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Slide 1

What is Usability?

Usability is the ease of use of different objects, such as software


application, websites, machines and process.

Learnability

Efficiency Memorability

Satisfaction Errors

Duration: 7 minutes
Participant Guide/Instructor Guide: Usability is a quality attribute that assesses how
easy user interfaces are to use. The word usability also refers to methods for improving
ease-of-use during the design process. Usability is defined by five quality components:
Learnability: How easy is it for users to accomplish basic tasks?
Efficiency: How quickly can they perform tasks?
Memorability: How easily can they reestablish proficiency?
Errors: How many errors do users make, how severe are these errors, and how
easily can they recover from the errors?
Satisfaction: How satisfactory is it to use the design?

Notes to Instructor: The participants have learned about the Design phase in Day 8 of
the bootcamp. Reiterate that while designing any application or database, always keep
the end users perspective in focus.

Segue: Lets learn about the purpose of usability.


Slide 2

Why Usability?
Product + Usability = Happy User

Product + Usability = Decrease Cost

Effective
Product + Usability = Product

Efficient
Product + Usability = Product

Duration: 7 minutes

Participant Guide/Instructor Guide: Usability is the degree to measure quality of a


user's experience who interacts with a product or system, such as a website, software
application, technology, or any user-operated device. On the web, usability is a
necessary condition for survival. If a website is difficult to use, people leave. If the
homepage fails to clearly state what a company offers and what users can do on the
site, people leave. If users face difficulties on a website, they leave. If users find a
website's information hard to read or understand, they leave.
Usability helps an organization to:
Increase effectiveness of a product
Increase efficiency of a product
Increase user satisfaction for a product
Decrease cost of a product

Note to Instructor: Ask the participants to share their experience based on the usability
of a product/website.

Segue: Lets understand the preceding points with the help of an example.
Slide 3

An Example!!
Need help of a GD in creating
the design of a website with
mix of good and bad design

Duration: 5 minutes

Participant Guide/Instructor Guide: Only slide

Note to SME/Reviewer: Please help me with the example. I want to mention about the
user interface of a website. I can relate it with user satisfaction but unable to relate it
with the rest of the points.

Note to Reviewer: Once I have the example, I will create a slide for the same.
In addition, which example to use, a website or a product like mobile phones.

Segue: Now that you have understood the importance or purpose of usability, lets now
discuss the benefits of usability.
Slide 4

What are the Benefits of Usability?

Prioritizing usability and making good business


decisions
Proposed project screening criteria
Non-discretionary screening criteria

Duration: 7 minutes

Participant Guide/Instructor Guide: To do

Note to Reviewer: As discussed, need your help to decide the strategy for presenting
and discussing the content of this slide.

Segue: Till now you have learned what is usability, its importance and what are the
benefits of usability. But, how will you ensure that your product is a good example of
usability and has an interactive user interface design. Lets learn about the usability
heuristics.
Slide 5

What is Heuristic?
Also, refers to techniques that
A usability principle that is used
are used for problem-solving,
to examine the user interface
learning, and discovery

Duration: 7 minutes

Participant Guide/Instructor Guide: A heuristic is defined as a usability principle that


is used to examine the user interface of a product or a website. The term heuristic can
have the following two uses:
Trial-by-error learning: It is describing an approach to learning by trying without
necessarily having an organized hypothesis or way of proving that the results proved
or disproved the hypothesis
Rule-of-thumb: It is pertaining to the use of the general knowledge gained by
experience
A heuristic evaluation method is used to identify usability problems in the user interface
design. This method involves various evaluators examining the interface and judging
the interfaces compliance with recognized usability principles, called heuristics.
Jakob Nielsen defined 10 usability heuristics to examine the user interface design.

Note to SME: Are these usability heuristics by Nielsen only related to a website user
interface or to an interface of any product.

Segue: Lets learn the 10 usability heuristics by Jakob Nielsen.


Slide 6

Ten Usability Heuristics: By Jakob Nielsen


Match
Visibility of between Consistency
User control
system system and and
and freedom
status the real standards
world

Flexibility Aesthetic
Recognition and and
Error
rather than efficiency of minimalist
prevention
recall use design

Help users
recognize,
diagnose Help and
and recover document
from errors

Duration: 7 minutes
Notes to Instructor: Ask any 10 participants to read the 10 usability heuristics, one
each. Discuss if they can explain these heuristics. Collate their responses and relate it
to the content given in the guide.
Participant Guide/Instructor Guide: The 10 usability heuristics defined by Jakob
Nielsen are:
Visibility of system status: The system should always keep users informed about
what is going on, through appropriate feedback within reasonable time
Match between system and the real world: The system should speak the users
language, with words, phrases and concepts familiar to the user, rather than system-
oriented terms. Follow real-world conventions, making information appear in a
natural and logical order
User control and freedom: Users often choose system functions by mistake and will
need a clearly marked "emergency exit" to leave the unwanted state without having
to go through an extended dialogue. Support undo and redo
Consistency and standards: Users should not have to wonder whether different
words, situations, or actions mean the same thing. Follow platform conventions
Error prevention: Even better than good error messages is a careful design which
prevents a problem from occurring in the first place
Continued in the next page

Note to Reviewer/GA: I want the text box added as a watermark appearing in the
background.
Slide 7

Activity

Description: Identify the


engagement method (s) and tools
to gather and illustrate
requirements, respectively, in the
given situations.

Duration: 30 minutes

Notes for the Instructor:


Instruct the Analyst to find another Analyst at a different table to exchange their
results. The two Analysts who have paired up visit both sites and critique the
findings.
Break up the duration of tasks as follows:
10 minutes to read the examples
15 minutes to form the solution
5 minutes for activity debrief
Notes for Learning Lead:
Move around the classroom to observe the contribution and thoughts of each table
group
Provide hints to the table groups if you feel that the activity is diverting from the
focus
Examples of hints:
Ask the participants to assess how they felt as the customer at the
different sites.
Ask the participants to define whether they were delighted with good
sites and frustrated with others.
Ask the participants to answer questions like was the website
effective and efficient, whether they were satisfied?
How did the website affect the user experience?
Continued in the next page

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