Abstract
Usability is not making
the user happy, though that will be one result. It is the application
of process and design methods that will improve the performance and ease
of use of the user/software/hardware combination and, when properly done,
will make the user happy. While, ignoring it will lead to longer training
times, higher error rates, lower productivity, higher support costs, and
poorer performance. This seminar will make participants aware of the many
factors that affect usability and performance and the steps that can be
taken taken to achieve improvement.
Usability programs
are extremely cost effective with case studies showing that every dollar
spent on usability saves from $2 to $100. This course is the first step
to better designs and performance. It was written by Dr. Brown in 1987
while consulting on very large projects when he realized that: he could
not be everywhere. As a result, by the time he discovered a problem, it
was often costly to change. Common problems were repeated in different
projects and often involved violations of basic principles so why not
teach developers the basic principles, and eliminate them.
This approach proved very effective. When all project staff were trained,
basic problems were dramatically reduced, team communication was improved
and the design process speeded up.
Studies have show that attendees have been able apply the lessons immediately
to their work. One major client did a six month follow up and found the
material was in daily use and it had changed the way people were doing
their work.
What you will learn
We don't just tell
you how a screen should look and leave you with a checklist. We will teach
you essential laws and facts about human perception and behavior, then
show how they apply to current technology. When completed, you will recognize
usability and performance issues and know what steps can be taken to produce
improvement. You will share a common understanding and terminology with
other attendees which will improve communication giving faster and more
productive design meetings. Instead of arguing over the location of something
on the screen, you will be able to say "doesn't Fitts' Law indicate
we should move those two together" and everyone will agree.
Major Topics
- Improving the design
process:
- suggestions
for better team performance
- choosing and
using the right prototyping tools
- when not to
use a computer prototyper
- making sure
you are designing for the right user
- task analysis
techniques so nothing is missed and effort is focused for best return
- Human characteristics
that must be understood:
- vision - so
you can design layouts to work efficiently with the human eye
- hearing - so
you make effective use of this information channel
- memory - so
working memory is not overloaded and learning is easier
- Fitts' Law
- the single most important guide to efficient layouts and interaction
- Interaction with
ergonomics in mind:
- choosing an
appropriate interaction method
- proven principles
that can be applied to all designs and improve performance
- Applying lessons
to different interaction methods:
- menus - making
them faster and easier to learn
- function keys
- using them to best advantage
- GUI - graphical
user interfaces:
- advantages
and disadvantages
- control
selection and use for best results
- common
problems and pitfalls
- how to
design for ease of learning while still getting maximum speed
- examples
of the good and the bad
- tips for more
usable Web pages
- using speech
and sound to provide true added value
- Displaying information
effectively:
- Hick's Law
and how it can improve your screens
- five important
rules to improve layouts
- making tables
faster and easier to use
- graphs and
charts to show a clear picture
- effective ways
to draw attention to something
- color - its
safe use and a proven method of ensuring better color use
- icon and symbol
design
- Errors:
- what they really
cost you
- analyzing and
classifying errors to determine the real cause
- reducing errors
through design - big potential for savings
- Usability evaluations:
- the many types
and when to use them
- why evaluations
should be a strategic part of your plans
- Documentation and
making it usable
- Templates and guidelines
- User profile
- Task analysis
- Function key
assignment
- Menu layout
- Consent form
Handouts
- 500 pages of detailed
notes with exercises view a table of contents
- Convenient GUI
quick reference
- Demo software,
> 6M bytes with numerous examples and hands-on exercises.
- A soft copy of
Guidelines for Designing User Interface Software, a 477 page
collection of guidelines by Smith and Mosier
- Optical illusion
cards (needed for one of the exercises)
Who
Should Attend
- Anyone involved
with development and/or design decisions, including users
- Business analysts,
system analysts, programmers, end users.
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