space

visualsHow to facilitate scanning behavior?

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Satisficing*

We don’t make optimal choices.

We satisfice!

Economist Herbert Simon coined the term (a cross between satisfying and sufficing) in Models of Man: Social and Rational (Wiley, 1957).

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We settle for the first adequate solution we can find.Given our tendency to satisfice, we’re unlikely to end up with anything much better than what we’re willing to accept.

Source: HBR

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MuddlingWe don’t figure

out things. We muddle

through!

Source: Don’t make me think- Steve Krug

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So, try creating intuitive web design!

Capture this primitive “muddling” behavior by enabling users to freely channel towards a positive outcome. e.g. finding information, buying online, sharing feedback, share and likes, etc.)

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A top levelchecklist for general usability…

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Usability

design

visual

functionality

content

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userorientat

ion

sitemap

sitearchitect

ure

site search

helpusers to navigate

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0.1 sec“instant”

1 sec“seamless”

10 sec“attention”

the three response time limits

Outcome seems a direct result of user’s

actionsLevel of

responsiveness is essential to support direct manipulation

Users can sense delay, but still feel in control of experienceGood for navigation

Users feel at the mercy of the

computerWish faster response,

but can handle itDirect manipulation is a human–computer interaction style which involves continuous representation of objects of interest and rapid, reversible, and incremental actions and feedback.

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responsivedesign

browser and platform compatible

compatibility

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clarity

consistency

accuracy

brand theme

color & contrast

visual

visual cues

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user control

“All user” ready

action awareness

exit points

error handling

error prompts

error tolerance

error assistance

feedback

feedback email

feedback form

confirmation screen

Functionality

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Top heuristicsfor improving usability

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Statefulness

What does the application look like when a process is loading?

How do users know their requests were successful?

Do users know where they’ve been, where they are, and where they’ll be going?

Can users easily see interruptions or updates to the application while using it?

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Error prompts

What does an error (user or system) in the application look like?

If the error is caused by the system, is this clearly conveyed to the user?

If the error is caused by the user, does the message give the user an easy way to rectify it?

Does the application prevent losing the user’s state (e.g. entered data) after an error?

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Error prevention

Can users generate errors in ways the application can prevent from the start?

Can a set of options be limited in a way which does not take away from the UX?

Does the application provide inputs which could substitute a user’s own error-prone input?

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Emergency exit

Do you provide an emergency exit if the users take an undesired action?

Provide some simple undo actions. For example, forms should have a “cancel” button.

Dialogues should have close buttons. Allow users to change their passwords, undo actions, and revisit areas they’ve already been.

Can operations be undone?

Can users find where they’ve been?

How far back are users able/need to be able to go?

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Fitts’ Law

Predicts that the time required to rapidly move to a target area is a function of the distance to the target and the size of the target.

Create reasonably larger targets going by the availability of space.

Minimize cursor movement

For example, Pop-up menus can usually be opened faster than pull-down menus.

Edges/corner of computer screen are easier to acquire with mouse or touchpad.

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User help

Help should be small enough to ignore but large enough to find when searching for it

Can the user get help at any point?

Are help elements a feature to those needing help, but not a burden to those needing not?

Does my documentation clearly refer to the elements it documents?

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Anticipation

For example, When I’m buying an iPhone on Amazon, I’m also shown links to get a case and accessories.

What actions logically follow common routes in my application?

What auxiliary components can I sensibly offer to users in accordance to their desires/needs?

Anticipation is reflected by the application’s use of Fitts’ law, layout of items, complementary navigation and more.

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Award winning websites

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http://outdatedbrowser.com/

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www.create5.co.uk

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More amazing sites @http://www.awwwards.com/awards-of-the-dayhttp://www.bevisionare.com/http://pixelgrade.com/demos/rosa/

Usability resourceshttp://www.nngroup.com/articles/http://usability.com.au/http://www.usability.gov/

Accessibility resourceshttp://achecker.ca/checker/index.phphttp://www.w3.org/TR/WAI-WEBCONTENT/full-checklist.html

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