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Usability
Patrick Hays
Thanks for checking out my presentation. This was a
presentation I gave at the IIS Cognitive Brownbag in February, 2013.
This presentation was created with Powerpoint and
originally presented with a plugin called PPT Plex (don’t use it). The
design of these slides was guided by the fact that I was using Plex.
My inspiration for creating and presenting on usability was
to encourage my colleagues to take a user-centered perspective
when designing software. Another goal was to encourage use of
agile development methodologies with a focus on user testing. I
hope the original message comes through by just reading the slides.
-Patrick
http://dphays.com
What is
usability?
Usability is the ease of use and
learnability of a human-made object.
Includes Many Fields
• Human Computer Interaction
• Cognitive Science
• Cognitive Psychology
• Human Factors (Ergonomics)
• Computer Science
• Industrial Design
There is a misconception
that usability is easy to achieve
or just common sense…
“What is best for the user is
rarely easiest for a
programmer…”
-from Developing User Interfaces
Principle
Principle
Principle
Principle
Design
A balance of principles is required to
make a good design.
Design is an iterative process…
Aesthetics also
influence how people
perceive interfaces.
Why is usability
important
in everyday life?
Cell phones, drink or vending machines,
elevators, street signs, doors, medicine
bottles, reference books, televisions, dvd
players, microwaves, ATMs, dishwasher,
oven, washing machine, lamps, showers,
alarm clocks, mp3 players, lighters, grills,
calculators, air conditioners, cans, bottles,
pens, headphones, cars, food packaging,
sauce packets, cooking utensils, stairs,
windows, watches, soap dispensers,
refrigerators, drawers, alarm systems,
video games, stereos, laptops, exercise
equipment, umbrellas, cameras, remote
controls, packaging, toys, assembled
furniture, tools, irons…
Usable objects/interfaces just
make life easier on the user…
- Setting your alarm clock each day.
- Making coffee.
- Driving to work (in the rain).
- Crosswalk lights.
- Installing a printer driver.
Poor usability can lead to injury, anger,
frustration, wasted time, damage to
the product or system, boredom, or
other negative consequences…
Usually easier to pick up on
bad usability than it is to
recognize good usability.
Good design seems
effortless.
Originally found in Effective Project Management: Traditional, Agile, Extreme by Robert K. Wysocki
Usually easier to pick
up on bad usability than it
is to recognize good
usability.
Good design seems effortless.
So why is usability important?
o A product/system developer focusing on
achieving high usability will make products that
are easy to use and intuitive.
o There will be fewer issues to correct in future
versions of the product.
o The user/consumer will be happy that their
product is easy to use and functions as
intended.
Why are web and
software usability
important?
To many users, the
interface is the
software…
Examples of software that
demand usable interfaces…
- Operating systems
- Web browsers and web sites
- Educational software
- Any software with an interface!
Usable interfaces can
improve efficiency
and productivity of
the user…
Today, the importance of usability is
often acknowledged…
…but saying usability is important
isn’t enough.
Where to
start?
Guiding
Principles
1. Iterative Design
Creating a highly usable interface
or application involves iteratively
developing and testing the
software.
System
Development
Testing
Testing once or twice is
not enough, it must be a
focus throughout the
project.
Usability issues are often dealt
with so late in the design
process that changes to a
system become difficult or
impossible.
Guiding
Principles
2. Team Orientation
Just having one person that
understands the importance of
usability is not enough.
Must be a team effort to
acknowledge and tackle
usability issues!
Guiding
Principles
3. Choose Roles Wisely
Be mindful of who
tests with users.
Guiding
Principles
4. Focus On Users
There is nothing more important
than the people that will be
using the system!
It doesn’t matter if you think it’s a
good idea. If it doesn’t work for the
users, then it doesn’t work.
System Tips
1.Control
“The level of control provided by a
system should be related to the
proficiency and experience levels of
the people using the system.”
System Tips
2.Motivation and
Interest
The primary focus of
Intelligent Tutoring Systems
development is learning gains
or other more easily
measured benefits…
What good are learning gains
if students have no desire to
use the system again?
Think about the gap between
video games and educational
software.
Consider the differences in
motivation and interest.
System Tips
3.Affordances
Simply looking at an element
should tell users what the
element does.
Consider a link on a website. If the
link does not look clickable, you
have not made clear the object’s
primary affordance.
System Tips
4.Color
Color
Humans automatically chunk information.
Use color to help organize chunks into
meaningful groups and guide the user’s
attention.
However, some people have color
vision deficiencies, so do not rely on
color too much.
System Tips
5.Cognitive Load
Respect the limitations of the brain
and present manageable chunks of
information so you don’t overwhelm or
frustrate users.
System Tips
6.Mimicry
& skeuomorphs
The act of copying design of familiar
elements in order to realize specific
benefits afforded by those elements.
Closing
Thoughts
Principle
Principle
Principle
Principle
Design
A balance of principles is required to
make a good design.
REMEMBER
- The user’s perspective is the most
important factor.
- To many users the interface is the
software.
- Test early. Test often.
- Motivation and interest are crucial.
- Communication and a group
understanding of usability are key
factors to creating a usable product.
These are some of the books I
used when creating this
presentation.
Check them out,
especially The Design
of Everyday Things.
Usability!
Questions?
I would love your feedback!
Email me at
dphays@gmail.com

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Usability Presentation - IIS Brownbag 2013

  • 2. Thanks for checking out my presentation. This was a presentation I gave at the IIS Cognitive Brownbag in February, 2013. This presentation was created with Powerpoint and originally presented with a plugin called PPT Plex (don’t use it). The design of these slides was guided by the fact that I was using Plex. My inspiration for creating and presenting on usability was to encourage my colleagues to take a user-centered perspective when designing software. Another goal was to encourage use of agile development methodologies with a focus on user testing. I hope the original message comes through by just reading the slides. -Patrick http://dphays.com
  • 4. Usability is the ease of use and learnability of a human-made object.
  • 5. Includes Many Fields • Human Computer Interaction • Cognitive Science • Cognitive Psychology • Human Factors (Ergonomics) • Computer Science • Industrial Design
  • 6. There is a misconception that usability is easy to achieve or just common sense…
  • 7. “What is best for the user is rarely easiest for a programmer…” -from Developing User Interfaces
  • 8. Principle Principle Principle Principle Design A balance of principles is required to make a good design.
  • 9. Design is an iterative process…
  • 10. Aesthetics also influence how people perceive interfaces.
  • 12. Cell phones, drink or vending machines, elevators, street signs, doors, medicine bottles, reference books, televisions, dvd players, microwaves, ATMs, dishwasher, oven, washing machine, lamps, showers, alarm clocks, mp3 players, lighters, grills, calculators, air conditioners, cans, bottles, pens, headphones, cars, food packaging, sauce packets, cooking utensils, stairs, windows, watches, soap dispensers, refrigerators, drawers, alarm systems, video games, stereos, laptops, exercise equipment, umbrellas, cameras, remote controls, packaging, toys, assembled furniture, tools, irons…
  • 13. Usable objects/interfaces just make life easier on the user… - Setting your alarm clock each day. - Making coffee. - Driving to work (in the rain). - Crosswalk lights. - Installing a printer driver.
  • 14. Poor usability can lead to injury, anger, frustration, wasted time, damage to the product or system, boredom, or other negative consequences…
  • 15. Usually easier to pick up on bad usability than it is to recognize good usability. Good design seems effortless. Originally found in Effective Project Management: Traditional, Agile, Extreme by Robert K. Wysocki
  • 16. Usually easier to pick up on bad usability than it is to recognize good usability. Good design seems effortless.
  • 17. So why is usability important? o A product/system developer focusing on achieving high usability will make products that are easy to use and intuitive. o There will be fewer issues to correct in future versions of the product. o The user/consumer will be happy that their product is easy to use and functions as intended.
  • 18. Why are web and software usability important?
  • 19. To many users, the interface is the software…
  • 20. Examples of software that demand usable interfaces… - Operating systems - Web browsers and web sites - Educational software - Any software with an interface!
  • 21. Usable interfaces can improve efficiency and productivity of the user…
  • 22. Today, the importance of usability is often acknowledged… …but saying usability is important isn’t enough.
  • 25. Creating a highly usable interface or application involves iteratively developing and testing the software. System Development Testing
  • 26. Testing once or twice is not enough, it must be a focus throughout the project.
  • 27. Usability issues are often dealt with so late in the design process that changes to a system become difficult or impossible.
  • 29. Just having one person that understands the importance of usability is not enough. Must be a team effort to acknowledge and tackle usability issues!
  • 31. Be mindful of who tests with users.
  • 33. There is nothing more important than the people that will be using the system! It doesn’t matter if you think it’s a good idea. If it doesn’t work for the users, then it doesn’t work.
  • 35. “The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.”
  • 37. The primary focus of Intelligent Tutoring Systems development is learning gains or other more easily measured benefits…
  • 38. What good are learning gains if students have no desire to use the system again?
  • 39. Think about the gap between video games and educational software. Consider the differences in motivation and interest.
  • 41. Simply looking at an element should tell users what the element does. Consider a link on a website. If the link does not look clickable, you have not made clear the object’s primary affordance.
  • 43. Color Humans automatically chunk information. Use color to help organize chunks into meaningful groups and guide the user’s attention. However, some people have color vision deficiencies, so do not rely on color too much.
  • 45. Respect the limitations of the brain and present manageable chunks of information so you don’t overwhelm or frustrate users.
  • 47. The act of copying design of familiar elements in order to realize specific benefits afforded by those elements.
  • 49. Principle Principle Principle Principle Design A balance of principles is required to make a good design.
  • 50. REMEMBER - The user’s perspective is the most important factor. - To many users the interface is the software. - Test early. Test often. - Motivation and interest are crucial. - Communication and a group understanding of usability are key factors to creating a usable product.
  • 51. These are some of the books I used when creating this presentation. Check them out, especially The Design of Everyday Things.
  • 52. Usability! Questions? I would love your feedback! Email me at dphays@gmail.com