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Usability

Usability can be described as the capacity of a system to provide a condition for its users to perform the tasks safely, effectively, and efficiently while enjoying the experience.[1] In software engineering, usability is the degree to which a software can be used by specified consumers to achieve quantified objectives with effectiveness, efficiency, and satisfaction in a quantified context of use.[2]

"User-friendly" redirects here. For the webcomic, see User Friendly. For other uses, see User Friendly (disambiguation).

The object of use can be a software application, website, book, tool, machine, process, vehicle, or anything a human interacts with. A usability study may be conducted as a primary job function by a usability analyst or as a secondary job function by designers, technical writers, marketing personnel, and others. It is widely used in consumer electronics, communication, and knowledge transfer objects (such as a cookbook, a document or online help) and mechanical objects such as a door handle or a hammer.


Usability includes methods of measuring usability, such as needs analysis[3] and the study of the principles behind an object's perceived efficiency or elegance. In human-computer interaction and computer science, usability studies the elegance and clarity with which the interaction with a computer program or a web site (web usability) is designed. Usability considers user satisfaction and utility as quality components, and aims to improve user experience through iterative design.[4]

More efficient to use—takes less time to accomplish a particular task

Easier to learn—operation can be learned by observing the object

More satisfying to use

The primary notion of usability is that an object designed with a generalized users' psychology and physiology in mind is, for example:


Complex computer systems find their way into everyday life, and at the same time the market is saturated with competing brands. This has made usability more popular and widely recognized in recent years, as companies see the benefits of researching and developing their products with user-oriented methods instead of technology-oriented methods. By understanding and researching the interaction between product and user, the usability expert can also provide insight that is unattainable by traditional company-oriented market research. For example, after observing and interviewing users, the usability expert may identify needed functionality or design flaws that were not anticipated. A method called contextual inquiry does this in the naturally occurring context of the users own environment. In the user-centered design paradigm, the product is designed with its intended users in mind at all times. In the user-driven or participatory design paradigm, some of the users become actual or de facto members of the design team.[5]


The term user friendly is often used as a synonym for usable, though it may also refer to accessibility. Usability describes the quality of user experience across websites, software, products, and environments. There is no consensus about the relation of the terms ergonomics (or human factors) and usability. Some think of usability as the software specialization of the larger topic of ergonomics. Others view these topics as tangential, with ergonomics focusing on physiological matters (e.g., turning a door handle) and usability focusing on psychological matters (e.g., recognizing that a door can be opened by turning its handle). Usability is also important in website development (web usability). According to Jakob Nielsen, "Studies of user behavior on the Web find a low tolerance for difficult designs or slow sites. People don't want to wait. And they don't want to learn how to use a home page. There's no such thing as a training class or a manual for a Web site. People have to be able to grasp the functioning of the site immediately after scanning the home page—for a few seconds at most."[6] Otherwise, most casual users simply leave the site and browse or shop elsewhere.


Usability can also include the concept of prototypicality, which is how much a particular thing conforms to the expected shared norm, for instance, in website design, users prefer sites that conform to recognised design norms.[7]

: How easy is it for users to accomplish basic tasks the first time they encounter the design?

Learnability

Efficiency: Once users have learned the design, how quickly can they perform tasks?

Memorability: When users return to the design after a period of not using it, how easily can they re-establish proficiency?

Errors: How many errors do users make, how severe are these errors, and how easily can they recover from the errors?

Satisfaction: How pleasant is it to use the design?

ISO standards[edit]

ISO/TR 16982:2002 standard[edit]

ISO/TR 16982:2002 ("Ergonomics of human-system interaction—Usability methods supporting human-centered design") is an International Standards Organization (ISO) standard that provides information on human-centered usability methods that can be used for design and evaluation. It details the advantages, disadvantages, and other factors relevant to using each usability method. It explains the implications of the stage of the life cycle and the individual project characteristics for the selection of usability methods and provides examples of usability methods in context. The main users of ISO/TR 16982:2002 are project managers. It therefore addresses technical human factors and ergonomics issues only to the extent necessary to allow managers to understand their relevance and importance in the design process as a whole. The guidance in ISO/TR 16982:2002 can be tailored for specific design situations by using the lists of issues characterizing the context of use of the product to be delivered. Selection of appropriate usability methods should also take account of the relevant life-cycle process. ISO/TR 16982:2002 is restricted to methods that are widely used by usability specialists and project managers. It does not specify the details of how to implement or carry out the usability methods described.

ISO 9241 standard[edit]

ISO 9241 is a multi-part standard that covers a number of aspects of people working with computers. Although originally titled Ergonomic requirements for office work with visual display terminals (VDTs), it has been retitled to the more generic Ergonomics of Human System Interaction.[18] As part of this change, ISO is renumbering some parts of the standard so that it can cover more topics, e.g. tactile and haptic interaction. The first part to be renumbered was part 10 in 2006, now part 110.[19]

IEC 62366[edit]

IEC 62366-1:2015 + COR1:2016 & IEC/TR 62366-2 provide guidance on usability engineering specific to a medical device.

Early focus on and the tasks they need the system/device to do

end users

Empirical measurement using quantitative or qualitative measures

Iterative design, in which the designers work in a series of stages, improving the design each time

Visibility of system status: The system should always keep users informed about what is going on, through appropriate feedback within reasonable time.

Match between system and the real world: The system should speak the users' language, with words, phrases and concepts familiar to the user, rather than system-oriented terms. Follow real-world conventions, making information appear in a natural and logical order.

User control and freedom: Users often choose system functions by mistake and will need a clearly marked "emergency exit" to leave the unwanted state without having to go through an extended dialogue. Support undo and redo.

Consistency and standards: Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions.

Error prevention: Even better than good error messages is a careful design that prevents a problem from occurring in the first place. Either eliminate error-prone conditions or check for them and present users with a confirmation option before they commit to the action.

rather than recall:[23] Minimize the user's memory load by making objects, actions, and options visible. The user should not have to remember information from one part of the dialogue to another. Instructions for use of the system should be visible or easily retrievable whenever appropriate.

Recognition

Flexibility and efficiency of use: Accelerators—unseen by the novice user—may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions.

Aesthetic and minimalist design: Dialogues should not contain information that is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility.

Help users recognize, diagnose, and recover from errors: Error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution.

Help and documentation: Even though it is better if the system can be used without documentation, it may be necessary to provide help and documentation. Any such information should be easy to search, focused on the user's task, list concrete steps to be carried out, and not be too large.

Higher revenues through increased sales

Increased user efficiency and user satisfaction

Reduced development costs

Reduced support costs

Professional development[edit]

Usability practitioners are sometimes trained as industrial engineers, psychologists, kinesiologists, systems design engineers, or with a degree in information architecture, information or library science, or Human-Computer Interaction (HCI). More often though they are people who are trained in specific applied fields who have taken on a usability focus within their organization. Anyone who aims to make tools easier to use and more effective for their desired function within the context of work or everyday living can benefit from studying usability principles and guidelines. For those seeking to extend their training, the User Experience Professionals' Association offers online resources, reference lists, courses, conferences, and local chapter meetings. The UXPA also sponsors World Usability Day each November.[39] Related professional organizations include the Human Factors and Ergonomics Society (HFES) and the Association for Computing Machinery's special interest groups in Computer Human Interaction (SIGCHI), Design of Communication (SIGDOC) and Computer Graphics and Interactive Techniques (SIGGRAPH). The Society for Technical Communication also has a special interest group on Usability and User Experience (UUX). They publish a quarterly newsletter called Usability Interface.[40]

R. G. Bias and D. J. Mayhew (eds) (2005), Cost-Justifying Usability: An Update for the Internet Age, Morgan Kaufmann

(2013), The Design of Everyday Things, Basic Books, ISBN 0-465-07299-2

Donald A. Norman

(1994), Usability Engineering, Morgan Kaufmann Publishers, ISBN 0-12-518406-9

Jakob Nielsen

(1994), Usability Inspection Methods, John Wiley & Sons, ISBN 0-471-01877-5

Jakob Nielsen

Software Psychology, 1980, ISBN 0-87626-816-5

Ben Shneiderman

Usability.gov