Usability and user interface design

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Notes de leçon

What is Usability?

  • Usability (or user-friendliness) is how easily and safely people can use a product to do tasks effectively and enjoyably.
  • It applies to software, websites, books, tools, machines – anything a human interacts with.
  • Good usability means the design fits how users think and behave, not just what the technology can do.
  • The term 'user friendly' is often used, but 'usable' and 'useful' are more precise.
  • Usability is part of user experience (UX) – the overall feeling a person has when using a product.

The Five Components of Usability

  • Learnability: How easy it is to do basic tasks the first time you use the design.
  • Efficiency: How quickly you can do tasks once you have learned the design.
  • Memorability: How easily you can remember how to use it after a break.
  • Errors: How few mistakes users make, how serious they are, and how easy they are to fix.
  • Satisfaction: How pleasant and enjoyable the design is to use.

Key Principles of Good Interface Design

  • Layout: Arrange items logically – related things close together, important things easy to find.
  • Consistency: Use the same colours, fonts, and button styles throughout so users learn quickly.
  • Contrast: Make text stand out from the background (e.g., dark text on light background) for readability.
  • Readable text: Choose clear fonts, sensible sizes, and enough line spacing.
  • Clear navigation: Menus and links should be obvious and predictable – users should never get lost.
  • Accessibility: Design so people with disabilities (e.g., visual or motor) can use the product too.

Designing for Different Devices

  • Interfaces must work on different devices: phones, tablets, laptops, and desktops.
  • Responsive design automatically adjusts layout to fit the screen size.
  • Touch screens need larger buttons and simpler gestures than mouse-driven interfaces.
  • Small screens require prioritising content – show the most important things first.
  • Always test on real devices to see how the design feels in practice.

User-Centered Design

  • User-centered design means keeping the intended users in mind at every stage of design.
  • Participatory design involves users as part of the design team.
  • Contextual inquiry is observing users in their own environment to understand real needs.
  • This approach can reveal needed features or design flaws that company research might miss.
  • The goal is to improve usability through iterative design – repeatedly testing and refining.

Evaluating and Improving Usability

  • Usability testing involves watching real users try to complete tasks and noting where they struggle.
  • Heuristic evaluation is a review by experts against known usability principles.
  • Surveys and interviews gather users' opinions and satisfaction levels.
  • Measure effectiveness (can users complete tasks?), efficiency (how fast?), and satisfaction (how happy?).
  • Use findings to make improvements, then test again – this is the iterative design cycle.

Why Usability Matters

  • Users have low tolerance for difficult designs or slow websites – they will leave.
  • People don't read manuals; they expect to grasp how a site works in seconds.
  • Good usability saves time and money for both users and organisations.
  • Prototypicality – users prefer designs that match familiar patterns (e.g., a shopping cart icon).
  • In a competitive market, usability can be the reason a product succeeds or fails.

Usability vs. Accessibility

  • Usability focuses on how easy something is to use for the intended audience.
  • Accessibility specifically ensures people with disabilities can use it.
  • They overlap – an accessible design is often more usable for everyone.
  • For example, high contrast helps visually impaired users and also improves readability in sunlight.
  • Good design considers both from the start.

Diapos

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Questions d'entraînement

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  1. 1.Usability is the degree to which software can be used by specified consumers to achieve quantified objectives with effectiveness, efficiency, and satisfaction in a quantified context of use.

    Easy

    True or false?

  2. 2.Which of the following is NOT a component of usability according to Nielsen and Shneiderman?

    Easy
    • ALearnability
    • BEfficiency
    • CAesthetics
    • DMemorability
  3. 3.According to Jakob Nielsen, users on the web are willing to wait and learn how to use a home page.

    Easy

    True or false?

  4. 4.Which of the following is an example of a usability study being conducted as a primary job function?

    Easy
    • AA usability analyst
    • BA graphic designer
    • CA marketing manager
    • DA software developer
  5. 5.What does 'prototypicality' mean in the context of usability?

    Easy
    • AHow quickly users can learn a design
    • BHow much a design conforms to expected shared norms
    • CHow many errors users make
    • DHow pleasant a design is to use
  6. 6.In user-centered design, the product is designed with its intended users in mind at all times.

    Medium

    True or false?

  7. 7.Match each usability component to its definition.

    Medium
    • Learnability
    • Efficiency
    • Satisfaction
    • How easy it is to accomplish basic tasks the first time
    • How quickly tasks can be performed once learned
    • How pleasant the design is to use
  8. 8.Which of the following best describes the difference between ergonomics and usability as presented in the source?

    Medium
    • AErgonomics focuses on psychological matters, usability on physiological matters
    • BErgonomics focuses on physiological matters, usability on psychological matters
    • CThey are the same thing
    • DErgonomics is a subset of usability

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