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Summary - Usability (LIX016B05)

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The Usability course focuses on understanding, analyzing and improving the usability of digital interfaces. Students gain in-depth knowledge of usability principles and learn to apply a variety of evaluation methods, including heuristic evaluations, user tests, and behavioral observations. This summary is based on the lectures I attended in 2024 for Usability (CIS at the RUG). The Usability course focuses on understanding, analyzing, and improving the usability of digital interfaces. Students acquire in-depth knowledge of usability principles and learn to apply various evaluation methods, including heuristic evaluations, user testing, and behavioral observations. This summary is based on the lectures I attended in 2024 for Usability (CIS at the University of Groningen).

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August 8, 2025
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2023/2024
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Usability
Week 1 – introduction
https://www.let.rug.nl/meindertsma/usability/
User: peter
Pass: kleio

What is usability?
 Ease of use, how to use objects
 A part of interaction design: the interaction between humans and objects they use
 Usability goals:

Is it effective? If you push a light switch, does the light goes on?
Is it efficient? Is it easy to push the light switch?
Is it safe to use?
Does it function right? Is there a dimmer on the light? Can a user do much with it?
Is it easy to learn to use?
Is its usage easy to remember?

 User experience: larger, usability is a part of user experience
- How do people experience a specific product (enjoyment and satisfaction, attractive
name, elegant)

 Wanted aspects, unwanted aspects

Usability & user experience
Differences: potential conflicts (can a product be enjoyable as well as safe)
Different goals and how to measure these (not always overlapping)

The design of everyday things
Daily challenges: do you use all functions of devices?
Slide projector: only 1 button (next slide, short click, previous slide, long click)
Telephone sets (landline phone): transfer a call? Adjust the volume?

Usability concepts
Affordances  perceivability of an objects to see if you can use such a thing without
explanation (push a light button, push a door handle), visual affordances (icons that are self-
explanatory), without affordance (what are these things doing there): with affordance (this
explains the usage)

Physical & virtual affordances

If a simple objects like a door needs instructions, then it probably indicates a poor design.
- Make the method of use visible
- Use a conceptual model

, Conceptual model  how we understand how things works without understanding its
precise operation (because it is not necessary), people make their own image of how
something works.
- Car/computer
- Traffic lights: how often or how long do you press the button?
- Thermostat: do you turn up your heating to get it warm quicker?

Visibility  hidden functions lead to problems (when number of functions is greater than
number of buttons)
With visible functionality, the user can directly use all functions
Example: bathroom buttons (hot/cold, on/off)

Mapping  relationship between the button you press and the result of that
Light switch dilemma: which button controls which lamp?
Size = value (money)

Feedback  let a user know what is happening (beep, light, display, loading bar etc.), can
also be a physical change (turned knob, flames)

Constrains  Limitation of the number of possible actions, prevent selection of wrong
options
Physical objects often have constrains: most keys can only be inserted in a lock in one way,
differences of cable input/output
Software constrains: inactive options in menus

Logical or ambiguous?
www.baddesigns.com

Consistency  design interfaces with similar functions and elements for similar tasks (easier
to use and remember)  ctrl-button.

There are often too many functions that can be connected  this increases the risk of
making errors

Internal/external consistency
Internal: operations behave the same within an application
External: operations, interfaces are similar in several applications and machines

Keypad numbers layout: example of external inconsistency
Both are conventions, but they are not consistent

Conventions  accepted norms of standards
Can be artificial, arbitrary, or learned
Often determined by culture

Use conventions with respect, violate them only with great risk
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