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Questions?: September 15, 2017
Questions?: September 15, 2017
Questions?
Usability Goals
Fall 2017 COMP 3020
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A user experience goal is concerned with the Parts of a system may have different goals:
quality of the user’s experience with the system Accounting routines (efficient, safe)
Scheduling routine (memorable)
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Aurora Aurora
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Aurora Aurora
Aurora Aurora
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Activity Activity
How long should it take to learn to use a) Should be as simple as ‘turning it
the following products? How long does on’ and should be very
it actually take? How memorable are straightforward to remember how to
they? do it the next time. In most cases
a) Using a DVD to watch a movie this is true. However, some require
the TV to be on a certain channel.
b) Using an authoring tool to create a
simple website
c) Setting up a wireless router
Fall 2017 COMP 3020 Fall 2017 COMP 3020
Activity Activity
b) A user should be able to produce a c) Setting up a wireless router or
basic web site in 20-30 mins. Most access point is difficult to learn. It
packages do achieve this goal (e.g., typically requires completing many
allowing the user publish content in steps, with terminology that is
unfamiliar to most users. Many
web format). Some more complex users are not able to do this at all
operations will take longer, but and have to call for help from the
users can learn and remember basic “Geek Squad”. If its memorable, its
functionality relatively easily. because the user really wants to
learn how to do it.
Fall 2017 COMP 3020 Fall 2017 COMP 3020
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Activity Activity
Usability Goals User-experience goals
The following are criteria for the usability goals of a
a) Safe, memorable, efficient, Helpful cinema ticket dispenser:
effective
Learnability: can a user of the cinema’s automated ticket
b) Easy to learn, efficient, Support creativity, aesthetically dispenser learn to use the system for the first time in
memorable, good utility, pleasing less than 2-3 minutes?
effective Memorability: if a user of the ticket dispenser has not
c) Easy to learn Motivating, emotionally satisfying, used the dispenser in months, will he/she be able to
rewarding user it properly again?
d) Safe, good utility, easy to Motivating Efficiency: will the user of the ticket dispenser be able to
learn, efficient select, purchase and get a ticket in less than a couple of
minutes?
e) Easy to learn, memorable, Satisfying, motivating
efficient Note: when you select a criteria for a particular goal, it
has to be measurable or provide specific answers.
f) Easy to learn, memorable,
good utility
Fall 2017 COMP 3020 Fall 2017 COMP 3020
Exercise Exercise
Think about two devices or applications you use An example of the first: an on-line
frequently banking system which is not fun and
enjoyable but yet more efficient than
1) What would be the most important usability and driving the car to a bank, finding a spot
user experience goals for these devices/
applications?
to park, waiting in line and paying the
bills.
2) Translate the core goals outlined above into two An example of the second: a drawing
or three criteria (specific and measurable)
utility used by artists, which can support
3) Do you feel the designers of these creativity (user experience goal) but will
devices/applications satisfied the goals you not provide the same level of efficiency
outlined above? or even as effective as if done manually.
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