Top 5:
     Usability
    Principles
       Erik Ralston
         BIS BoF
      April 15, 2010




1
What is Usability?


    A subjective evaluation of how easily users achieve goals

    Minimize user error and maximize user satisfaction

    Learning in the short-term and efficiency in the long-term




2
What is Usability?


    Communicated by user’s emotional response
      Users either “love” or “hate” the application


    “Mental Model” – A User’s internal understanding and
    expectations on how the system works
      Often very different than the real system internals


    “Intuitive” – Resonant with a user’s mental model
      Easy to Learn
      Familiar to Users



3
Understanding the User


    “Intuition” is built from emotionally rooted expectations
    and beliefs (biases resulting from previous experiences)

    Intuition is considered before reason
       Everyone's intuition is different; you must ask the user!


    Humans with neurologically hindered emotions often
    suffer from indecision and lack of motivation (Aboulia)
       Not evoking emotion makes the user unmotivated




4
Understanding the User

Spock uses only
  Vulcan logic




5
Understanding the User




                Stephen uses only his gut




6
Understanding Errors


    “Slip” – A temporary malfunction of the user
      Typing an extra letter
      Missing a click


    “Mistake” – A mismatch between user’s mental model
    and the real behavior of the system
      Gulf of Execution
      Gulf of Evaluation


    More a continuum than absolute categories
      Misspelling a word can be caused by either



7
Understanding Errors




8
Gulf of Execution
    “I don’t know what to do???”

    User can’t connect their goal to a decision in the interface

    Users are unaware of a decision that affects their goal




9
Gulf of Evaluation
     “What does that mean???”
       “What did I just do???”, “Where am I???”


     User can’t match current state to mental model
       User can’t connect a previous decision with a new state
       User was unaware they just made a decision that changed state


                    The user just feels…




10
Gulf of Evaluation




11
What is an interface really?


     An abstraction of the system for user interaction
        Enables user to act on the system
        Provides feedback from the system to the user


     A purposeful barrier between the user and the system
        Protects user from complexity
        Obfuscates even simple aspects of system




12
What is an interface really?


     Decisions – Actions the user may perform on the system

     Information – System data relevant to user

     Instructions – Description of decisions or information




13
What is an interface really?




14
What is an interface really?




15
Engineering “Intuitive”


     Suggestions for connecting interface to mental models
       Managing presentation of information, decisions, and instructions
       NOT infallible laws or requirements


     Embody the fundamentals of all good design
       Simplicity
       Consistency
       Clarity


     Principles extend to some everyday items as well



16
#5: Progressive Disclosure
     Maintain user focus by initially showing simple and relevant
            items; hiding advanced and rarely used items.




17
Recognition




18
Recognition




19
Recognition




20
Recognition




21
Progressive Disclosure




22
Progressive Disclosure

     Show the most common items and hide the rest
        20% of the interface provides 80% of the functionality
        Users can only read in a small radius; think 1 inch


     If an item is uncommon or very complicated, hide it

     Show users “their” information first (personalization)
       If a task is recent, then show it first




23
#4: No Dead Ends
                        (or Death Traps)
     At no time should a conspicuously valid decision lead to
          obstruction of the user goal, or even worse harm




24
No Dead Ends




25
No Dead Ends




26
No Dead Ends




27
No Dead Ends




28
No Dead Ends In Detail

     If a user decision would cause a system error or invalid
     state, then that decision should be inaccessible
        Hidden or disabled


     If a user decision is ambiguous, then accept ambiguity

     Error messages should guide the users on how to re-
     establish a path to their goals




29
#3: Recognition Over Recall
      Economize user memory by offering options instead of
              forcing recall of previous information




30
Recognition Over Recall
     Miller’s Law – Working memory is 7± 2 Items




31
Recognition Over Recall In Detail

     If the user must remember something to make a decision,
     then provide them options to choose amongst
        Essay or multiple choice?


     If it’s a small idea, connect it to a large idea (Hierarchy!)

     If it’s the same idea, give it the same name everywhere




32
#2: Fitt’s Law
     Ease of reaching a goal is a function of size and distance




33
Fitt’s Law




34
Fitt’s Law in Detail
     Size implies importance
       If it’s used often, it should be big


     Proximity implies relationships
       If two elements are related, they should be close together
       If two elements are unrelated, they should be far apart
       Related elements elements should be adjacent


     Order implies path
       Think about a visual and logical “path” for the user to follow
       If a user must make a series of decisions, then they must be in a
       predictable order (ex: left-to-right or top-to-bottom)



35
#1: Affordance
     The possible actions for an object should be presented
                    obviously and consistently




36
Affordance

     Very Non-Standard Buttons

     Interaction that is really distraction

     Buttons that hide their destination




37
Affordance In Detail

     Different combinations between possibility and reality
        “Perceptible” visible and implemented decisions
        “Hidden” invisible and implemented decisions
        “False” visible and unimplemented decisions


     Do not require interaction to understand the possibilities
        Hovering shouldn’t be necessary, but perhaps clarifying


     If it looks the same, it should behave the same
        If it looks different, it should behave differently



38
Top 5 Usability Principles


     #5: Progressive Disclosure – 80-20 Rule for Interfaces

     #4: No Dead Ends – Remove invalid decisions

     #3: Recognition Over Recall – Choice not memory

     #2: Fitt’s Law – Ease of use is distance and size

     #1: Affordance – Action possibilities



39
#0: Ask the User!
     None of the principles are more useful than user opinion

     Usability is about making the user happy
        Only the user can decide when they are happy
        You can’t make them happy if you don’t ask them


     Use the principles to guide the user
        They can’t understand code, but they understand Usability
        Use the principles to take the lead and most users will follow




40
Your Principles?



41
Other Places of Insight


     Usability.gov
        The guide to making government website “usable & useful”


     OK/Cancel
        A blog/web-comic on usability design


     Windows User Experience Interaction Guidelines
        Microsoft’s wisdom on User Experience




42
Questions?



43
Thank You!



44

Top 5 Usability Principles

  • 1.
    Top 5: Usability Principles Erik Ralston BIS BoF April 15, 2010 1
  • 2.
    What is Usability? A subjective evaluation of how easily users achieve goals Minimize user error and maximize user satisfaction Learning in the short-term and efficiency in the long-term 2
  • 3.
    What is Usability? Communicated by user’s emotional response Users either “love” or “hate” the application “Mental Model” – A User’s internal understanding and expectations on how the system works Often very different than the real system internals “Intuitive” – Resonant with a user’s mental model Easy to Learn Familiar to Users 3
  • 4.
    Understanding the User “Intuition” is built from emotionally rooted expectations and beliefs (biases resulting from previous experiences) Intuition is considered before reason Everyone's intuition is different; you must ask the user! Humans with neurologically hindered emotions often suffer from indecision and lack of motivation (Aboulia) Not evoking emotion makes the user unmotivated 4
  • 5.
    Understanding the User Spockuses only Vulcan logic 5
  • 6.
    Understanding the User Stephen uses only his gut 6
  • 7.
    Understanding Errors “Slip” – A temporary malfunction of the user Typing an extra letter Missing a click “Mistake” – A mismatch between user’s mental model and the real behavior of the system Gulf of Execution Gulf of Evaluation More a continuum than absolute categories Misspelling a word can be caused by either 7
  • 8.
  • 9.
    Gulf of Execution “I don’t know what to do???” User can’t connect their goal to a decision in the interface Users are unaware of a decision that affects their goal 9
  • 10.
    Gulf of Evaluation “What does that mean???” “What did I just do???”, “Where am I???” User can’t match current state to mental model User can’t connect a previous decision with a new state User was unaware they just made a decision that changed state The user just feels… 10
  • 11.
  • 12.
    What is aninterface really? An abstraction of the system for user interaction Enables user to act on the system Provides feedback from the system to the user A purposeful barrier between the user and the system Protects user from complexity Obfuscates even simple aspects of system 12
  • 13.
    What is aninterface really? Decisions – Actions the user may perform on the system Information – System data relevant to user Instructions – Description of decisions or information 13
  • 14.
    What is aninterface really? 14
  • 15.
    What is aninterface really? 15
  • 16.
    Engineering “Intuitive” Suggestions for connecting interface to mental models Managing presentation of information, decisions, and instructions NOT infallible laws or requirements Embody the fundamentals of all good design Simplicity Consistency Clarity Principles extend to some everyday items as well 16
  • 17.
    #5: Progressive Disclosure Maintain user focus by initially showing simple and relevant items; hiding advanced and rarely used items. 17
  • 18.
  • 19.
  • 20.
  • 21.
  • 22.
  • 23.
    Progressive Disclosure Show the most common items and hide the rest 20% of the interface provides 80% of the functionality Users can only read in a small radius; think 1 inch If an item is uncommon or very complicated, hide it Show users “their” information first (personalization) If a task is recent, then show it first 23
  • 24.
    #4: No DeadEnds (or Death Traps) At no time should a conspicuously valid decision lead to obstruction of the user goal, or even worse harm 24
  • 25.
  • 26.
  • 27.
  • 28.
  • 29.
    No Dead EndsIn Detail If a user decision would cause a system error or invalid state, then that decision should be inaccessible Hidden or disabled If a user decision is ambiguous, then accept ambiguity Error messages should guide the users on how to re- establish a path to their goals 29
  • 30.
    #3: Recognition OverRecall Economize user memory by offering options instead of forcing recall of previous information 30
  • 31.
    Recognition Over Recall Miller’s Law – Working memory is 7± 2 Items 31
  • 32.
    Recognition Over RecallIn Detail If the user must remember something to make a decision, then provide them options to choose amongst Essay or multiple choice? If it’s a small idea, connect it to a large idea (Hierarchy!) If it’s the same idea, give it the same name everywhere 32
  • 33.
    #2: Fitt’s Law Ease of reaching a goal is a function of size and distance 33
  • 34.
  • 35.
    Fitt’s Law inDetail Size implies importance If it’s used often, it should be big Proximity implies relationships If two elements are related, they should be close together If two elements are unrelated, they should be far apart Related elements elements should be adjacent Order implies path Think about a visual and logical “path” for the user to follow If a user must make a series of decisions, then they must be in a predictable order (ex: left-to-right or top-to-bottom) 35
  • 36.
    #1: Affordance The possible actions for an object should be presented obviously and consistently 36
  • 37.
    Affordance Very Non-Standard Buttons Interaction that is really distraction Buttons that hide their destination 37
  • 38.
    Affordance In Detail Different combinations between possibility and reality “Perceptible” visible and implemented decisions “Hidden” invisible and implemented decisions “False” visible and unimplemented decisions Do not require interaction to understand the possibilities Hovering shouldn’t be necessary, but perhaps clarifying If it looks the same, it should behave the same If it looks different, it should behave differently 38
  • 39.
    Top 5 UsabilityPrinciples #5: Progressive Disclosure – 80-20 Rule for Interfaces #4: No Dead Ends – Remove invalid decisions #3: Recognition Over Recall – Choice not memory #2: Fitt’s Law – Ease of use is distance and size #1: Affordance – Action possibilities 39
  • 40.
    #0: Ask theUser! None of the principles are more useful than user opinion Usability is about making the user happy Only the user can decide when they are happy You can’t make them happy if you don’t ask them Use the principles to guide the user They can’t understand code, but they understand Usability Use the principles to take the lead and most users will follow 40
  • 41.
  • 42.
    Other Places ofInsight Usability.gov The guide to making government website “usable & useful” OK/Cancel A blog/web-comic on usability design Windows User Experience Interaction Guidelines Microsoft’s wisdom on User Experience 42
  • 43.
  • 44.