Subject:
Welcome to Usability Lessons
Welcome!
Tomorrow you will be introduced to a short course on
software usability, consisting of a series of 20 daily online
lessons.
Each lesson presents one or two usability
concepts, requiring no response or extra work from you. Lessons are designed to
be read in ten to fifteen minutes and usually consist of one or more links
to applicable material on the Web. Unless otherwise noted, each linked page
contains the entire lesson for that link; it is not necessary to follow further
links on that page to complete the lesson.
Occasionally a lesson will contain a "Reference Material" section with
optional links for more in-depth studies.
You can store each reviewed lesson in a Usability
mail folder for future reference.
Hopefully this training technique will cause minimal
disruption to your other responsibilities, and encourage individual studies
when
interest and time permit. And by participating, you will know what level of
expertise to expect from your fellow employees.
Why Usability Training?
Modular Mining Systems is developing new user interfaces with a
greater focus on ease-of-use for the customer. These lessons introduce some
basic usability concepts for you to consider during screen design, although
they
are equally applicable to the design of paper forms, digital car radios, VCRs,
or any other user interface. (Lesson One starts with an article titled "Car
Radios: It’s Time to Get Angry.")
At the end of this installment, a total of 85
Modular
Mining employees
will have been
introduced to basic usability concepts.
What is Usability?
According to the "IEEE Standard Computer Dictionary:
A Compilation of IEEE Standard Computer Glossaries," usability is "the ease
with
which a user can learn to operate, prepare inputs for, and interpret outputs of
a system or component."
Usability In Advanced Communication Technologies and
Services (USINACTS), a European Commission group concerned with the development
of new user-friendly telecommunication systems and services in Europe, states
that usability is "the effectiveness, efficiency, and satisfaction with which
specified users can achieve specified goals in particular
environments."
Topics Included in This Course
a.
recognizing poor usability
b.
users’ expectations
c. examples
and case studies
d. techniques
for creating good usability
e.
optimizing the use of screen components
f.
incorporating usability in the design
process
g. usability checklists
and guidelines
Hopefully these lessons will be interesting and
useful to you. If you have any suggestions, please send them
along.
Thank you.