Effectiveness can be described as the level of performance of completion of tasks, (Shackel 1990:32) and in more general terms, refers to ‘how good a system is at doing what it is supposed to do’. (Preece et al. 2002:14)
Learnability relates to the time taken to learn a system. (Shackel 1990:32) According to Preece et al. a ‘key concern is determining how much time users are prepared to spend learning a system’. (Preece et al. 2002:17) Here, the ‘Ten-Minute Rule’ can be applied, that is to say that a novice user can learn the system within ten minutes. (ibid. 2002:16)
Flexibility is a measure of how well the system can adapt to ‘variation in tasks and/or environments beyond those first specified’ and an example in a product might be an option to mute the sound, which may be useful if used in public environments. (Shackel 1990:32)
Efficiency concerns the way users are supported whilst carrying out tasks. For example, an interface can be considered as efficient if common tasks can be completed through a limited number of steps. An example is to utilise one button to access a bookmark index. (Preece et al. 2002:14)
Safety is concerned with protecting a user from undesirable conditions. In this case it refers to avoidance of errors. (Preece et al. 2002:15) For example a ‘quit’ function could be the standard Windows ‘close’ box in the top right hand corner, and as such is distant from other commonly used functions preventing accidental closure of the program. Another example is in providing a confirmation dialogue box before allowing deletion of bookmarks.
Utility is a goal relating to the ‘extent to which the system provides the right kind of functionality’, so that a user can achieve their goals. (Preece et al. 2002:16) One example might be an alphabetical search function which allows searching by word entry or by scrolling through a list.
Memorability refers to ‘how easy a system is to remember how to use, once learned’. (Preece et al. 2002:17) This can be achieved by using meaningful icons and systematic placement of them. Furthermore, options can be structured in a logical way such that knowledge from the ‘real’ world can aid the user. An example is that information about Chile can be accessed through a ‘South America’ link.
Usability goals are coupled with user experience goals. These are concerned with ‘what the interaction with the system feels like to the users’ and focus on systems that are fun, satisfying, enjoyable, entertaining, helpful, motivating, aesthetically pleasing, emotionally fulfilling, rewarding and supportive of creativity. (Preece et al. 2002:18) This coupling leads to trade-offs, that is to say that the outcomes of the goals do not necessarily coincide. For example, engagement with the product may be encouraged by peripheral functions not being easy to use, raising a challenge to the user. This contradicts the usability goal of ‘learnability’. (ibid. 2002:19)
Mark Chambers does freelance web design in Surrey and focuses on affordable web design, search engine optimisation, content management systems and ecommerce.
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