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Usability engineering is a professional discipline that focuses on improving the usability of interactive systems. It draws on theories from computer science and psychology to define problems that occur during the use of such a system. Usability Engineering involves the testing of designs at various stages of the development process, with users or with usability experts. The history of usability engineering in this context dates back to the 1980s. In 1988, authors John Whiteside and John Bennett—of Digital Equipment Corporation and IBM, respectively—published material on the subject, isolating the early setting of goals, iterative evaluation, and prototyping as key activities. The usability expert Jakob Nielsen is a leader in the field of usability engineering. In his 1993 book Usability Engineering , Nielsen describes methods to use throughout a product development process—so designers can ensure they take into account the most important barriers to learnability, efficiency, memorability, error-free use, and subjective satisfaction before implementing the product. Nielsen’s work describes how to perform usability tests and how to use usability heuristics in the usability engineering lifecycle. Ensuring good usability via this process prevents problems in product adoption after release. Rather than focusing on finding solutions for usability problems—which is the focus of a UX or interaction designer—a usability engineer mainly concentrates on the research phase. In this sense, it is not strictly a design role, and many usability engineers have a background in computer science because of this. Despite this point, its connection to the design trade is absolutely crucial, not least as it delivers the framework by which designers can work so as to be sure that their products will connect properly with their target usership. [1]
Usability engineers sometimes work to shape an interface such that it adheres to accepted operational definitions of user requirements documentation. For example, the International Organization for Standardization approved definitions (see e.g., ISO 9241 part 11) usability are held by some to be a context, efficiency, and satisfaction with which specific users should be able to perform tasks. Advocates of this approach engage in task analysis, then prototype interface design, and usability testing on those designs. On the basis of such tests, the technology is potentially redesigned if necessary. [2]
The National Institute of Standards and Technology has collaborated with industry to develop the Common Industry Specification for Usability – Requirements, which serves as a guide for many industry professionals.[ who? ] The specifications for successful usability in biometrics were also developed by the NIST. Usability.gov, a no-longer maintained website formerly operated by the US General Services Administration, [3] provided a tutorial and wide general reference for the design of usable websites.
Usability, especially with the goal of Universal Usability, encompasses the standards and guidelines of design for accessibility. The aim of these guidelines is to facilitate the use of a software application for people with disabilities. Some guidelines for web accessibility are:
In usability engineering, it's important target and identify human errors when interacting with the product of interest because if a user is expected to engage with a product, interface, or service in some way, the very introduction of a human in that engagement increases the potential of encountering human error. Error should be reduced as much as possible in order to avoid frustration or injury. There are two main types of human errors which are categorized as slips and mistakes. Slips are a very common kind of error involving automatic behaviors (i.e. typos, hitting the wrong menu item). When we experience slips, we have the correct goal in mind, but execute the wrong action. Mistakes on the other hand involve conscious deliberation that result in the incorrect conclusion. When we experience mistakes, we have the wrong goal in mind and thereby execute the wrong action. [4]
Even though slips are the more common type of error, they are no less dangerous. A certain type of slip error, a mode error, can be especially dangerous if a user is executing a high-risk task. For instance, if a user is operating a vehicle and does not realize they are in the wrong mode (i.e. reverse), they might step on the gas intending to drive, but instead accelerate into a garage wall or another car. In order to avoid modal errors, designers often employ modeless states in which users do not have to choose a mode at all, or they must execute a continuous action while intending to execute a certain mode (i.e. pressing a key continuously in order to activate "lasso" mode in Photoshop). [4]
Usability engineers conduct usability evaluations of existing or proposed interfaces and their findings are fed back to the designer for use in design or redesign. Common usability evaluation methods include:
There are a variety of online resources that make the job of a usability engineer a little easier. Online tools are only a useful tool, and do not substitute for a complete usability engineering analysis. Some examples of these include:
This is a product of the National Institute of Standards and Technology. This toolkit is focused on evaluating the HTML of a website versus a wide range of usability guidelines and includes:
This tool is produced by Mind Design Systems is available freely to federal government employees. According to the official company website this tool consists of two tightly-integrated applications. The first is the UTE Manager, which helps a tester set up test scenarios (tasks) as well as survey and demographic questions. The UTE Manager also compiles the test results and produces customized reports and summary data, which can be used as quantitative measures of usability observations and recommendations.
The second UTE application is the UTE Runner. The UTE Runner presents the test participants with the test scenarios (tasks) as well as any demographic and survey questions. In addition, the UTE Runner tracks the actions of the subject throughout the test including clicks, keystrokes, and scrolling.
This tool is a product of UsableNet.com and implements the section 508 Usability and Accessibility guidelines as well as the W3C Web Accessibility Initiative Guidelines.
Usability testing is a technique used in user-centered interaction design to evaluate a product by testing it on users. This can be seen as an irreplaceable usability practice, since it gives direct input on how real users use the system. It is more concerned with the design intuitiveness of the product and tested with users who have no prior exposure to it. Such testing is paramount to the success of an end product as a fully functioning application that creates confusion amongst its users will not last for long. This is in contrast with usability inspection methods where experts use different methods to evaluate a user interface without involving users.
Web design encompasses many different skills and disciplines in the production and maintenance of websites. The different areas of web design include web graphic design; user interface design ; authoring, including standardised code and proprietary software; user experience design ; and search engine optimization. Often many individuals will work in teams covering different aspects of the design process, although some designers will cover them all. The term "web design" is normally used to describe the design process relating to the front-end design of a website including writing markup. Web design partially overlaps web engineering in the broader scope of web development. Web designers are expected to have an awareness of usability and be up to date with web accessibility guidelines.
In human–computer interaction, paper prototyping is a widely used method in the user-centered design process, a process that helps developers to create software that meets the user's expectations and needs – in this case, especially for designing and testing user interfaces. It is throwaway prototyping and involves creating rough, even hand-sketched, drawings of an interface to use as prototypes, or models, of a design. While paper prototyping seems simple, this method of usability testing can provide useful feedback to aid the design of easier-to-use products. This is supported by many usability professionals.
Usability can be described as the capacity of a system to provide a condition for its users to perform the tasks safely, effectively, and efficiently while enjoying the experience. In software engineering, usability is the degree to which a software can be used by specified consumers to achieve quantified objectives with effectiveness, efficiency, and satisfaction in a quantified context of use.
Jakob Nielsen is a Danish web usability consultant, human–computer interaction researcher, and co-founder of Nielsen Norman Group. He was named the “guru of Web page usability” in 1998 by The New York Times and the “king of usability” by Internet Magazine.
A heuristic evaluation is a usability inspection method for computer software that helps to identify usability problems in the user interface design. It specifically involves evaluators examining the interface and judging its compliance with recognized usability principles. These evaluation methods are now widely taught and practiced in the new media sector, where user interfaces are often designed in a short space of time on a budget that may restrict the amount of money available to provide for other types of interface testing.
User-centered design (UCD) or user-driven development (UDD) is a framework of processes in which usability goals, user characteristics, environment, tasks and workflow of a product, service or process are given extensive attention at each stage of the design process. This attention includes testing which is conducted during each stage of design and development from the envisioned requirements, through pre-production models to post production. Testing is beneficial as it is often difficult for the designers of a product to understand the experiences of first-time users and each user's learning curve. UCD is based on the understanding of a user, their demands, priorities and experiences, and can lead to increased product usefulness and usability. UCD applies cognitive science principles to create intuitive, efficient products by understanding users' mental processes, behaviors, and needs.
Interaction design, often abbreviated as IxD, is "the practice of designing interactive digital products, environments, systems, and services." While interaction design has an interest in form, its main area of focus rests on behavior. Rather than analyzing how things are, interaction design synthesizes and imagines things as they could be. This element of interaction design is what characterizes IxD as a design field, as opposed to a science or engineering field.
The following outline is provided as an overview of and topical guide to human–computer interaction:
Web accessibility, or eAccessibility, is the inclusive practice of ensuring there are no barriers that prevent interaction with, or access to, websites on the World Wide Web by people with physical disabilities, situational disabilities, and socio-economic restrictions on bandwidth and speed. When sites are correctly designed, developed and edited, more users have equal access to information and functionality.
Web usability of a website consists of broad goals of usability, presentation of information, choices made in a clear and concise way, a lack of ambiguity and the placement of important items in appropriate areas as well as ensuring that the content works on various devices and browsers.
Ben Shneiderman is an American computer scientist, a Distinguished University Professor in the University of Maryland Department of Computer Science, which is part of the University of Maryland College of Computer, Mathematical, and Natural Sciences at the University of Maryland, College Park, and the founding director (1983-2000) of the University of Maryland Human-Computer Interaction Lab. He conducted fundamental research in the field of human–computer interaction, developing new ideas, methods, and tools such as the direct manipulation interface, and his eight rules of design.
User interface (UI) design or user interface engineering is the design of user interfaces for machines and software, such as computers, home appliances, mobile devices, and other electronic devices, with the focus on maximizing usability and the user experience. In computer or software design, user interface (UI) design primarily focuses on information architecture. It is the process of building interfaces that clearly communicate to the user what's important. UI design refers to graphical user interfaces and other forms of interface design. The goal of user interface design is to make the user's interaction as simple and efficient as possible, in terms of accomplishing user goals. User-centered design is typically accomplished through the execution of modern design thinking which involves empathizing with the target audience, defining a problem statement, ideating potential solutions, prototyping wireframes, and testing prototypes in order to refine final interface mockups.
In user interface design, a mode is a distinct setting within a computer program or any physical machine interface, in which the same user input will produce perceived results different from those that it would in other settings. Modal interface components include the Caps lock and Insert keys on the standard computer keyboard, both of which typically put the user's typing into a different mode after being pressed, then return it to the regular mode after being re-pressed.
User experience design, upon which is the centralized requirements for "User Experience Design Research", defines the experience a user would go through when interacting with a company, its services, and its products. User experience design is a user centered design approach because it considers the user's experience when using a product or platform. Research, data analysis, and test results drive design decisions in UX design rather than aesthetic preferences and opinions, for which is known as UX Design Research. Unlike user interface design, which focuses solely on the design of a computer interface, UX design encompasses all aspects of a user's perceived experience with a product or website, such as its usability, usefulness, desirability, brand perception, and overall performance. UX design is also an element of the customer experience (CX), and encompasses all design aspects and design stages that are around a customer's experience.
Contextual design (CD) is a user-centered design process developed by Hugh Beyer and Karen Holtzblatt. It incorporates ethnographic methods for gathering data relevant to the product via field studies, rationalizing workflows, and designing human–computer interfaces. In practice, this means that researchers aggregate data from customers in the field where people are living and applying these findings into a final product. Contextual design can be seen as an alternative to engineering and feature driven models of creating new systems.
Mystery meat navigation is a form of web navigation user interface whereby the target of each link is not visible until the user points their cursor at it. Such interfaces lack a user-centered design, emphasizing aesthetic appearance, white space, and the concealment of information over practicality and functionality. The term was coined in 1998 by Vincent Flanders, author of the book and accompanying website Web Pages That Suck.
Human–computer interaction (HCI) is research in the design and the use of computer technology, which focuses on the interfaces between people (users) and computers. HCI researchers observe the ways humans interact with computers and design technologies that allow humans to interact with computers in novel ways. A device that allows interaction between human being and a computer is known as a "Human-computer Interface".
Soft ergonomics is the study of designing virtual interfaces that cater towards the wellness of the human body, its emotional and cognitive abilities.
Tools, devices or software must be evaluated before their release on the market from different points of view such as their technical properties or their usability. Usability evaluation allows assessing whether the product under evaluation is efficient enough, effective enough and sufficiently satisfactory for the users. For this assessment to be objective, there is a need for measurable goals that the system must achieve. That kind of goal is called a usability goal. They are objective criteria against which the results of the usability evaluation are compared to assess the usability of the product under evaluation.