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Usability principles

After this lesson: I can judge an interface against five usability principles.

60 min lesson2 commandsUsability testing lab: audit a hard-to-use web shop and read a test in the browser

Why people leave a page they cannot use

Usability is how easily and how well people can reach their goal with a page, an app or a device. It matters because a product people cannot work out loses sales, fills the help desk and costs trust, however good it looks.

A teapot shop can have fair prices and still lose people at the checkout. Nobody complains. They quietly go somewhere else.

By the end of this lesson

Note

I can judge an interface against five usability principles.

Key words

WordWhat it means
Usabilityhow easily people reach their goal with a product
Visibilityshowing the person where they are and what is happening
Feedbacka sign that the system has seen what you did
Consistencythe same thing looking and working the same way each time
Error preventionmaking a slip hard to do in the first place
Error recoveryhelping a person understand a mistake and fix it

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A principle is a question about a screen

A usability principle is a rule of thumb that holds on many screens. Five are enough to start. Each one is a question you ask while you use a page.

Can I see where I am? Did it hear me? Does it say the same thing the same way? Does it stop me making a slip? Does it help me when I do?

Worked example: five principles on a shop

PrincipleThe questionPoor exampleBetter example
VisibilityCan I see where I am and what is going on?The basket never shows how many items it holdsThe basket shows "3 items" on every page
FeedbackDid the system hear me?Buy does nothing you can seeBuy shows "Added to basket" at once
ConsistencyDoes the same thing look and work the same?One link says "read more", the next says "more"Every link says what it leads to
Error preventionDoes it make a slip hard?Delete removes an order with one pressDelete asks "Remove this order?" first
Error recoveryDoes it help me fix a mistake?The page says "Error 7"The page says "Enter a postcode, for example SW1A 1AA"

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Missing feedback makes people press twice

Observers sat beside twelve people using the lab's teapot shop and wrote down what they saw. Their notes are the first evidence in any test.

One person pressed the Buy button four times before it worked. The button gave no sign that it had heard the first press, so the person tried again. That is a feedback problem.

Read what the observers wrote

Command
docker exec jupyter cat notes.md

Shown here, not run. Create a free account to press Run and type it into your own lab’s terminal.

The notes print eight observations

The command prints a heading and eight lines, one each for P2, P3, P5, P6, P8, P9, P11 and P12. Each line is something a person did or said, not an opinion about the page.

A good observation says what happened. "P3 pressed Buy four times" is an observation. "The button is bad" is not, because it hides the evidence.

Good error messages say what to do

A message that is only a code, such as "Error 7", fails error recovery. The person cannot tell what went wrong or what to change.

A good message says three things in plain words: what happened, why, and what to do next. It does not blame the person.

Count the common faults

Command
docker exec jupyter python3 steps/audit.py

Shown here, not run. Create a free account to press Run and type it into your own lab’s terminal.

What each audit count points at

Audit linePrinted for the shopPrinciple it points at
Links with vague text5 of 6 on the home pageConsistency
Error messages that are only a code1 on the checkout pageError recovery
Inputs without a label3 of 4 on the checkout pageError prevention
Rules that remove the focus outline1 in the style sheetVisibility

The cells students fill in are left blank in this preview.

A common mistake

Warning

Many people think a good-looking screen is a usable one. Looks are about style. Usability is about whether people reach their goal. A plain page can be easy and a beautiful page can be hard, so judge by what people can do.

Going further

Choose an app you use every day. Find one screen that breaks a principle and one that keeps it well. Write each in one line: the screen, the principle, and what a person sees.

Then write the fix for the first one in a sentence a developer could act on.

About this lab and its source: Usability testing lab: audit a hard-to-use web shop and read a test in the browser

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