By Whitney Quesenbery, Cognetics Corporation
Pre-publication article for STC 2001 Conference Proceedings
ABSTRACT
The definition of usability is sometimes reduced to "easy to use," but this
over-simplifies the problem and provides little guidance for the user interface designer.
A more precise definition can be used to understand user requirements, formulate
usability goals and decide on the best techniques for usability evaluations.
An understanding of the five characteristics of usability effective, efficient,
engaging, error tolerant, easy to learn helps guide the user-centered design tasks
to the goal of usable products.
MEANINGS OF USABILITY
The word "usability" has become a catch-phrase for products that work better
for their users, but it is difficult to pin down just what people mean by it. Is
usability
- a result software that is usable;
- a process, also called user-centered design, for creating usable software;
- a set of techniques, such as contextual observation and usability testing, used to
achieve that result; or
- a philosophy of designing to meet user needs?
These different meanings can be described in four key requirements:
- Usability means thinking about how and why people use a product.
Good technical writing, like good interaction design, focuses on users goals.
The first step in creating a usable product is understanding those goals in the context of
the users environment, task or work flow, and letting these needs inform the design.
- Usability means evaluation.
Usability relies on user-feedback through evaluation rather than simply trusting the
experience and expertise of the designer. Unlike conventional software acceptance testing,
usability evaluation involves watching real people use a product (or prototype), and using
what is learned to improve the product.
- Usability means more than just "ease of use"
The 5 Es efficient, effective, engaging, error tolerant and easy to learn
describe the multi-faceted characteristics of usability. Interfaces are evaluated
against the combination of these characteristics which best describe the users
requirements for success and satisfaction.
- Usability means user-centered design
Users are satisfied when an interface is user-centered when their goals, mental
models, tasks and requirements are all met. The combination of analysis, design and
evaluation all approached starting from the users point of view creates usable
products.
DEFINING EASE OF USE
The definition of usability in the ISO 9241 standard is:
"The extent to which a product can be used by specified users to achieve
specified goals with effectiveness, efficiency, and satisfaction in a specified context of
use"
This definition can be expanded, and made more comprehensive, by including five
characteristics which must be met for the users of a product:
- Effective
- Efficient
- Engaging
- Error Tolerant
- Easy to Learn
Effective
Effectiveness is the completeness and accuracy with which users achieve specified
goals. It is determined by looking at whether the users goals were met successfully
and whether all work is correct.
It can sometimes be difficult to separate effectiveness from efficiency, but they are
not the same. Efficiency is concerned primarily with how quickly a task can be completed,
while effectiveness considers how well the work is done. Not all tasks require efficiency
to be the first principle. For example, in interfaces to financial systems (such as
banking machines), effective use of the system -- withdrawing the correct amount of money,
selecting the right account, making a transfer correctly are more important than
marginal gains in speed. This assumes, of course, that the designer has not created an
annoying or over-controlling interface in the name of effectiveness.
The quality of the user assistance built into the interface can have a strong impact on
effectiveness. The effectiveness of an interface often relies on the presentation of
choices in a way that is clearly understandable to the user. The more informative an
interface can be, the better users are able to work in it without problems. Good interface
terminology will be in the users language and appropriate to the task.
Another design strategy to increase effectiveness is to offer redundant navigation,
especially for ambiguous situations. Although this may create inefficient paths, it allows
the user to work effectively by making more than one choice lead to the correct outcome.
This can be especially valuable in interfaces which support infrequent users or those
often unfamiliar with the content domain.
Efficient
Efficiency can be described as the speed (with accuracy) in which users can complete
the tasks for which they use the product. ISO 9241 defines efficiency as the total
resources expended in a task. Efficiency metrics include the number of clicks or
keystrokes required or the total time on task
It is important to be sure to define the task from the users point of view,
rather than as a single, granular interaction. For example, a knowledge base which doled
out small snippets of information might be very efficient if each retrieval was considered
one task, but inefficient when the entire task of learning enough to answer a users
question is considered.
Navigation design elements such as keyboard shortcuts, menus, links and other buttons
all have an impact on efficiency. When they are well-designed, with clearly expressed
actions, less time and effort are needed for the user to make navigation and action
choices..
Making the right choices for efficient use of the software depends on an understanding
of the users and how they prefer to work. For example, are they likely to use the
interface infrequently or to be habitual users who might learn hidden controls and
shortcuts? Do they use the keyboard, mouse or other input devices? For example, keyboard
shortcuts can be extremely efficient for proficient users who work with the interface
intensively. If they are the primary interaction tool, they can slow down users who are
unfamiliar with them, or with the software. Similarly, an interface structured around a
set of hierarchical choices which may be the best solution for one-time or infrequent
users, might be frustratingly slow as the only way of interacting with a frequently-used
program.
Engaging
An interface is engaging if it is pleasant and satisfying to use. The visual design is
the most obvious element of this characteristic. The style of the visual presentation, the
number, functions and types of graphic images or colors (especially on web sites), and the
use of any multimedia elements are all part of a users immediate reaction. But more
subtle aspects of the interface also affect how engaging it is. The design and readability
of the text can change a users relationship to the interface as can the way
information is chunked for presentation. Equally important is the style of the interaction
which might range from a game-like simulation to a simple menu-command system.
Like all usability characteristics, these qualities must be appropriate to the tasks,
users and context. The style of engagement that is satisfying for a repetitive work tool
is different than an e-commerce site. Even within the same class of interfaces, different
users may have widely divergent needs. What is important is that the design meet the
expectations and needs of the people who must use the interface.
Error Tolerant
The ultimate goal is a system which has no errors. But, product developers are human,
and computer systems far from perfect, so errors may occur. An error tolerant program is
designed to prevent errors caused by the users interaction, and to help the user in
recovering from any errors that do occur.
Note that a highly usable interface might treat error messages as part of the
interface, including not only a clear description of the problem, but also direct links to
choices for a path to correct the problem. Errors might also occur because the designer
did not predict the full range of ways that a user might interact with the program. For
example, if a required element is missing simply presenting a way to fill in that data can
make an error message look more like a wizard. If a choice is not made, it can be
presented without any punitive language. (However, it is important to note that it is
possible for an interface to become intrusive, or too actively predictive.)
For those errors which are out of the control of the interface system failures
or other disasters - take a lesson from flight attendants and quietly, calmly guide the
user through the process of helping the program recover from the problem.
Some guidelines for preventing errors are:
- Make it difficult to take incorrect actions. Design links and buttons to be distinctive,
use clear language, avoiding technical jargon, and be sure that dependent fields or
choices appear together.
- Make it difficult to take invalid actions. Limit choices when possible to those which
are correct, provide clear examples for data entry, present only appropriate navigation
options.
- Make it difficult to take irreversible actions. Provide the ability to back track,
provide means to undo or reverse actions, avoid dead-end screens. Dont
indiscriminately use confirmations users become insensitive to them.
- Plan for the unexpected. Allow for users to add new entries, take exceptional routes
through the interface or make choices you did not predict. Be polite about
"correcting" mistakes that may arise from this lack of foresight.
Easy to Learn
One of the biggest objections to "usability" comes from people who fear that
it will be used to create products with a low barrier to entry, but which are not powerful
enough for long, sustained use.
But learning goes on for the life of the use of a product. Users may require access to
new functionality, expand their scope of work, explore new options or change their own
workflow or process. These changes might be instigated by external changes in the
environment, or might be the result of exploration within the interface.
An interface which is easy to learn allows users to build on their knowledge without
deliberate effort. This goes beyond a general helpfulness to include built-in instruction
for difficult or advanced tasks, access to just-in-time training elements, connections to
domain knowledge bases which are critical to effective use.
Allow users to build on not only their prior knowledge of computer systems, but also
any interaction patterns they have learned through use in a predictable way.
Predictability is complementary to interface consistency. A consistent interface ensures
that terminology does not change, that design elements and controls are placed in familiar
locations and that similar functions behave similarly. Predictability expands this to
place information or controls where the user expects it to be. This concept has been
discussed in connection with Palm Pilot design and especially important if you make
an interface which goes beyond the boundaries of simple platform design standards. Good
use of predictability requires careful user analysis and observation, but can make new
functions easy to learn by providing controls where the user expects them to be.
WORKING WITH THE FIVE E'S
Finding the right balance between the usability characteristics for the specific design
context is an important part of the user analysis. The difference in emphasis is helpful
in understanding distinctions between user groups and in thinking through the implications
for the interface design. Two fictional examples show this at work.
A Corporate Human Resources (HR) Site
A typical web knowledge management system is used by employees to look up information
about their benefits, including options for leave, medical benefits and scholarship
support. These users might express the following needs (in order of importance)
- Effective
Users were most concerned that they had accurately found all of the
options which applied to them, and that they understood all the implications of any choice
they made.
- Easy to Learn
The site used infrequently. When they did visit it, users
needed information about difficult life events, often under personal stress. Users did not
expect to gain any mastery of the site, and wanted guidance through any procedures.
- Efficient
The previous HR system involved completing paper forms and waiting
for an appointment with a specialist a process that often took several days. Users
wanted to get answers more quickly than that. They were willing to spend a reasonable
amount of time on the site when it produced answers. They were willing to tolerate minor
delays while forms were processed when they got results within minutes.
- Engaging
Users wanted a pleasant experience, but were most concerned with a
presentation of the material they could understand easily than with "whiz-bang"
features
- Error Tolerant
They assumed that they could trust the site to make
calculations correctly. This characteristic was last in their priority, assuming that the
system would not make mistakes.
A Conference Registration System
Contrast the previous example with users of an online conference registration system.
These users (also fictional) will use this site once, but are spending a relatively large
sum to register. Their experience of the conference itself may depend on the success of
the registration system.
- Efficient
The users saw registration as a simple task and were not willing to
spend much time on it, especially compared to filling in a paper form.
- Error Tolerant
They were concerned that the system might make mistakes in
processing their choices, and wanted good validation, confirmation and error notification
during the process. They also wanted to be sure that they could change their minds without
needing to start the process over.
- Engaging
Some users expected to have options or features explained during the
registration process. All wanted clear, understandable presentation, citing difficult
paper and online forms they had encountered in the past as problems.
- Effective
They assumed that they would be registered correctly. This
characteristic is placed lower on the list because of user emphasis on error handling to
prevent problems.
- Easy to Learn
Because they saw the task as simple, users assumed that they
would be able to complete it without assistance.
Thinking though user's perspective
Although the examples above are fictional, they illustrate one way to use the five
usability characteristics to understand the user requirements and mental model for a task.
By breaking down the generalized concept of usability into specific areas, the users can
be understood in a multi-dimensional way, and usability becomes more than a simple
requirement that the program be "easy to use."
A useful exercise is to write a statement for each characteristic for each user group.
These statements can be written in the third person (as above) or can be turned into first
person statements as a way of capturing a sense of the emotion or tone surrounding each
statement. Where direct quotes from users are available, they add richness and
credibility. Sometimes the directness of the quote or the diversity of users that the
quotes show can be helpful in making users come alive for both to both designers and
developers.
There are several benefits of this exercise. The first is to help specify the user
groups. When a group of statements seems correct for one user, but not for another, this
may be exposing important differences in user requirements. Another is to force the user
analyst into a clear and concise expression of user needs. Finally, it can be a useful
tool to build a consensus within a team on the user analysis.
This exercise can be done at the beginning of a project, even before any user analysis
or observation has been done. In this version, the work focuses on the groups
current understanding of users. Points of disagreement indicate a need for better
understanding of users. Points of agreement can be confirmed through analysis. The set of
statements for each identified target user group serves as a benchmark for future work.
After user analysis, the exercise is repeated. Places where the teams initial
version differs significantly from the post-analysis version need careful attention to be
sure the implications for the design are understood.
Connection to usability goals
Usability goals can also be tied to the five characteristics. Each user need statement
can be turned into a usability goal or requirements. For example, requirements can be
specified with a range of acceptable values, such as:
- Efficient - "The user will be able to successfully complete the registration in
under 3 minutes"
- Effective - "Less than 5% of the registrations will have errors, omissions or
inconsistencies requiring a follow-up contact by the staff."
- Engaging - "At least 80% of employees will express comfort with using the online
system rather than visiting the HR office."
- Error Tolerant "The system will validate all housing, meal and tutorial
choices and allow the user to confirm pricing for these options before completing the
registration."
- Easy to Learn "Users will be able to successfully complete a benefits
calculation without needing any external instruction or help screens."
One aspect of transforming archetypal user statements into usability goals must be
stressed. Users often place a low importance on characteristics which they simply expect
to be well represented in the interface. An example of this is the assumption by the
conference registration system user that the task was simple enough that ease of learning
was not a critical factor. In creating usability goals, the emphasis must be reversed,
with a priority placed on meeting those base-line assumptions. An interface that fails in
this will not be usable, even if it meets other requirements. In fact, this basic failure
will likely cause failures in other areas. For example, if the registration is difficult
to learn, users are likely to take longer to complete the task, exceeding efficiency
targets, and be less accurate, failing in effectiveness.
Planning usability evaluations
Understanding specific targets for these usability goals also helps plan usability
evaluation. The testing techniques selected may vary, depending on which of the
characteristics you are most interested in. Some can be tested with early prototypes or
even paper mockups, but others require working software or very high fidelity prototypes.
| Characteristic |
Type of Usability Evaluation |
| Efficient |
Time (or count clicks or page views) realistic tasks. Must
use working versions of the software and plausible sample data. |
| Effective |
Evaluate tasks for how accurately they were completed, and
how often they produce errors. |
| Engaging |
User satisfaction surveys or qualitative interviews can gauge
user acceptance and attitudes towards the software. |
| Error Tolerant |
Include task scenarios with potential problems in test use
scenarios |
| Easy to Learn |
Control how much instruction is given to test participants,
or carefully recruit users with different levels of domain knowledge and experience. |
In planning usability evaluations, be sure that the most important
characteristics are included, and tested in a realistic way. For example, if efficiency is
the most important characteristic,
CONCLUSION
Usability and user-centered design are iterative. The work proceeds in a cycle of
hypothesis and evaluation, with a picture of users and design solutions to meet their
needs building in richness and completeness with each iteration. The five Es
(effective, efficient, engaging, error tolerant, easy to learn) provide the practitioner
with a set of characteristics which can be used to organize and analyze information from
users. They offer trace-ability from initial information-gathering through requirements
setting and finally in evaluation. This might allow the understanding of the specific
needs around each characteristic to grow, or be an opportunity to confirm whether the user
requirements were chosen correctly in the early stages of the project. In either case,
they let you go beyond "ease of use" in a practical way and help make it easier
to make products more usable.
REFERENCES
Bergman, E. and Haitani, R. "Designing the Palm Pilot" in Bergman, E. Information
Appliances and Beyond. Morgan Kaufmann: San Francisco, 2000
ISO 9241-11: 1998 Ergonomic requirements for office work with visual display
terminals Part 11: Guidance on usability
Landauer, T. K. The Trouble with Computers: Usefulness, Usability, and
Productivity. The MIT Press: Cambridge, MA, 1995.
Quesenbery, W. "UPA 99 Workshop Report: Crossing the Chasm - Promoting Usability
in the Software Development Community." UPA Common Ground, Vol 10 No 1, March 2000
Whitney Quesenbery is a user interaction designer and former Vice-President of
Design for Cognetics Corporation. Her work includes design and consulting on web
applications, methodology development and knowledge collaboration tools. |