Usability
Usability
Overview
• Usability has always been the central pursuit of human–
computer interaction.
• The original definition of usability is that systems should
be easy to use, easy to learn, flexible and should
engender a good attitude in people.
• The goals of usability are now primarily seen as
concerned with efficiency and effectiveness of systems
and there are issues concerning the values and worth
that usability should deliver.
• Usability underlies good UX and with attention to some
general design principles, designers will produce
systems and services that are easily learnable, efficient
and understandable, safe to use, and can be used in a
way that suits different people.
Objectives
• After studying this chapter, you should be
able to:
• Understand the key issues and concepts of
accessibility
• Understand the principles underlying
usability
• Understand the key issues of acceptability
• Understand the general principles underlying
good UX design.
Contents
• Introduction
• Accessibility
• Usability
• Acceptability
• Design principles
Introduction
• Good design cannot be summed up in a simple way and
nor can the activities of the UX designer, particularly one
who takes a human-centred approach to design.
• One view might say, ‘The UX designer aims to produce
systems and products that are accessible, usable, socially
and economically acceptable’.
• Another view might say, ‘The UX designer aims to produce
systems that are learnable, effective and accommodating’.
• A third view could be, ‘The aim of UX designer is to
balance the PACT elements with respect to a domain’.
• All of these views are valid.
Accessibility
• Access to physical spaces for people with different physical abilities has
long been an important legal and ethical requirement and this is now
becoming increasingly so for information spaces.
• Legislation such as the United Kingdom’s Equality Act 2010 and Section
508 in the United States of America now requires software to be
accessible.
• The United Nations and the World Wide Web Consortium (W3C) have
declarations and guidelines on ensuring that everyone can get access to
information that is delivered through software technologies.
• With an increasingly wide range of computer users and technologies,
designers need to focus on the demands their designs make on people’s
abilities.
• Designers have to design for the elderly and for children.
• Newell (1995) points out that the sorts of issues that face an ordinary
person in an extraordinary environment (such as under stress, time
pressures and so on) are often similar to the issues that face a person
with disabilities in an ordinary environment.
Exclusions (1 of 2)
• People will be excluded from accessing interactive systems
for a number of reasons:
– Physically, people can be excluded because of inappropriate
placement of equipment or through input and output devices
making excessive demands on their abilities.
– For example, an ATM may be positioned too high for a person in a
wheelchair to reach, a mouse may be too big for a child’s hand or a
mobile phone may be too fiddly for someone with arthritis to use.
– Both motor and sensory capabilities of potential users need to be
considered.
– Conceptually, people may be excluded because they cannot
understand complicated instructions or obscure commands or they
cannot form a clear mental model of the system or service.
– The cognitive capabilities of users need to be considered against
the cognitive demands of the design.
Exclusions (2 of 2)
• Economically people are excluded if they cannot afford some
essential technology or make use of some service.
• Cultural exclusion results from designers making inappropriate
assumptions about how people work and organize their lives.
• For example, using a metaphor based on American football
would exclude those who do not understand the game.
• People can be excluded if they do not understand the language
that a service uses.
• Social exclusion can occur if technology is unavailable at an
appropriate time and place or if people are not members of a
particular social group and cannot understand particular social
mores or messages.
Overcoming barriers
• Overcoming these barriers to access is a key design consideration.
• Two main approaches to designing for accessibility are ‘design for all’
and inclusive design.
• Design for all (also known as universal design) goes beyond the
design of UX and applies to all design endeavors.
• Inclusive design is based on four premises:
– Varying ability is not a special condition of the few but a common
characteristic of being human and we change physically and intellectually
throughout our lives.
– If a design works well for people with disabilities, it works better for
everyone.
– At any point in our lives, personal self-esteem, identity and well-being are
deeply affected by our ability to function in our physical surroundings with
a sense of comfort, independence and control.
– Usability and aesthetics are mutually compatible.
Principles of universal design
• Equitable use. The design does not disadvantage or stigmatize any
group of users.
• Flexibility in use. The design accommodates a wide range of individual
preferences and abilities.
• Simple, intuitive use. Use of the design is easy to understand,
regardless of the user’s experience, knowledge, language skills or
current concentration level.
• Perceptible information. The design communicates necessary
information effectively to the user, regardless of ambient conditions or the
user’s sensory abilities.
• Tolerance for error. The design minimizes hazards and the adverse
consequences of accidental or unintended actions.
• Low physical effort. The design can be used efficiently and comfortably
and with a minimum of fatigue.
• Size and space for approach and use. Appropriate size and space are
provided for approach, reach, manipulation and use, regardless of the
user’s body size, posture or mobility.
Inclusive design (1 of 2)
• Inclusive design is a more pragmatic approach that argues that there
will often be reasons (e.g. technical or financial) why total inclusion is
unattainable.
• Benyon et al. (2001) recommend undertaking an inclusivity analysis that
ensures that inadvertent exclusion will be minimized and common
characteristics that cause exclusion and which are relatively cheap to fix
will be identified.
• Distinguishing between fixed and changing user characteristics, they
present a decision tree (see Figure 5.1).
• We all suffer from disabilities from time to time (e.g. a broken arm) that
affect our abilities to use interactive systems, so accessibility is not
something that is an issue for only a few people.
Decision tree for inclusivity analysis