This sounds like a very scientific subject, but let me assure you that it is not. Measuring usability is done to make sure that we focus on outcomes instead of output.
4. My reason
Avoid the ‘hipster designer disorder’. It’s characterized
by an intense need to create novel designs just to be
different. Typically leads to unintuitive interfaces with
astronomical implementation costs and low adoption.
- UX Apprentice (http://www.uxapprentice.com/design/)
Martin Christensen
5. Gather needs
”It took me a while to understand what
to do. That’s because I’m stupid.”
= Learnability
6. Create a survey
Learnability =>
1. Rate this sentence on a scale from 1 to 7, where 1 is that you strongly
disagree and 7 is that you strongly agree:
I imagine that most people in the business would learn to use this
product very quickly.
2. Rate this sentence on a scale from 1 to 7, where 1 is that you strongly
disagree and 7 is that you strongly agree:
I think that I need the support of a technical person to be able to use
this product.
3. Rate this sentence on a scale from 1 to 7, where 1 is that you strongly
disagree and 7 is that you strongly agree:
I needed to learn a lot of things before I could get going with this
product.
7. Visualize
Learnability
Ease of use
7
Sense of being
in control
Effectiveness
6
5
4
3
Simplicity
Efficiency
2
1
Consistency
Satisfaction
Conviviality
Capability
Efficacy
Usability (mean value)
Martin Christensen
8. Create a baseline
Learnability
Ease of use
7
Sense of being
in control
6
Effectiveness
5
4
3
Simplicity
Efficiency
2
1
Consistency
Satisfaction
Conviviality
Capability
Efficacy
Usability (mean value)
Baseline
9. Set target criteria
Learnability
Ease of use
7
Sense of being
in control
Effectiveness
6
5
4
3
Simplicity
Efficiency
2
1
Consistency
Satisfaction
Conviviality
Capability
Efficacy
Usability (mean value)
Baseline
Target criteria
Martin Christensen
10. Measure
Learnability
Ease of use
7
Sense of being
in control
Effectiveness
6
5
4
3
Simplicity
Efficiency
2
1
Consistency
Satisfaction
Conviviality
Capability
Efficacy
Usability (mean value)
Baseline
Target criteria
Current level
Martin Christensen
11. Visualize
Learnability
Usability - Average of all the qualities below
Ease of use
• Ease of use - The user friendliness and lack of complications
7
Sense of being
in control
Effectiveness
6
•
5
4
3
Simplicity
Efficiency
2
•
•
•
1
Consistency
Satisfaction
•
Conviviality
Capability
Efficacy
Usability (mean value)
Baseline
Target criteria
Current level
•
•
•
•
•
the user feels when carrying out tasks
Effectiveness - Accuracy and completeness with which a user
can achieve her goals
Efficiency - Resources expended (time) in relation to the
accuracy and completeness of achieving the goals
Satisfaction - Comfort and acceptability of the product
Capability - The user-perceived maturity of the product in
regard to functionality helping the user to achieve her goals.
("Feature-completeness")
Efficacy - The accommodation of a user’s continuous
advancement in knowledge and skill.
Conviviality - The politeness, friendliness and general
pleasantness of the product
Consistency - The user-perceived relation and familiarity
between different parts of the product
Simplicity - The lack of complexity the product exhibits and the
lack of burden the user experiences when carrying out tasks
Sense of being in control - The user’s feeling of knowing what
to do and how to do it as well as being secure in doing it
Learnability - The user-perceived level of learning and
understanding required to use the product over time
Martin Christensen
13. Reach
Peter Sunna, Product Manager at EPiServer
http://www.youtube.com/watch?v=1Zrjx6Oojnk
http://www.episerver.se/globalassets/events/customer-and-partner-day-swe/episerver-7.5-det-ar-detaljerna-som-gor-skillnaden.pdf
Martin Christensen
14. Question time
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