teguhc07's blog

June 16, 2010

Web Usability Analysis — Introduction (cont’d)

Don’t collect any more information than you must. … Anything that increases the length of a form deters users from completing the form.”-Mike Hughes

Before we move any further to analyze endahnrhesa’s site, let me tell you what this web usability really is.

What is Usability?

In general, usability refers to how well users can learn and use a product to achieve their goals and how satisfied they are with that process.

Usability Goals

Effectiveness – “The primary goal for every Web form is that users actually complete it,” declares Pabini. “Achieving this goal requires that completing the form be as quick and easy as possible, so users are both willing to and can successfully complete it. Defining rational business requirements for forms and designing usable forms are means to that end.

Efficiency of use – Once an experienced user has learned to use the system, how fast can he or she accomplish tasks?

Easy To Learn – How fast can a user who has never seen the user interface before learn it sufficiently well to accomplish basic tasks?

Memorability – If a user has used the system before, can he or she remember enough to use it effectively the next time or does the user have to start over again learning everything?

User Experience Goals

Satisfying

When a user is done with the system for a particular session, he or she must feel satisfied that they have reached the goal they had when entering the system, be it search of information, or interaction with other users.

Enjoyable

Reaching satisfaction means nothing if the user doesn’t enjoy the ride to get there. This will be one of our primary aims.

Fun

Using humor to spice up the experience a bit will ensure for a fun visit.

Entertaining

Effective and appropriate sound effects and visuals (for sighted people) will be one of the many ways we will make the system entertaining.

Helpful

With the help of voice communication, help will always be closely at hand.

Motivating

With every new system, there will be a learning curve. We strive to keep this curve as easy as possible, and, for the more difficult tasks, we will implement features to keep the user motivated, such as appropriate praise messages where needed, or humor to lighten up the experience a bit.

Aesthetically Pleasing

Although not particularly important for blind people, this will be very important for other disabled people. We will not focus too much on this feature during the first phase, but will design the system with this aspect in mind to ensure that we don’t have to rewrite the system when we want to provide for other (sighted) disabled people.

Supportive of Creativity

Many disabled people have very creative brains. Mainly because their disability (such as blindness) makes their mind work harder to perceive certain situations or activities. We will make sure that the user’s creativity can be developed within the bounds of the system.

Rewarding

This links closely to satisfaction and the need to enjoy the system’s usage. If the user is satisfied that his or her visit to the system was satisfying and enjoyable, the reward will be in the way they feel after using it.

Emotionally Fulfilling

Once again, strongly related to the other aspects. If too few of these aspects are met, the visit will not be emotionally fulfilling. It is therefore important that user frustration be kept at the absolute lowest level and that most usability and user experience goals are met.

Reference(s) :

> http://www.eagleeyes.co.za/?q=userexperience

> http://www.uxmatters.com/mt/archives/2010/03/pagination-in-web-forms-evaluating-the-effectiveness-of-web-forms.php

> http://usability.gov/methods/analyze_current/evaluate.html

> http://teguhc07.student.ipb.ac.id/

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