Usability Guidelines
Module:
EC415005S
Interfaces and Usability.
Ed Lobo MBCS
Anglia Ruskin University
April -2007
In this document I aim to recommend a methodology to improve the way in which people interact with computer software or services in order to maximise the usability of such. The scope of these guidelines covers design process, prototyping, production, and review of computer software throughout the software development lifecycle.
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1: Introduction
The concept of usability in a computer-interface.
"Usability is a multidimensional attribute that relates to the impact a product has on its end-users. In general it refers to the efficiency with which a customer can do their tasks with the product, and their overall satisfaction with that process"
http://www.thehfe.com/glossary.htm
I find the term of usability rather difficult to define as there are two views about this: one that defines it as the attribute of an interface and the other defines it as the quality of the total product. I think neither of them is wrong but it all depends on which perspective we have about usability. In this point in time I am going to specify this guideline document bas
"That quality of a system that makes it easy to learn, easy to use and encourages the user to regard the system as a positive help in getting the job done. User A person who uses a system to perform a business function."
http://www.georgetown.edu/uis/ia/dw/GLOSSARY0816.html
2: Guideline
2.1: The design process
2.1.1: Aims and objectives
Gather clear objectives from client or Company as to what is what will ne
2.1.1.1: persona definition
The target audience must be identifi
2.1.1.2: geographical/language targets
You should be aware of the environment the target audience will be in. [1]
2.1.1.3: task definition
Set up all tasks to achieve the aims and objectives of the software or service. Make sure every possible task is cover
2.1.2: prototype
This is the stage when you will actually prepare a deliverable to be present
2.1.2.1: branding compliance
In most corporate environments, brand is a crucial part of the marketing strategy. Make sure to understand the all branding relat
2.1.2.2: Identity
Your application must have an identity in order for the end-user to identify the product. Identity covers not just the look and feel but also the name of the product itself. It will not make sense to call a content management "sports assessment". In many occasions designers name their applications with names that could in some way reflect what they do (EG, Adobe PhotoShop -or Photoshop as we know it). (Brookgroup.com)
2.1.2.3: Aesthetics
Aesthetics and Identity are closely link
Style:
Every designer (or designer house) has its hallmark. Make sure you also have one in order for the industry to recognise you when they see your work.
2.1.2.4: task development
This is the coding of each task into the program, functional analysis and functional safety should always be studi
Metaphors
I recommend in some cases to apply names or images that identify a task. The commonly us
Idiomatic learning[3]
Try whenever possible, techniques that will teach the end-user how to use the system in a way that is intuitive and self explanatory. (
2.1.2.5: User guidance[4]
Manuals
Manuals and user-guides are good tools to help end-users. Make sure you provide enough
On-screen help
Make sure to provide enough
2.2: The testing process
This is the most crucial part of the usability of any software. Good testing is the basis of the quality of design. (webcr
2.2.1: Task based testing
Make sure all tasks are test
2.2.1.1: Efficiency
Record how long it takes for a task to be complet
Record what tasks have been complet
2.2.1.2: Effectiveness
Take into account how much work as been sav
2.2.1.3: Task evaluation
With al the data recod
2.2.1.4: Task re-definition
Re-design tasks and improve as many weaknesses as the system allows you. (Tim and Tom)
2.2.2: user experience testing
This is the more subjective testing and perhaps immeasurable in some cases. (
2.2.2.1: Memorability
Ask questions that make the user remember the system and take note of which particular details they can remember from the visual or audio angles. (
2.2.2.2: Familiarity
Take note of all areas that the user can recognise without problems, also make note of any areas that seem new, or different to the user when appropriate.
2.2.2.3: learning experience testing
Take note of al areas that please and or annoy the user (
2.2.2.4: Intuition testing
Make note of any activities that the user guesses
(http://headrush.typepad.com/creating_passionate_users/2006/06/intuition.html)
2.2.2.5: Aesthetics testing
Get the general opinion from the user about what the interface looks like. Ask about the branding and the identity of the interface so that you can get the users view.
2.2.2.6: User experience evaluation
Analyse the data gather
2.2.2.7: production design
Amend/improve all areas suggest
2.3: The production process
2.3.1: Real time usage monitoring
Keep an operational log of usage, record as many errors as allow
2.3.2: Trend Identification
Keep up to date with trends in general as well as the more specialist area of the interface
2.3.3: Aims and objectives review
Revise objectives as over time they can change. This could lead to the application crippling and becoming useless in time (Nielsen) (Jennings2007)(Souza/Furtado 2005)
2.3.4: task review
Frequently revise tasks, there are cases in which some task are never us
2.3.5: Aesthetics review
Revise the look and feel of the interface in order to maintain a good impression from the users view
Re-design
This will take you back to part 2.1 and begin the process all over again. In effect you will have a revis
3: conclusion
In this document I have referr
4: reference
Robin Jennings:
A.E.J. Debije-Meessen,J.A.H. Jansen, Océ Technologies - The balance between Aesthetics, Usability and Corporate Identity: Graphic User Interface design within a commercial company - http://csdl2.computer.org/persagen/DLAbsToc.jsp?resourcePath=/dl/proceedings/&toc=comp/proceedings/iv/2006/2602/00/2602toc.xml&DOI=10.1109/IV.2006.106
Donald Norman - "The geography of thought" - http://www.jnd.org/dn.mss/the_geography_of_tho.html
Donald Norman - "Some Observations on Mental Models" 2003
MIT Information Services and Technologies - "Usability guidelines" - http://web.mit.edu/ist/usability/usability-guidelines.html
Usability metrics http://www.usabilitymetrics.com
Jacob Nielsen "Introduction to usability" http://www.useit.com/alertbox/20030825.html
Jacob Nielsen "Does User Annoyance Matter?" - http://www.useit.com/alertbox/annoyances.html - March 2007
Jacob Nielsen "Guidelines for Multim
Mark Boulton – “Aesthetics-Usability Effect” www.markboulton.co.uk
http://oclc.org/policies/usability/protoype//default.htm
www.brookgroup.com/services/branding
www.webcredible.com/user-friendly-resources/web-usablility/usability-testing/shtml
E-consultancy.com - “User Experience & Usability - Roundtable Briefing, March 2006” http://www.e-consultancy.com/publications/user-experience-and-usability-briefing-2006/
Tim and Tom – 2006 Usability Webcasts
[1] Country location or language is never to be rul
[2] In many cases there are very strict guidelines as to what can and cannot be done with Computer aid
[3] Idiomatic learning is hard to achieve but when you do, you will have a good product design.
[4] Well document



