Overview

Usability & Performance

3 days


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.

 

© 1999 UserLab Inc.
1-800-295-6354

updated 14 March 1999