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Defining Usability

The ISO defines usability as “the extent to which a


product can be used by specified users to achieve
USABILITY ENGINEERING specified goals with effectiveness, efficiency and
satisfaction in a specified context of use.”
Fenty Eka Muzayyana Agustin,MKom

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Indikator Usability Atribut Usability

Effectiveness: accuracy and completeness with which users


achieve specified goals.
Efficiency: resources expended in relation to the accuracy and
completeness with which users achieve goals.
Satisfaction: freedom from discomfort, and positive attitudes
towards the use of the product.

A model of the attributes of system acceptability, based on Figure 1


Page 3 of Nielsen [1993b, page 25]. Page 4
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Six Usability Attributes Measuring Usability Attributes


Combining the three ISO usability attributes with Nielsen’s five 1. Efectiveness: decide on definition of success. For example, number of
usability attributes, leads to the following six usability attributes: substitution words spotted in a text, or binary measure of success (order
completed or not)
1. Efectiveness: completeness with which users achieve their
2. Learnability: pick novice users of system, measure time to perform certain
goal.
tasks. Distinguish between no/some general computer experience..
2. Learnability: ease of learning for novice users.
3. Effeciency: decide definition of expertise, get sample expert users (difficult),
3. Effeciency: steady-state performance of expert users. measure time to perform typical tasks..
4. Memorability: ease of using system intermittently for casual 4. Memorability: get sample casual users (away from system for certain time),
users. measure time to perform typical tasks..
5. Errors: error rate for minor and catastrophic errors. 5. Errors: count minor and catastrophic errors made by users while performing

6. Satisfaction: how satisfying a system is to use, from user’s point some specified task. For example, number of deviations from optimal click path.

of view. 6. Satisfaction: ask users’ subjective opinion (questionnaire), after trying system
for real task.
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Usability Evaluation Exploratory Evaluation


There are four types of evaluation, according to
the purpose of the evaluation:
• Explores current usage and the potential
• Exploratory - how is it (or will it be) used?
design space for new designs.
• Predictive - estimating how good it will be. – Done before interface development.
• Formative - how can it be made better? – Learn which software is used, how often, and
• Summative - how good is it? what for.
Definitions [Andrews, 2008] are adapted from those of several authors [Stone et
– Collect usage data – statistical summaries
al., 2005; Rubin, 1994; Lockee et al., 2002; Ellis and Dix, 2006]. and observations of usage.

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Predictive Evaluation Formative Evaluation


• Estimates the overall quality of an
• Informs the design process and helps
interface (like a summative evaluation, but
improve an interface during design.
a prediction made in advance).
– Done during interface development.
– Done once a design has been done, but
– Learn why something went wrong, not just
before implementation proceeds.
that it went wrong.
– Collect process data – qualitative
observations of what happened and why.

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Summative Evaluation Modified Soup Analogy

• Assesses the overall quality of an • Extending Robert Stake’s soup analogy


interface. [Stake, 1976; Lockee et al., 2002]:
– Done once an interface is (more or less)
finished.
“When the cook tastes other cooks’ soups, that’s exploratory.
– Either compare alternative designs, or test When the cook assesses a certain recipe, that’s predictive.
definite performance requirements. When the cook tastes the soup while making it, that’s formative.
– Collect bottom-line data – quantitative When the guests (or food critics) taste the soup, that’s
measurements of performance: how long summative.”
did users take, were they successful, how
many errors did they make.
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Usability Evaluation Methods Usability


Evaluation
• Usability Inspection Methods Methods
Inspection of interface design by usability
specialists using heuristics and judgement (no
test users).
• Usability Testing Methods
Empirical testing of interface design with real
users.

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The The Usability Engineering Lifecycle


Usability
Engineering 1. Know the User
Life Cycle 2. Usability Benchmarking
3. Goal-Oriented Interaction Design
4. Iterative Design:
(a) Prototyping
(b) Formative Usability Evaluation (Inspection
and/or Testing)
5. Summative Usability Evaluation
6. Follow-up Studies Lanjuuuut…..

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Know The User Usability Benchmarking

• Qualitative research: observation of users • Analyse competing products or


and interviews.
interfaces heuristically and empirically.
• Exploratory evaluation: which software is
used, how is it used, and what is it used for. • Set measurable usability targets for your
• Draw up a user profile for each (potential) own interface.
class of user, based on behavioural and
demographic variables.
• Identify user goals and attitudes.
• Analyse workflow and context of work.
• Draw up a set of typical user scenarios
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Interaction Design Iterative Design

• Goal-oriented initial design of interface. “Design, Test, Redesign.”


Build and evaluate prototype interface, then:
• Severity ratings of usability problems
discovered.
• Fix problems!new version of interface.
• Capture design rationale: record reasons why
changes were made.
• Evaluate new version of interface.
until time and/or money runs out.
A cycle of continuous improvement.
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Building Prototypes Formative and Summative


Usability Evaluation
• Verbal description. • The usability evaluation methods are
• Paper prototype. described according to who performs
• Working prototype. them:
– Usability inspection methods: Chapter 8.
• Implementation of final design.
– Usability testing methods: Chapter 9.

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Follow-Up Studies Planning Usability Activities

Important usability data can be gathered after the 1. Prioritise activities.


release of a product for the next version:
• Specific field studies (interviews, questionnaires, 2. Write down explicit plan for each
observation). activity.
• Standard marketing studies (what people are 3. Subject plan to independent review
saying in the newsgroups and mailing lists,
reviews and tests in magazines, etc.). (e.g. colleague from different project).
• Instrumented versions of software log data. 4. Perform pilot activity with about 10% of
• Analyse user complaints to hotline, modification total resources, then revise plan for
requests, bug reports. remaining 90%.
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TUGAS KELOMPOK Contoh Pengukuran Atribut


Usability
• Kelompok Terdiri dari 2 Orang • Aplikasi BNI SMS Banking
• Efectiveness:
• Pilih salah satu aplikasi E-government (contoh: – Tujuan aplikasi ini adalah memudahkan pengguna agar tidak perlu menghapal format SMS ketika
ingin bertransaksi.
imigrasi.go.id). • Learnability:

• Buatlah evaluasi terhadap atribut usability – Pengamatan dengan Mr. ABC yang baru pertama kali melihat aplikasi BNI SMS Banking, hasilnya
Mr. ABC bisa menggunakan BNI SMS Banking dalam waktu 10 menit
– Pengamatan dengan Mr. XYZ yang sudah terbiasa bertransaksi menggunakan SMS Banking.
Hasilnya Mr. XYZ bisa menggunakan seluruh menu dalam waktu 5 menit.
• Effeciency:
– Pengukuran hampir sama dengan learnability tapi lebih mendetail pada tiap fungsi aplikasi (menu)
• Memorability:
– get sample casual users (away from system for certain time), measure time to perform typical
tasks..
• Errors:
– Hitung tingkat kesalahan yang terjadi ketika menggunakan aplikasi, bedakan antara kesalahan
dari sistem dengan kesalahan diluar sistem (human error).
• Satisfaction:
– Pendapat pribadi dari pengguna
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