Usability Objectives
Faulkner (1998:130-131) maintains that to ensure that a system is as usable
as possible, there are three fundamental goals which need to be achieved:
learnability
,
throughput
and
user satisfaction
.
Learnability
Learnability refers to the time required to learn the system or to reach a
specific skill or performance level. This objective can be quantified by ex-
amining the frequency of errors, the type of errors made etc. Dix
(1998:162) expands this category by including the sub-headings of
predict-
ability
,
familiarity
,
generalisability
and
consistency
. Familiarity refers to the
way information presented relates to users’ existing knowledge which they
bring with them to the learning process. Generalisability relates to the abil-
ity of users to use the information learned in other situations.
Throughput
Throughput
refers to the ease and efficiency of use after an initial learning
period. This is quantified by examining the time needed by users to per-
form tasks, their success rates when performing tasks, the time spent look-
ing for help etc.
User satisfaction
User satisfaction
is a subjective goal but it can give an overall picture of
how well the system performs in the eyes of users. This can be quantified
by asking users to fill out a questionnaire rating aspects of the systems per-
formance etc., for example on a scale from (1) very bad to (5) very good.
Schneiderman (1998:15) adds an additional goal which he terms
retention
over time
. This is particularly relevant to user guides in that their purpose is
to teach users and facilitate their use of the system. Retention relates to
how well users maintain their knowledge over time as well as the time
needed for learning and frequency of use.
Quesenbery (2001) provides a similar taxonomy of usability characteris-
tics which she terms the “
5 Es
”. For a system to be regarded as usable it
must be:
1. effective
2. efficient
3. engaging
4. error tolerant
5. easy to learn
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Cognetics
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