It appears here with the kind permission of the publisher, F. It is a slightly edited version of the chapter written jointly by Jim Simkin and myself for the third edition of Current Psychotherapies.
Web Usability 4 Summary: How to define usability? How, when, and where to improve it? Why should you care? Overview defines key usability concepts and answers basic questions. This is the article to give to your boss or anyone else who doesn't have much time, but needs to know the basic usability facts.
What — Definition of Usability Usability is a quality attribute that assesses how easy user interfaces are to use.
The word "usability" also refers to methods for improving ease-of-use during the design process. Usability is defined by 5 quality components: How easy is it for users to accomplish basic tasks the first time they encounter the design?
Once users have learned the design, how quickly can they perform tasks? When users return to the design after a period of not using it, how easily can they reestablish proficiency?
How many errors do users make, how severe are these errors, and how easily can they recover from the errors? How pleasant is it to use the design? There are many other important quality attributes. A key one is utility, which refers to the design's functionality: Does it do what users need?
Usability and utility are equally important and together determine whether something is useful: It matters little that something is easy if it's not what you want. It's also no good if the system can hypothetically do what you want, but you can't make it happen because the user interface is too difficult.
To study a design's utility, you can use the same user research methods that improve usability. If a website is difficult to use, people leave. If users get lost on a website, they leave. If a website's information is hard to read or doesn't answer users' key questions, they leave.
Note a pattern here? There's no such thing as a user reading a website manual or otherwise spending much time trying to figure out an interface. There are plenty of other websites available; leaving is the first line of defense when users encounter a difficulty.
For intranets, usability is a matter of employee productivity. Time users waste being lost on your intranet or pondering difficult instructions is money you waste by paying them to be at work without getting work done. For software and physical products, the improvements are typically smaller — but still substantial — when you emphasize usability in the design process.
For internal design projects, think of doubling usability as cutting training budgets in half and doubling the number of transactions employees perform per hour.
For external designs, think of doubling sales, doubling the number of registered users or customer leads, or doubling whatever other KPI key performance indicator motivated your design project.
How to Improve Usability There are many methods for studying usability, but the most basic and useful is user testing, which has 3 components: Get hold of some representative userssuch as customers for an ecommerce site or employees for an intranet in the latter case, they should work outside your department.
Ask the users to perform representative tasks with the design.
Observe what the users do, where they succeed, and where they have difficulties with the user interface. Shut up and let the users do the talking. 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 have contaminated the test results.
To identify a design's most important usability problems, testing 5 users is typically enough. Rather than run a big, expensive study, it's a better use of resources 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.
User testing is different from focus groupswhich are a poor way of evaluating design usability. Focus groups have a place in market research, but to evaluate interaction designs you must closely observe individual users as they perform tasks with the user interface.4.
Summary: How to define usability? How, when, and where to improve it? Why should you care? Overview defines key usability concepts and answers basic questions. This is the article to give to your boss or anyone else who doesn't have much time, but needs to know the basic usability facts.
Because the technology behind Goalref is inexpensive compared to Hawk-Eye, it’s easier to implement at the lower levels of the game – addressing concerns that goal-line technology would exacerbate the gulf between the grassroots and megabucks.
Jun 27, · England v Germany: Frank Lampard's 'goal' reignites goal-line technology debate From his seat in the VIP section of the Free State Stadium, Sepp .
OpenLR™ - Open, Compact and Royalty-free Dynamic Location Referencing. TomTom is launching OpenLR™ as royalty-free technology and open Industry Standard, and it . CCC TechConnect projects, (3C Media Solutions, CCC Confer, Online Teaching Conference), serve the California Community Colleges, are funded by a grant from the California Community Colleges Chancellor's Office, and are hosted at Palomar College.
West Mission Road, San Marcos, CA | tel: x | fax: Video Assistant Referee. Following the successful introduction of goal-line technology four years ago, the football world asked for more tools to further support the match officials for crucial decisions.