Title: Measuring Usability
1Measuring Usability
From Larry L. Constantine and Lucy A.D. Lockwood,
Software for Use A Practical Guide to the Models
and Methods of Usage-Centered Design,
Addison-Wesley, Reading, MA, 1999.
2Measuring Usability
- Preference metrics quantify the subjective
evaluations and preferences of users - Performance metrics measure the actual use of
working software - Predictive metrics (design metrics) assess the
quality of designs or prototypes, providing
predictions of the actual performance that can be
expected once the final system is implemented and
used
3Preference metrics SUMI
- Software Usability Measurement Inventory (SUMI)
- 50-item questionnaire that measures subjective
aspects of usability - Affect how much the user likes the design
- Efficiency how well the software enables
productive use - Helpfulness how supportive the software and
documentation are - Control how consistent and normal the software
response is - Learnability how easy the software is to explore
and master
4Preference metrics SUSS
- Subjective Usability Scales for Software (SUSS)
- A quick reading on a design or alternative
designs - Based on a sketch or screen shot, fill out a
short questionnaire about - Subjective usability
- Valence (liking or personal preference)
- Aesthetics (attractiveness)
- Organization (graphical design and layout)
- Interpretation (understandability)
- Acquisition (ease of learning)
- Facility -- How easy it would be to use the
screen to accomplish each of four tasks specific
to the screen
5Performance metrics
- Performance metrics Measures of how users
perform during actual or simulated work - Completeness
- Correctness
- Effectiveness
- correctly completed work as a percentage of total
work - Efficiency
- effectiveness per unit time
- Proficiency
- measure an experts efficiency then compare
subject efficiency to expert efficiency - Productiveness
- time actually spent on task vs. unproductive time
such as time seeking help, using documentation,
searching for features, undoing actions, waiting
for results, etc. - Retention (memorability)
- Features or functions recalled in a later test
6User Interface Design Metrics
- What to measure
- Structural metrics
- Based on surface properties of the configuration
and layout of user interface architectures - Semantic metrics
- Context sensitive
- Focus on the concepts and actions that visual
components represent and how users make sense of
the components and their relationships - Procedural metrics
- Task sensitive
- Deal with the fit between user tasks and a given
design in terms of its content and organization
7Measurement Criteria
- Practical metrics should be sound, simple, and
easy to use - Easy to calculate and interpret
- Apply to paper prototypes and design models
- Have a strong rationale and simple conceptual
basis - Have sufficient sensitivity and ability to
discriminate between designs - Offer direct guidance for design
- Effectively predict actual usability in practice
- Directly indicate relative quality of designs
8Structural Metrics
- Attempts to measure complexity
- Only weakly correlate with end-product usability
- Examples
- Number of visual components or widgets on a
screen or dialog - Amount and distribution of white space between
widgets - Alignment of widgets relative to one another
- Data and widget cohesion related data or widgets
are near each other and their relationship is
clear and consistent - Number of adjacent screens or dialogs directly
reachable from a given screen or dialog - Longest chain of transitions possible between
screens or dialogs
9Essential Usability Metrics Suite
10Essential Usability Metrics Suite
- A suite of metrics to cover the various factors
that make for a good user interface design - Essential Efficiency
- Task Concordance
- Task Visibility
- Layout Uniformity
- Visual Coherence
11Essential Efficiency
- Consider a use-case narrative. It defines the
ideal number of steps a user performs to
accomplish a task - Essential efficiency compares the ideal to the
actual number of steps a user needs to perform
the use case with a particular user interface
design - Related to GOMS analysis Goals, Operators,
Methods, and Selections - A theoretical model of how people carry out
cognitive-motor tasks and interact with systems
12Counting Steps
- Entering data into one field, terminated by an
enter, tab, or some other field separator - Skipping over an unneeded field or control by
tabbing or use of a navigation key - Selecting a field, object, or group of items by
clicking, double-clicking, or sweeping with a
pointing device - Selecting a field, object, or group of items with
a keystroke or series of connected keystrokes - Switching from keyboard to pointing device or
from pointing device to keyboard - Triggering an action by clicking, on a tool,
command button, or other visual object - Selecting a menu or a menu item by a pointing
device - Triggering an action by typing a shortcut key or
key sequence - Dragging-and-dropping an object with a pointing
device
13Task Concordance
- A measure of how well the distribution of task
difficulty using a particular interface design
fits with the expected frequency of the various
tasks - Good designs will generally make the more
frequent tasks easier
14Task Visibility
- Visibility Principle user interfaces should show
users exactly what they need to know or need to
use to be able to complete a given task - Task Visibility measures the fit between the
visibility of features and the capabilities
needed to complete a given task or set of tasks - Things immediately obvious in the current screen
are more visible than those you have to open a
menu to find, which are more visible than those
located in other interaction contexts - It is more desirable to have immediately
available those items always needed, than those
sometimes needed - Note security correlates with very low (zero)
visibility
15WYSIWYN
- WYSIWYN What you see is what you need
- You see everything you need
- You do not see what you do not need
- Task visibility is reduced when unused or
unnecessary features are incorporated into the
user interface
16Visibility Rules
- Four categories according to function and method
of performance - Hidden
- Exposing
- Suspending
- Direct
- Visibility ranges from 0 (poor) to 1 (good)
17Visibility Rules Hidden
- Hidden (visibility 0)
- Typing a required code or shortcut in the absence
of any visual prompting or cue - Accessing a feature or features having no visible
representation on the user interface - Example the Windows Task Bar is hidden
- Any action involving an object or a feature that
may be visible but the choice of which is neither
obvious nor evident based on the visible
information on the user interface - Example right click on a blank background or
typing a keyboard shortcut without being prompted
18Visibility Rules Exposing
- Exposing (visibility 0.5)
- An enacted step is exposing if its function is to
gain access to or make visible some other needed
feature without causing or resulting in a change
of interaction context - Opening a drop-down list
- Opening a menu or submenu
- Opening a context menu by right-clicking on some
object - Opening a property sheet dialog for an object
- Opening an object or drilling down for detail
- Opening or making visible a tool palette
- Opening an attached pane or panel of a dialog
- Switching to another page or tab of a tabbed
dialog
19Visibility Rules Suspending
- Suspending (context-switching)
- An enacted step is suspending if its function is
to gain access to or make visible some other
needed feature and it causes or results in a
change of interaction context - Opening a dialog box
- Closing a dialog or message box
- Switching to another window
- Switching to or launching another application
- Suspending or context-switching actions that are
the first or last step of extensions or other
optional interactions have a visibility value of
0.5 (they may not be needed in all interactions) - Non-optional context changes have a visibility
value of 0
20Visibility Rules Direct
- Direct (visibility 1)
- An enacted step is a direct action if it is not
hidden, exposing, or suspending - Accomplished through visible features
- Choice is evident
- Do not serve to gain access to or make visible
other objects - Examples
- Applying a tool to an object to change it
- Typing a value into a visible field
- Altering the setting of an option button
21Layout Uniformity
- Measures selected aspects of the spatial
arrangement of interface components without
taking into account what those components are or
how they are used - Neither task sensitive nor context sensitive
- Visual Coherence (next slide) addresses the
meaning and use - Assesses the uniformity or regularity of the user
interface layout - Usability is hindered by highly disordered or
visually chaotic arrangements - Complete uniformity is not the goal
- User needs to be able to distinguish different
features and different parts of the interface - Computed from the number of different heights,
widths, top-edge alignments, left-edge
alignments, bottom-edge alignments, and
right-edge alignments of visual components
22Visual Coherence
- A well-designed screen or window hangs together
- consolidate related things, separate unrelated
things - A semantic or context-sensitive measure of how
closely an arrangement of visual components
matches the semantic relationships among those
components - Group/separate visual components using empty
space, lines, boxes, colors, etc. - Semantic clusters must be discovered
- Use a glossary, domain object model, entity
model, data dictionary, etc.
23Metrics In Practice
- Use the numbers as a guide, not a requirement
- Focus on deriving the best design, not on
maximizing the scores - Quantitative comparisons are no substitute for
thought, careful design, systematic review, and
judicious testing - To improve usability in response to specific
feedback, construct custom, easily understood,
and easily used metrics focused on the specific
issues
24Five Rules of Usability (1-3)
- Access Rule The system should be usable,
without help or instruction, by a user who has
knowledge and experience in the application
domain but no prior experience with the system - Efficacy Rule The system should not interfere
with or impede efficient use by a skilled user
who has substantial experience with the system - Progression Rule The system should facilitate
continuous advancement in knowledge, skill, and
facility and accommodate progressive change in
usage as the user gains experience with the system
25Five Rules of Usability (4-5)
- Support Rule The system should support the real
work that users are trying to accomplish by
making it easier, simpler, faster, or more fun by
making new things possible - Context Rule The system should be suited to the
real conditions and actual environment of the
operational context within which it will be
deployed and used
26Six Principles of Usability (1-3)
- Structure Principle Organize the user interface
purposefully, in meaningful and useful ways that
put related things together and separate
unrelated things based on clear, consistent
models that are apparent and recognizable to
users - Simplicity Principle Make simple, common tasks
simple to do, communicating clearly and simply in
the users own language and providing good
shortcuts that are meaningfully related to longer
procedures - Visibility Principle Keep all needed tools and
materials for a given task visible without
distracting the user with extraneous or redundant
information What You See is What You Need
(WYSIWYN)
27Six Principles of Usability (4-6)
- Feedback Principle Through clear, concise, and
unambiguous communication, keep the user informed
of actions or interpretations, changes of state
or condition, and errors or exceptions as these
are relevant and of interest to the user in
performing tasks - Tolerance Principle Be flexible and tolerant,
reducing the cost of mistakes and misuse by
allowing undoing and redoing while also
preventing errors wherever possible by tolerating
varied inputs and sequences and by interpreting
all reasonable actions reasonably - Reuse Principle Reduce the need for users to
rethink, remember, and rediscover by reusing
internal and external components and behaviors,
maintaining consistency with purpose rather than
merely arbitrary consistency