Usability and user interface design
边玩边学
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课程笔记
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.
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练习题
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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.
EasyTrue or false?
2.Which of the following is NOT a component of usability according to Nielsen and Shneiderman?
Easy- ALearnability
- BEfficiency
- CAesthetics
- DMemorability
3.According to Jakob Nielsen, users on the web are willing to wait and learn how to use a home page.
EasyTrue or false?
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.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.In user-centered design, the product is designed with its intended users in mind at all times.
MediumTrue or false?
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.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