What is usability?
Quick intro and a few rules…
Martin Puškáč 26.06.2015, Bratislava
Usability is a quality attribute
that assesses how easy user
interfaces are to use.
Usability is defined by 5 quality components:
• Learnability: How easy is it for users to accomplish
basic tasks the first time they encounter the design?
• Efficiency: Once users have learned the design,
how quickly can they perform tasks?
• Memorability: When users return to the design after
a period of not using it, how easily can they
reestablish proficiency?
• Errors: How many errors do users make, how
severe are these errors, and how easily can they
recover from the errors?
• Satisfaction: How pleasant is it to use the design?
Usability means making sure something
works well, and that a person of average
ability or experience can use it for its
intended purpose without getting
hopelessly frustrated.
Some rules of usability
First Rule of Usability?
Don't Listen to Users
Observe them
To design the best UX, pay attention to
what users do, not what they say. Self-
reported claims are unreliable, as are user
speculations about future behavior. Users
do not know what they want.
2. Don’t make me think
As a rule, people don’t like to puzzle over how
to do things. If people who build a site don’t
care enough to make things obvious it can
erode confidence in the site and its
publishers.
3. Don’t lose search
Some people (search-dominant users), will
almost always look for a search box as they
enter a site. These may be the same people
who look for the nearest clerk as soon as they
enter a store.
4. Don’t Make Users Wait
Bing, Microsoft’s search engine, conducted
an analysis that showed that a less than 2-
second increase of delays in page
responsiveness reduced user satisfaction by
-3.8%, lost revenue per user of -4.3% and a
reduced clicks by -4.3%
5. Users still cling to their
back buttons
There’s not much of a penalty for guessing
wrong. Unlike firefighting, the penalty for
guessing wrong on a website is just a click or
two of the back button. The back button is the
most-used feature of web browsers.
6. We form mental site-
maps
When we return to something on a Web site,
instead of replying on a physical sense of
where it is, we have to remember where it is in
the conceptual hierarchy and retrace our
steps.
Q&A
Thank you!
Sources
1. http://www.nngroup.com/articles/first-rule-of-
usability-dont-listen-to-users/
2. http://www.uxbooth.com/articles/10-usability-
lessons-from-steve-krugs-dont-make-me-think/
3. http://sixrevisions.com/usabilityaccessibility/10-
usability-tips-based-on-research-studies/
4. http://www.nngroup.com/articles/usability-101-
introduction-to-usability/
5. http://www.wqusability.com/articles/more-than-
ease-of-use.html
6. http://www.slideshare.net/tsharon1/perfectly-
executing-the-wrong-plan

What is usability

  • 1.
    What is usability? Quickintro and a few rules… Martin Puškáč 26.06.2015, Bratislava
  • 3.
    Usability is aquality attribute that assesses how easy user interfaces are to use.
  • 4.
    Usability is definedby 5 quality components: • Learnability: How easy is it for users to accomplish basic tasks the first time they encounter the design? • Efficiency: Once users have learned the design, how quickly can they perform tasks? • Memorability: When users return to the design after a period of not using it, how easily can they reestablish proficiency? • Errors: How many errors do users make, how severe are these errors, and how easily can they recover from the errors? • Satisfaction: How pleasant is it to use the design?
  • 5.
    Usability means makingsure something works well, and that a person of average ability or experience can use it for its intended purpose without getting hopelessly frustrated.
  • 7.
    Some rules ofusability
  • 8.
    First Rule ofUsability? Don't Listen to Users Observe them
  • 9.
    To design thebest UX, pay attention to what users do, not what they say. Self- reported claims are unreliable, as are user speculations about future behavior. Users do not know what they want.
  • 10.
    2. Don’t makeme think As a rule, people don’t like to puzzle over how to do things. If people who build a site don’t care enough to make things obvious it can erode confidence in the site and its publishers.
  • 11.
    3. Don’t losesearch Some people (search-dominant users), will almost always look for a search box as they enter a site. These may be the same people who look for the nearest clerk as soon as they enter a store.
  • 12.
    4. Don’t MakeUsers Wait Bing, Microsoft’s search engine, conducted an analysis that showed that a less than 2- second increase of delays in page responsiveness reduced user satisfaction by -3.8%, lost revenue per user of -4.3% and a reduced clicks by -4.3%
  • 13.
    5. Users stillcling to their back buttons There’s not much of a penalty for guessing wrong. Unlike firefighting, the penalty for guessing wrong on a website is just a click or two of the back button. The back button is the most-used feature of web browsers.
  • 14.
    6. We formmental site- maps When we return to something on a Web site, instead of replying on a physical sense of where it is, we have to remember where it is in the conceptual hierarchy and retrace our steps.
  • 15.
  • 16.
  • 17.
    Sources 1. http://www.nngroup.com/articles/first-rule-of- usability-dont-listen-to-users/ 2. http://www.uxbooth.com/articles/10-usability- lessons-from-steve-krugs-dont-make-me-think/ 3.http://sixrevisions.com/usabilityaccessibility/10- usability-tips-based-on-research-studies/ 4. http://www.nngroup.com/articles/usability-101- introduction-to-usability/ 5. http://www.wqusability.com/articles/more-than- ease-of-use.html 6. http://www.slideshare.net/tsharon1/perfectly- executing-the-wrong-plan