What is usability anyway?
             
               Introduction 
              Measurement 
              Other Commentators 
              Conclusion 
              Introduction  
              The established protocol when discussing a subject is to firstly 
                define it. In this dissertation I will not stray from this convention 
                and will attempt to define what usability actually is. In the 
                course of my research I have uncovered the proposition that usability 
                can be defined in various ways despite the fact they should all, 
                virtually, mean the same thing.  
              One humorous definition of usability noted by Hix and Hartson 
                [1993] states that "If your computer were a person, how long 
                'til you punch it in the face'. Despite the flippancy, the point, 
                i.e. a system should be a friend of the user, is made. However 
                there is still a requirement to define what is understood by the 
                term user friendly. The definition also suggests that usability 
                can be measured. As Shackel cited in Booth [1992] points out "Everyone 
                knows what usability means until its recognition as a criterion 
                implies evaluation...". 
              A quick, comprehensive and operational definition may not be 
                as easy to find as first assumed! 
              Measurement    
              
               Introduction
              Therefore, in the search for a definition of usability, it can, 
                at the very least, be considered to be a measurement. Eason cited 
                in Preece et al [1994] indeed explains that the "...major 
                indicator of usability is whether a system or facility is used..." 
                and that the "...crucial measure [of usability] is the pattern 
                of [the user's] responses to options...". Booth [1992] also 
                supports this view and comments that "if we force an individual 
                to use a system in order that we might assess its usability, then 
                we may be destroying the best measure... whether or not a system 
                is used". 
              There seems little argument, then, against the idea that any 
                comprehensive definition of usability must involve, to a major 
                extent, the property of measurement. Which elements should be 
                involved in this measurement is dependent on the commentator. 
                The International Organisation for Standardisation (ISO) as cited 
                by Brooke et al cited in Jordan et al [1991] adds 
                its say on the matter by defining usability with two views; one 
                involving measurement, the other implying it: 
               
                "Usability measures: The effectiveness, efficiency, and 
                  satisfaction with which specified users can achieve specified 
                  goals in a particular environment." and 
                "Usability attributes: The features and characteristics 
                  of a product which influence the effectiveness, efficiency and 
                  satisfaction with which particular users can achieve specified 
                  goals in a particular environment". 
               
              However despite this seemingly apt description of the attributes 
                of usability in the second observation, the measurement of it, 
                in terms of "effectiveness, efficiency, and satisfaction", 
                is still fairly vague.  
              Even a subsequent edition of a definition for usability (ISO 
                9241-11) still does not define specific metrics [NPL 1996]: 
               
                "Usability is the extent to which a product can be used 
                  to achieve specific goals with effectiveness, efficiency and 
                  satisfaction in a specified context of use" 
               
              Preece et al [1994] remarks that usability is "... 
                concerned with making systems easy to learn and easy to use". 
                Mayhew [1992] also considers these criteria to be part of the 
                "general principle of interface design" leading to usable 
                systems. Even though these comments take us some way to understanding 
                what usability is it doesn't, by itself, define actual measurements. 
                Ease of learning and usage are similarly identified by Jordan 
                et al [1991] who also suggest an "appealing idea" 
                that usability measurement is dependent on "three distinct 
                components ...guessability, learnability and experienced user 
                performance". I will now briefly describe these elements 
              Guessability 
              Jordan et al [1991] suggest that, "Guessability is 
                a measure of time and effort required to get going with a system.". 
                Guessability is discussed in depth in chapter 5. 
              Learnability
              Jordan et al [1991] propose that this element of usability 
                "represents the amount of time and effort required to reach 
                a user's peak level of performance with a system". Consider 
                the following scenario: 
              I recently hired a casual member of staff to work in the general 
                administration section of my office. Even though she was only 
                contracted for a months' work she was expected to produce simple 
                graphics using an unfamiliar package with just a few days of informal 
                coaching. The windows based package proved to be easy to learn 
                and consequently the time taken for her to become competent was 
                quite short. Mayhew [1992] has identified this situation too and 
                suggests that "ease of learning should be compatible with 
                the turnover rate". 
              The scenario therefore demonstrates a trade off with training; 
                i.e. I either employ a member of staff for a longer period of 
                time, enabling them to become more familiar with a package or 
                I purchase a different package that is easier to learn. Either 
                way there is a cost implication. Alternatively I may be able to 
                employ staff who already have the necessary skills in an existing 
                package but they may, however, command greater remuneration. The 
                decrease in costly training is set against an increase in salary 
                cost. In addition if I do purchase the easy to learn package it 
                may well have less functionality to ensure its greater learnability. 
                However this is not necessarily the case for all systems.  
              Indeed I suggest that the goal of making complicated systems 
                easy to learn should be seen rather as a general design challenge 
                as opposed to a problem, inherent in complex systems. Mayhew [1992] 
                identifies that design goals are "often in direct conflict 
                with one another". The extra challenge, therefore, is to 
                identify which trade offs can be expediently made if goals do 
                conflict. 
              
              Experienced User Performance (EUP) 
              Jordan et al [1991] consider that this element of usability, 
                Experienced User Performance (EUP), "corresponds to the asymptotic 
                level of a user's performance with a system over time". Some 
                systems, such as nuclear control systems or flight deck controls 
                for example, require their users to be fully trained to the level 
                of EUP before they undertake a 'live' situation. However, I suggest 
                that this element of usability measurement is only relative to 
                one particular user since another user may reach a different plateau 
                of experience. In other words, regardless of how long a system 
                is experienced, different users will attain differing levels of 
                performance  
              Even Jordan et al [1991] consider that the "maximum 
                potential performance" for a system may not actually be reached 
                by an experienced user and he suggests that only an "expert 
                user's asymptotic performance represents the most effective and 
                efficient way to perform a task". He suggests the existence 
                of a "discoverability gulf" between EUP and the actual 
                potential of the system. 
              Eason cited in Booth [1992] also indicates this theme in his 
                definition of usability which he expounds as being "..the 
                extent to which a user can exploit the potential utility of a 
                system". Eason cited in Preece et al [1994] puts this 
                into practice by undertaking "a field study of a banking 
                system that provided staff with 36 different ways of extracting 
                information from a customer's account." According to Eason's 
                definition, the usability of the system would increase as the 
                users choice of functions increases. 
              However "after examining the usage logs he [Eason] found 
                that just four codes accounted for 75% of the usage" which 
                could hardly be considered to be exploitative. The reason is that 
                the users wouldn't consider the extra "effort in learning 
                to use the extra searching strategies unless absolutely necessary" 
                because they had already learnt to get the information in other 
                ways. Considering system exploitation may only be limited by the 
                imagination or indeed bounded by the lethargy (whether justified 
                or not) of the user to learn new techniques, the concept of EUP 
                may not be as definite as first cited. 
              Jordan et al [1991] acknowledge the former point and suggest 
                the idea of "shells of competency" in which a user may 
                "discover a more efficient method" resulting in a "step 
                increase in performance" thereby moving to a "higher 
                shell of competency". I would argue that if a user has discovered 
                a short cut to perform the task such as "coming across something 
                new in the manual", as cited by Jordan et al [1991], 
                then they haven't fully learnt the system in the first place. 
                As a consequence the user couldn't be deemed to have reached their 
                the level of EUP let alone the systems potential performance. 
                I suggest that only measurement at the expert level would create 
                a definite standard, thus bypassing the differing levels of EUP 
                between different users for the same system. However considering 
                that system utility may only be bounded by imagination, this too 
                may prove difficult to define.  
              Other Commentators    
              
              Universality of Usability Definition
              Holcomb & Tharp [1991] postulate that "basic user interface 
                principles exist that apply to all user interfaces...". If 
                Holcomb & Tharp's idea is correct then these principles would 
                be of great advantage. Any design for an interactive device could 
                be modelled on these principles and evaluated against them to 
                prove usability. The suggestion of global usability, even at the 
                basic level, I fear is one of ideal rather than of reality. I 
                seem to be justified in my view when considering Shackel cited 
                in Morrey & Dillon [1996] who considers usability to be 
               
                "technology's capacity (in human terms) to be used easily 
                  and effectively by the specified range of users, given specified 
                  training and user support to fulfil the specified range of tasks, 
                  with the specified range of [task] scenarios". 
               
              It can be seen that Shackel takes a more pragmatic angle on the 
                question of usability implying that a system's usability test 
                should be limited to its task, range of users and the support 
                and training given to those users. Indeed it would seem unfair 
                to try to assess a system's usability by testing it with inappropriate 
                users who have not had training or support, to do a task that 
                it was not designed to do. Unfortunately Shackel, in this definition, 
                is not able to offer absolute metrics by which usability assessment 
                can be evaluated. 
              Holcomb & Tharp [1991] continue with their idea that usability 
                should be system independent and postulate that: "... these 
                [interface] principles result in user interfaces with superior 
                usability [and suggest that] usability is not all or nothing but 
                relative". Their paper outlines a usability model that enables 
                designers to have an "initial usability decision" i.e. 
                a baseline from which to work and a tool for evaluating a product. 
                In summarising their view it seems that usability is a relative, 
                rather than a clear cut, concept. 
              Usability at Reuters plc
              Academic and theoretical descriptions for usability are all very 
                well but what happens at the sharp end of things, where the market 
                ultimately dictates a system's usability and fate? To get a feel 
                for how usability is dealt with at the grass roots level, the 
                point at which the user actually uses (or tries to use) a system, 
                I approached the Usability Group at Reuters, London UK for their 
                viewpoint. In short, Reuters define usability simply as: "The 
                ease with which customers can use our systems" [Reuters Usability 
                Group (RUG) 1997]. I have undertaken a full study of the usability 
                methodology at Reuters and this has been documented in chapter 7. 
              Conclusion  
              In this chapter there has been much discussion about what usability 
                actually is and how it is defined. I have suggested that regardless 
                of how usability is defined, all definitions should all lead to 
                the same conclusion. The conclusion that I draw is that usability 
                is dependent on how easy it is for the user to learn to use the 
                system, actually use the system and exploit the system's potential. 
                I would also argue that any significant definition of usability 
                must include a measurement against which the system can be tested 
                and thus evaluated which therefore allows improvement goals to 
                be set. 
              Empirical measurement can be considered to be an obvious consequence 
                of usability criteria. However there are other important elements 
                too that have been mentioned in the usability definitions I have 
                cited such as: the user himself and the ever changing environment, 
                the context, in which the system is used. These factors not only 
                play a significant role in the definition of usability but are 
                intrinsic to how products are developed into usable everyday items, 
                whether they are computer interfaces or other interactive systems. 
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