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Chapter Introduction
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The assignment should
enable you to begin talking about the usability of interactive
products in terms of a variety of parameters. Instead of simply
saying 'nice cell phone, lovely to use' or 'awful MP3 player,
really bad design' you should now be equipped (having studied
chapter 1 and associated reading) with a set of terms and
concepts that can help you describe what is good and bad about
an interactive product's design in terms of usability.
However, it is still easy to fall into the
trap of talking about usability at a fairly shallow level.
For example, when asked to do this exercise, some students
might just say 'product X is easy to use, remember and to
learn'. This may be the case, but you need to explain why.
You need to explore in more depth why you think something
is usable or not, in terms of X,Y or Z. In so doing, you may
find that while the basic functions are easy to learn, many
of the more advanced functions are fiddly or inefficient to
learn how to use and remember. Hence, a product's usability
will vary depending on the nature of the task, the context
in which it is being used, and who is using it. Setting specific
questions for each of the usability and user experience goals
and the design concepts and usability principles can help
you to start articulating in more detail what is and isn't
usable about a product (and why this is the case). In addition,
asking someone else to try doing a range of tasks and observing
them can be very revealing, showing you aspects that you would
overlook yourself or take for granted.
You should also try to avoid seeing usability
in terms of 'black and white', i.e. a product is either easy
to use or it is not, it is efficient or it is inefficient
to use. What is often much more interesting are the grey areas,
where it may not be obvious at first that there is a problem
but only after careful examination are you able to identify
a specific usability problem (or set of problems).
Try also to avoid the checklist approach,
where you simply run through the set of usability goals and
design principles and compare them with the product in front
of you. Use the goals and principles more as heuristics, by
which to uncover problems (or not) with a product. Always
explain why you think something is easy to use or difficult
to remember, illustrating your answers with actual examples
of tasks when using the product.
When thinking about making changes to
a product, based on your usability evaluation, it is important
not to think about them as isolated improvements but in relation
to each other. For example, consider the design recommendation
for a hypothetical cell phone: 'remove the help icon at the
top of the display screen'. The reason for the suggestion
is it has been noted that when doing a usability evaluation
it takes up too much real screen estate. Instead, the suggestion
is to make it a hard-wired function, using one of the physical
keys on the phone. The rationale is that it will still maintain
visibility of the help function at all times, but will also
free up some display space.
Now think about what the consequences and
trade-offs might be for the rest of the tasks the user has
to do at the interface. In this case, dedicating a hard button
to be the help button means one less key available for doing
other tasks. Does this now mean that some tasks will need
to be done by switching between modes, which wasn't the case
before? Is this preferable? What is gained and lost in proposing
this design change? Also think about why a particular way
of doing something was designed like that in the first place
(e.g. why was the help button put on the display?). What do
you think the designer was up to and why did they make that
decision? Did the designer have a choice, was it an arbitrary
decision or was it a compromise?
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