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 based on the latter definition:

 

"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 need to be achieved by the software or service. (R Jennings 2007)

 

2.1.1.1: persona definition

 

The target audience must be identified and properly defined with its own characteristics, needs and potential behaviour (R Jennings 2007) (Usability.gov)

 

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 covered and then organise every task depending on its relationship with other tasks. If the product consist of a large number of tasks, it will be important to categorise every task into more general groups and/or subgroups. (Nielsen) (Jennings2007)(Souza/Furtado 2005)

 

2.1.2: prototype

 

This is the stage when you will actually prepare a deliverable to be presented to your client. Although the finer details will not be finalised, you will show the blueprint of your application, Make sure your design is strong enough to identify you but do not try to overpower the client’s ideas with yours. Also make sure there is choice for the client to then decide what will be most suitable for the objectives. (OCLC.org )

 

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 related regulations before any design takes place[2]. (usabilityandbranding.com) (Brookgroup.com)

 

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 linked together. A good visual design always projects the identity of the product. Keep in line with branding compliance as your design could be rejected if it does accommodate to corporate branding (Mark Bouton)

 

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 studied for each task

 

Metaphors

 

I recommend in some cases to apply names or images that identify a task. The commonly used traffic light (red which means alarm, yellow meaning warning and green meaning safety) is an example. (Nielsen) (Jennings)

 

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. (Jennings)

 

2.1.2.5: User guidance[4]

 

 

Manuals

 

Manuals and user-guides are good tools to help end-users. Make sure you provide enough information that is clear and only apply technical terms that you are aware the end-user will understand and in the right places. It is common that there could be advanced help for more expert users while simplified help can be suitable for the novice. (Techomplus.com)

 

On-screen help

 

Make sure to provide enough information but also this information should not in the way of the task as this might negatively affect the user experience. (Techomplus.com)

 

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. (webcredible.com)

 

2.2.1: Task based testing

 

Make sure all tasks are tested from beginning to end.

 

2.2.1.1: Efficiency

 

Record how long it takes for a task to be completed and analyse this data. Also record any errors found by the while completing each task. Make sure you know at which point the user might have been confused by the task itself.

Record what tasks have been completed, if the tasks are well defined from the end-user's perspective and in the cases of task not being completed what percentage of each is not completed and at which point tasks fail. (Norman) (Jennings)

 

2.2.1.2: Effectiveness

 

Take into account how much work as been saved or improved by each task in order to measure their effectiveness (Norman)

 

 

2.2.1.3: Task evaluation

 

With al the data recoded, evaluate each task and find weaknesses in them.  All your metrics put together will give you an idea of where the system can be improved. (Norman)

 

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. (Norman) (Jennings)

 

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. (Norman)

 

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 (Jennings)

 

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 gathered from your testing and create a concise report about the results. Flag the weaknesses as well as the strengths of the interface. Take priority evaluating the weaknesses and suggest improvements based on the results (Jennings)

 

 

2.2.2.7: production design

 

Amend/improve all areas suggested in the report and the task re-definition and finalise the interface design

 

2.3: The production process

 

2.3.1: Real time usage monitoring

 

Keep an operational log of usage, record as many errors as allowed for future bug-fixing (e-consultancy.com)

 

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 used and there might be reasons why. (Nielsen) (Jennings2007)(Souza/Furtado 2005)

 

 

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 revised brief based on usage monitoring, trends, revised objectives, tasks and aesthetics.

 

3: conclusion

 

In this document I have referred to all usability guidelines that I consider relevant to the lifecycle of a computer interface.  It is important to look at the usability of any computer interface as there is a close relation between usability and how it affects the overall productivity of such interface.

 

4: reference

 

Robin Jennings: AngliaRuskinUniversity - Interfaces and usability Group on-line http://tech.groups.yahoo.com/group/EC415005S/

 

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 Multimedia on the Web" http://www.useit.com/alertbox/9512.html

 

Mark Boulton – “Aesthetics-Usability Effect”   www.markboulton.co.uk 

 

http://www.usability.gov/  

 

http://oclc.org/policies/usability/protoype//default.htm

 

www.usabilityandbranding.com

 

www.techomplus.com

 

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 ruled out. Never assume that one strategy will work for everything.

 

[2] In many cases there are very strict guidelines as to what can and cannot be done with Computer aided systems. Corporate brands can restrict many areas of the interface in order to enforce a strong corporate image.

[3] Idiomatic learning is hard to achieve but when you do, you will have a good product design.

[4] Well documented software is always more usable to customers.