Importance of improving usability
             
              Introduction 
                The 
                Impetus for Change 
                The 
                Undesirable Effects of Poor Design 
                Conclusion 
              Introduction  
              Taken to the extreme, one example 
                to stress the importance of effective usability is that of the 
                fire extinguisher. In this scenario, the element of guessability 
                is cited. Jordan et al [1991] highlight that the guessability 
                to perform a task, such as using a fire extinguisher, "...is 
                particularly important [and that the user must perform it] correctly 
                at the first attempt without any previous knowledge of [it]". 
                It can be seen, therefore, that in this safety critical system 
                effective usability is paramount as it may actually save lives. 
              Not every system's usability goal 
                can be seen to be as important as this. I would suggest that designers 
                are now aware that usability should be higher on the list of priorities 
                rather than lower. Indeed, usability is a core feature of human 
                engineering which in turn Shneiderman [1992] comments "...was 
                seen as the paint put on at the end of a project, [but which] 
                is now understood to be the steel frame on which the structure 
                is built". 
              Usability must therefore, become 
                a significant player in the development of interactive systems. 
                The impetus behind this sea change is quite diverse. I will now 
                document some of the reasons for the designers' apparent change 
                of heart and will detail what happens if these necessities for 
                improving usability are not heeded. 
              The Impetus for Change    
              
               The IT Revolution
              The motivation to involve humans 
                in the development of the "man-machine" interface [Grandjean 
                1988] has only just, relatively speaking, been acknowledged. The 
                massive strides the computer industry has undertaken over the 
                last 15 years or so have been based on generating more powerful 
                and intelligent machines. The first IBM PC, for example, was marketed 
                in 1981 for £2080 with 16KB (not MB!) of RAM, a mono screen and 
                a compact cassette storage unit [Personal Computer World 1996]. 
                Compare this against the standard of today: Pentium 200Mhz processor, 
                32MB of RAM, 3D 4MB video card, soundcard, fax/modem and 12 speed 
                CD ROM. The standard also includes life time help desk advice 
                [Personal Computer World 1997] which is indicative of the shift 
                in emphasis from machine to human. 
              I would argue that the biggest single 
                factor to affect this swing towards the user is that Information 
                Technology (IT) now permeates into virtually every aspect of life, 
                from banking (debit cards) and shopping (bar code labels are now 
                common place) to playing squash (computer designed racquets) or 
                crossing the road (computer controlled traffic lights).  
              Initially computers were beasts 
                of mathematics and the first generation languages "were used 
                primarily for scientific and engineering applications" [Booch 
                1994]. Because of the way in which IT pervades society, it is 
                no longer the sole possession of a select few boffins but is at 
                the mercy of the population generally (or perhaps vice versa). 
                Holcomb & Tharp [1991] recognised this issue and consider 
                that for computers to "fulfil their potential, it is the 
                millions of potential users in primarily non-technical areas who 
                must be empowered to use them effectively".  
              The ultimate goal, I would put forward, 
                is to allow the design of interfaces and the understanding of 
                the user to catch up to the advances made in hardware and software, 
                otherwise the "excessive functionality" as noted by 
                Shneiderman [1992] would become "a danger... [making]... 
                usage more difficult" 
              The challenge can thus easily be 
                seen; how can such a diversity of tasks to be undertaken by such 
                a diversity of users be built into effective interactive designs? 
                As Shneiderman [1992] remarks "A clever design for one community 
                of users may be inappropriate for another". He continues 
                by suggesting that "an effective design for one class of 
                tasks may be ineffective for another class".  
              I suggest that the impetus for improving 
                the usability of systems is, therefore, driven by two main concerns. 
                Firstly, the massive and unprecedented expansion of new technology 
                into the automation of tasks that had previously been done manually. 
                The second is the growth of the ever increasing population of 
                naive users who have to do those tasks. 
               Economics Pressures
              There are potential cost-benefits 
                from usability work. Baker cited in Booth [1992] estimates that 
                "people costs exceed machine costs in human computer interaction 
                for 95% of the time". This may seem a high figure but there 
                has been much research into this area to warrant serious consideration. 
                For example one project that was given a high profile was the 
                DTI sponsored programme 'usability now!' in which the benefits 
                of investing into usability issues were raised to the business 
                community [NPL 1997a and Shaw 1997] .  
              Health and Safety Regulations
              With the increase in the general 
                awareness of usability issues over the last decade some usability 
                designs are even obliged to meet certain legal standards before 
                they can be employed. In the UK, for instance, the HSE's Display 
                Screen Equipment (DSE) regulations of 1992 [HMSO 1992] fulfil 
                the European Directive pertaining to the use of display screen 
                equipment. As a result computer user workstations and interfaces 
                have to meet certain conditions before they can be used in the 
                work place. From 1st January 1997 the regulations require that: 
                 
               
                "software must be suitable 
                  for the task, software must be easy to use, systems must display 
                  information in a format and at a pace which are adapted to users 
                  [and that] the principles of software ergonomics must be applied". 
                   
               
              The first two items give a good hint that for software to meet 
                the criteria set, the task and the user must be modelled in some 
                way. Secondly, as well as the third requirement again implying 
                the importance of the user, it also alludes to the elements of 
                guessability, learnability and experienced user performance endorsing 
                the theories of Jordan et al [1991] (as previously discussed 
                in Guessability-Experienced User Performance (EUP) ). The last 
                requirement however, as with the other usability definitions I 
                have reported, seems to be quite unprescriptive. Whose principles 
                are to be applied? I suggest that prosecution under this legislation 
                may prove difficult and could lead to complacency in interface 
                design considering the possible loophole. 
              Ergonomic Standards and Quality
              Before judgement can be passed on 
                these legislative rulings (DSE regs. [HMSO 1992]), there is a 
                prerequisite to define usability standards. Due to the regulations, 
                vague guidelines have become redundant as measurable standards 
                for interface designs, software and systems, generally, have become 
                necessary. A significant amount of research has been undertaken 
                in the search for standards setting; the ISO measurement for usability 
                has already been discussed. At present, the products themselves 
                can also be tested to the ISO 9000 [BSI 1996] (which superseded 
                the British Standard of BS5750) to confirm "quality systems". 
                 
              The ISO 9000 family of standards 
                are required to be assessed by an ISO technical committee (TC176) 
                every five years and it is projected that the current review will 
                be at the Final Draft International Standard stage by 1999 [Lane 
                1997]. The impact is that designers of systems must keep pace 
                with, and be aware of, this continuous review, otherwise their 
                products may not reach acceptable (and thus marketable) standards. 
                If people, generally, don't have a target to aim for they may 
                not reach it or be aware of the fact when they have.  
              To aid these sentiments, the DTI 
                in 1995 contracted National Physical Laboratories management Ltd 
                (subsidiary of Serco Group PLC) to provide research on and development 
                of physical quantities. Incidentally parliament had initially 
                set up this laboratory back in 1900 and more recently NPL has 
                been instrumental in contributing to ISO standards setting [NPL 
                1997b]. As part of NPL's remit they provide calibration on Information 
                Technologies including giving advice to customers on "whether 
                software meets DSE regulations" [NPL 1997a].  
              It is relevant to note too that 
                in an HSE survey of 34 incidents, in safety critical systems, 
                15 (44.1% of total) were primarily caused by inadequate specification 
                [HSE 1995]. The need for an effective design goal cannot be disregarded 
                if effective and safe systems are to result. 
              The 
                Undesirable Effects of Poor Design    
                
               Actual Injury
              Thankfully the majority of interactive 
                systems do not control life and death decisions. Errors made will 
                not cause loss of life and safety is not a factor. However in 
                certain systems, deemed to be safety critical, such as a control 
                system for a hazardous chemical plant or nuclear power station, 
                I would suggest the most important facet in the development and 
                design of these systems is the aspect of safety. Usability has 
                to be extremely effective and thoroughly developed; the slightest 
                slip in control (either by the system or the user) may ultimately 
                result in loss of life. Therefore "man-machine systems need 
                to be ergonomically sound" [Grandjean 1988]. 
              There have been many disasters attributed to poor design.  Handles/Levers details some 
                examples.  
              Awareness of chronic illnesses such 
                as Repetitive Strain Injury (RSI), that has only recently been 
                acknowledged, must now be considered when developing systems. 
                RSI had gone unnoticed and even misdiagnosed for a long time causing 
                great pain and stigma for its sufferers. Back in 1983, HSE, in 
                their working with VDU's guidance leaflet, refers to "muscle 
                tiredness" [HSE 1983] confirming that awareness of RSI type 
                problems from using equipment was known even then.  
               Reductions in Efficiency
              Poor matching of the system's design 
                with the needs of the user can lead to a loss of efficiency. Booth 
                [1992] develops this idea and provides scenarios where this can 
                be witnessed. Firstly, he suggests that systems may not "provide 
                functions that are required but do provide others that the user 
                doesn't need". Secondly, he suggests some systems are developed 
                in a way "that don't provide the right information or in 
                a way that is not wanted". If systems like these are imposed 
                on its users they will create many problems.  
              One result is that a user will persevere 
                with a system under the delusion that a function (which is so 
                obviously a need for him) will be available until he eventually 
                realises that it is not, which in turn causes him stress. This 
                may result in the reliance on manual files, even surreptitiously, 
                leading to the problem of a duplicate system. A subsequent introduction 
                of another system may become affected by the reticence of the 
                IT weary users in accepting yet another system that potentially 
                may be as useless as the first, even though it may well solve 
                the problems of the first.  
              Also the purchaser of the system may not need, now or in the 
                future, the extra features that have been included. Unfortunately 
                he still has to pay for them. However, considering not all customers 
                may be able to afford tailored, bespoke systems anyway the price 
                for the over-featured systems, packages in particular, may be 
                excused. Indeed to try to alleviate the problem, and by acknowledging 
                the variety of tasks and differences in user types, customisation 
                (see  Reducing Stressful 
                Feedback  & Menus 
                Generally ) for the individual user is now often offered to 
                a greater or lesser degree, depending on the system.  
              Low User Esteem
              Invariably people make mistakes 
                at some time or another; it is human nature. By using the rules 
                of simple chance, the more complicated the task the more chance 
                of a mistake being made with it. Therefore when people makes mistakes 
                with, assumed, simple tasks, such as the opening of a door (where 
                is that handle?), they tend to feel guilty or stupid or both. 
                 
              Norman [1988] pursues this point 
                and argues that the error maker will even "either try to 
                hide the error or blame themselves for stupidity or clumsiness". 
                In the example of the opening door, the opener will hope that 
                nobody would have seen their pathetic attempt at such a simple 
                task in order to save their embarrassment, especially if the door 
                was signed to specify whether a push or pull was needed. As a 
                result the opener will put the blame onto himself rather than 
                onto the door's designer who had created such an ambiguous design 
                in the first place. Norman [1988] would suggest that if an item 
                needs a label then the mapping (which is discussed in depth in 
                User Models & Mapping) is imperfect, highlighting 
                poor design. In other words "If a door handle needs a sign, 
                then its design is probably faulty" [Norman 1988]. 
              Considering that users tend to blame 
                themselves, if problems or faults do occur, when faced with apparently 
                simple tasks and systems, they are less likely to comment upon 
                or complain about the design of the system. As Norman [1988] points 
                out if somebody "perceives the fault to be his ...[then he 
                won't]... want to admit to having trouble", and that this 
                will create a "conspiracy of silence, maintaining the feelings 
                of guilt and helplessness among users". In addition this 
                will add not only resentment towards the system but will hinder 
                any attempts to rectify problems because the users will not admit, 
                even to themselves, that there are any. 
               Technophobes Born of Marketing 
                Constraints
              Consider Thimbleby cited in Nuttall 
                [1995], who also highlights a similar theme by raising concerns 
                about the poor design of video recorders:  
               
                "Many people become technophobic, 
                  literally fearful of dealing with a gadget or an electronic 
                  device ever again. They blame themselves for not being able 
                  to make the machine work when they should be blaming the manufacturers". 
                   
               
              In turn, he suggests that "the 
                Makers think all people want are more and more buttons and features 
                so they can impress their next door neighbours every year,". 
                Considering the cost of a new video could be up to £1000 a couple 
                of buttons and a simple display wouldn't impress anyone so unfortunately 
                they may be right. Barfield [1993] suggests "Featuritis" 
                as the name for this phenomenon. An easy to use product, with 
                a simple design, may not be so popular as the 'all bells and all 
                whistles' version and therefore it would be unprofitable.  
              Nuttall [1995] continued his interview 
                with the somewhat cynical Thimbleby who continues his litany by 
                describing a fax machine:  
               
                " "It is atrociously 
                  designed and the manual is difficult to understand... The machine 
                  also has features on it which are not in the manual and the 
                  manual describes features the machine does not have," it 
                  is made by Sagem, a French company that also makes Exocet missiles. 
                  "Either they are making a nasty piece of technology because 
                  it is cheap and can get away with it or the other view would 
                  be they do not know how to make Exocets either," says the 
                  scientist.".  
               
              Thimbleby's anger can be clearly 
                appreciated; at the point of delivery, to the user, the total 
                package is quite frustrating because of the contradictions between 
                product and manual. Due to commercial pressures when packaging 
                goods, many products come with multi function manuals covering 
                all the models in a range and quite often in numerous languages, 
                removing the expense to employ a system to identify individual 
                models and/or market country. My CD player instructions, for instance, 
                cover 6 models [The Sony Corporation 1994] and the instructions 
                for my extractor fan includes 9 languages [Vent-Axia 1988]. 
              It can only be hoped that the Exocets 
                have a decent operators manual! 
              Norman [1988] is also aware that 
                design is not solely based on usability considerations. He also 
                suggests "aesthetics... [and] cost or ease of manufacture" 
                must play their part. He notes that "trouble occurs when 
                one dominates all others" for example if design "...was 
                ruled by usability, it may be more comfortable but uglier", 
                which in turn wouldn't sell as well. There is commercial pressure, 
                therefore, to convince a market that a product is 'state of the 
                art', 'the ultimate in design' etc. etc. . Correspondingly there 
                is a business need for an undercurrent of continuous design so 
                that in say another six months a prospective purchaser will be 
                sold the same story and what he bought six months ago will bring 
                exclamations of 'well it does the job but... look at this new 
                model, sir, it's 'state of the art', 'the ultimate in design' 
                etc. etc.  
              I even wonder how far the design 
                of a razor can go. Firstly, we had a razor with a single blade; 
                then a razor with two blades (if the second shaves closer still 
                why bother with the first one?!); then a razor with two blades 
                and a glide strip; then a razor with two blades, a glide strip 
                and protection wires; then a razor with two blades, a glide strip, 
                protection wires and a floating blade mounting; then a razor with 
                two blades, a glide strip, protection wires, a floating blade 
                mounting and sensitive skin protection etc. etc.  
              I still use a single safety razor 
                myself; it is a lot cheaper and does the same job. Norman [1988] 
                suggests "an important lesson in design... [and that is]... 
                you have to know when to stop". Unfortunately, as demonstrated, 
                this lesson is overcome with commercial goals and can lead to 
                design overkill resulting in changes, sometimes to the detriment 
                of usability, where none are required. 
              Conclusion 
                  
                
              
              In this chapter I have described 
                why there is a need for improving usability in systems. I have 
                detailed the reasons why usability has become the basis for design 
                rather than a cosmetic treatment at the end of an implementation. 
                I have discussed the effects of poor design and suggest that ultimately 
                inefficient usability will result in the task not being done or 
                being done with more effort than should be needed. 
              Interactive systems can be seen 
                as tools that mankind use to undertake tasks. Generally the more 
                appropriate the system to the tasks the greater the efficiency. 
                For example you can knock a nail into a piece of wood with a glass 
                bottle (if you're careful) but why bother when you can use a specific 
                tool (a hammer). It can be seen that the only difference between 
                the hammer and the bottle, in relation to completion of the task, 
                is in the usability of each tool. Efficiency is the goal to aim 
                for. Barfield [1993] remarks that "everybody knows that if 
                you do a job using well-designed and appropriate tools ...[it 
                is done] more effectively". She continues by stating that 
                the "efficiency depends on a well-designed user interface". 
                 
              Usability at the interface therefore 
                plays an important role in whether the whole tool is effective 
                or not.  
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