Usability is a term used to denote the ease with which people can employ a particular tool or other human-made object in order to achieve a particular goal. Usability can also refer to the methods of measuring usability and the study of the principles behind an object's perceived efficiency or elegance.
In human-computer interaction and computer science, usability usually refers to the elegance and clarity with which the interaction with a computer program or a web site is designed. The term is also used often in the context of products like consumer electronics, or in the areas of communication, and knowledge transfer objects (such as a cookbook, a document or online help). It can also refer to the efficient design of mechanical objects such as a door handle or a hammer.
The primary notion of usability is that an object designed with the users' psychology and physiology in mind is, for example:
Complex computer systems are finding their way into everyday life, and at the same time the market is becoming saturated with competing brands. This has led to usability becoming more popular and widely recognized in recent years as companies see the benefits of researching and developing their products with user-oriented 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. 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.
The term user friendly is often used as a synonym for usable, though it may also refer to accessibility.
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 very important in website development. 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.
Usability is often associated with the functionalities of the product (cf. ISO definition, below), in addition to being solely a characteristic of the user interface (cf. framework of system acceptability, also below, which separates usefulness into utility and usability). For example, in the context of mainstream consumer products, an automobile lacking a reverse gear could be considered unusable according to the former view, and lacking in utility according to the latter view.
When evaluating user interfaces for usability, the definition can be as simple as "the perception of a target user of the effectiveness (fit for purpose) and efficiency (work or time required to use) of the Interface". Each component may be measured subjectively against criteria e.g. Principles of User Interface Design, to provide a metric, often expressed as a percentage.
It is important to distinguish between usability testing and usability engineering. Usability testing is the measurement of ease of use of a product or piece of software. In contrast, usability engineering (UE) is the research and design process that ensures a product with good usability.
Usability is an example of a non-functional requirement. As with other non-functional requirements, usability cannot be directly measured but must be quantified by means of indirect measures or attributes such as, for example, the number of reported problems with ease-of-use of a system.
The key principle for maximizing usability is to employ iterative design, which progressively refines the design through evaluation from the early stages of design. The evaluation steps enable the designers and developers to incorporate user and client feedback until the system reaches an acceptable level of usability.
The preferred method for ensuring usability is to test actual users on a working system. Although, there are many methods for studying usability, the most basic and useful is user testing, which has three components:
It's important to test users individually and let them solve any problems on their own. If you help them or direct their attention to any particular part of the screen, you will bias the test. Rather than running a big, expensive study, it's better to run many small tests and revise the design between each one so you can fix the usability flaws as you identify them. Iterative design is the best way to increase the quality of user experience. The more versions and interface ideas you test with users, the better.
Usability plays a role in each stage of the design process. The resulting need for multiple studies is one reason to make individual studies fast and cheap, and to perform usability testing early in the design process. Here are the main steps:
Don't defer user testing until you have a fully implemented design. If you do, it will be impossible to fix the vast majority of the critical usability problems that the test uncovers. Many of these problems are likely to be structural, and fixing them would require major rearchitecting. The only way to a high-quality user experience is to start user testing early in the design process and to keep testing every step of the way.
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 will be 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.
ISO/TR 16982:2002 does not specify the details of how to implement or carry out the usability methods described.
Part 1 is a general introduction to the rest of the standard. Part 2 addresses task design for working with computer systems. Parts 3–9 deal with physical characteristics of computer equipment. Parts 110 and parts 11–19 deal with usability aspects of software, including Part 110 (a general set of usability heuristics for the design of different types of dialogue) and Part 11 (general guidance on the specification and measurement of usability).
Answers to these can be obtained by conducting user and task analysis at the start of the project.
Examples of ways to find answers to these and other questions are: user-focused requirements analysis, building user profiles, and usability testing.
With parallel design, several people create an initial design from the same set of requirements. Each person works independently, and when finished, shares his/her concepts with the group. The design team considers each solution, and each designer uses the best ideas to further improve their own solution. This process helps to generate many different, diverse ideas and ensures that the best ideas from each design are integrated into the final concept. This process can be repeated several times until the team is satisfied with the final concept. GOMS GOMS is an acronym that stands for Goals, Operator, Methods, and Selection Rules. It is a family of techniques that analyzes the user complexity of interactive systems. Goals are what the user has to accomplish. An operator is an action performed in service of a goal. A method is a sequence of operators that accomplish a goal. Selection rules specify which method should be used to satisfy a given goal, based on the context.Human Processor Model Sometimes it is useful to break a task down and analyze each individual aspect separately. This allows the tester to locate specific areas for improvement. To do this, it is necessary to understand how the human brain processes information. A model of the human processor is shown below.
Many studies have been done to estimate the cycle times, decay times, and capacities of each of these processors. Variables that affect these can include subject age, ability, and the surrounding environment. For a younger adult, reasonable estimates are:
| Parameter | Mean | Range |
|---|---|---|
| Eye movement time | 230 ms | 70-700 ms |
| Decay half-life of visual image storage | 200 ms | 90-1000 ms |
| Perceptual processor cycle time | 100 ms | 50-200 ms |
| Cognitive processor cycle time | 70 ms | 25-170 ms |
| Motor processor cycle time | 70 ms | 30-100 ms |
| Effective working memory capacity | 7 items | 5-9 items |
Long-term memory is believed to have an infinite capacity and decay time.Keystroke level modeling Keystroke level modeling is essentially a less comprehensive version of GOMS that makes simplifying assumptions in order to reduce calculation time and complexity. See Keystroke level model for more information.
Heuristic evaluation was developed to aid in the design of computer user-interface design. It relies on expert reviewers to discover usability problems and then categorize and rate them by a set of principles (heuristics.) It is widely used based on its speed and cost-effectiveness. Jakob Nielsen's list of ten heuristics is the most commonly used in industry. By determining which guidelines are violated, the usability of a device can be determined.Usability Inspection Usability inspection is a review of a system based on a set of guidelines. The review is conducted by a group of experts who are deeply familiar with the concepts of usability in design. The experts focus on a list of areas in design that have been shown to be troublesome for users. Pluralistic Inspection Pluralistic Inspections are meetings where users, developers, and human factors people meet together to discuss and evaluate step by step of a task scenario. As more people inspect the scenario for problems, the higher the probability to find problems. In addition, the more interaction in the team, the faster the usability issues are resolved. Consistency Inspection In consistency inspection, expert designers review products or projects to ensure consistency across multiple products to look if it does things in the same way as their own designs.Activity Analysis Activity analysis is a usability method used in preliminary stages of development to get a sense of situation. It involves an investigator observing users as they work in the field. Also referred to as user observation, it is useful for specifying user requirements and studying currently used tasks and subtasks. The data collected is qualitative and useful for defining the problem. It should be used when you wish to frame what is needed, or “What do we want to know?”
Regardless to how carefully a system is designed, all theories must be tested using usability tests. Usability tests involve typical users using the system (or product) in a realistic environment [see simulation]. Observation of the user’s behavior, emotions, and difficulties while performing different tasks, often identify areas of improvement for the system.
It is often very difficult for designers to conduct usability tests with the exact system being designed. Cost constraints, size, and design constraints usually lead the designer to creating a prototype of the system. Instead of creating the complete final system, the designer may test different sections of the system, thus making several small models of each component of the system. The types of usability prototypes may vary from using paper models, index cards, hand drawn models, or storyboards.
Prototypes are able to be modified quickly, often are faster and easier to create with less time invested by designers and are more apt to change design; although sometimes are not an adequate representation of the whole system, are often not durable and testing results may not be parallel to those of the actual system.
While conducting usability tests, designers must use usability metrics to identify what it is they are going to measure, or the usability metrics. These metrics are often variable, and change in conjunction with the scope and goals of the project. The number of subjects being tested can also affect usability metrics, as it is often easier to focus on specific demographics. Qualitative design phases, such as general usability (can the task be accomplished?), and user satisfaction are also typically done with smaller groups of subjects. Using inexpensive prototype on small user groups, provide more detailed information, because of the more interactive atmosphere, and the designers ability to focus more on the individual user.
As the designs become more complex, the testing must become more formalized. Testing equipment will become more sophisticated and testing metrics become more quantitative. With a more refined prototype, designers often test effectiveness, efficiency, and subjective satisfaction, by asking the user to complete various tasks. These categories are measured by the percent that complete the task, how long it takes to complete the tasks, ratios of success to failure to complete the task, time spent on errors, the number of errors, rating scale of satisfactions, number of times user seems frustrated, etc. Additional observations of the users give designers insight on navigation difficulties, controls, conceptual models, etc. The ultimate goal of analyzing these metrics is to find/create a prototype design that users like and use to successfully perform given tasks.
After conducting usability tests, it is important for a designer to record what was observed, in addition to why such behavior occurred and modify the model according to the results. Often it is quite difficult to distinguish the source of the design errors, and what the user did wrong. However, effective usability tests will not generate a solution to the problems, but provide modified design guidelines for continued testing.
The key benefits of usability are:
An increase in usability generally positively affects several facets of a company’s output quality. In particular, the benefits fall into several common areas:
Increased usability in the workplace fosters several responses from employees. Along with any positive feedback, “workers who enjoy their work do it better, stay longer in the face of temptation, and contribute ideas and enthusiasm to the evolution of enhanced productivity." In order to create standards, companies often implement experimental design techniques that create baseline levels. Areas of concern in an office environment include (though are not necessarily limited to):
By working to improve said factors, corporations can achieve their goals of increased output at lower costs, while potentially creating optimal levels of customer satisfaction. There are numerous reasons why each of these factors correlates to overall improvement. For example, making a piece of software’s user interface easier to understand would reduce the need for extensive training. The improved interface would also tend to lower the time needed to perform necessary tasks, and so would both raise the productivity levels for employees and reduce development time (and thus costs). It is important to note that each of the aforementioned factors are not mutually exclusive, rather should be understood to work in conjunction to form the overall workplace environment.
Usability is now recognized as an important software quality attribute, earning its place among more traditional attributes such as performance and robustness. Indeed, various academic programs focus on usability.
Also several usability consultancy companies have emerged, and traditional consultancy and design firms are offering similar services.