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Balancing the 5Es: Usability

set your mind at Es

by Whitney Quesenbery
Just what do we mean by usability? I’m going to use the word “usabil-
Before we can set out to achieve it, ity” as the quality or characteristic The formal definition of
we need to understand what it is of a product (that is, software, usability from the ISO 9241-
we are trying to achieve. It’s not Web application, or any other 11 standards is: “The extent
enough to declare that from here development project you create) to which a product can be
on, our software will be more user that meets the needs of the people
used by specified users to
friendly or that we will now be cus- who use it, allowing them to work
tomer focused. — or play — with it for their own achieve specified goals with
purposes and in a way that is effectiveness, efficiency, and
Functional requirements answer
appropriate for them. satisfaction in a specified
the question, “What does this pro-
gram have to do?” Usability require- Although there are as many context of use” [1].
ments answer different questions: methodologies and variations in
How do users approach this work? usability as in any other relatively
How do they think about the tasks? new practice, there are some com- models, tasks, and requirements,
How do they judge a successful mon threads: the entire process shifts from “mak-
experience? ing it work” to “making it work
A focus on understanding the
Some of the confusion is caused by entire context of use. It is not right.” As Kim Goodwin points out
the elasticity of language. It can be enough for someone to be able to in the next article, usability testing
hard to find a single word to cover navigate through the software; they and iterative refinement can take
a large concept, and usability is a must be able to complete their an existing product and “make it
large concept. The truth is that the tasks, meet their goals, and do so right.” User-centered design takes
word “usability” has become a in a way that makes sense in their this one step further — it can help
catch-phrase for a set of ideas environment. you make the “right product.”1
about the relationships between Designing for specific audiences.
Evaluation and iteration as part
users, designers, developers, and Usability means more than just
of the process. Most practitioners
the software. In any specific sen- “ease of use.” People and software
rely on user feedback through
tence, it might be used to mean: are both complex, and usability is
research or evaluation rather than
n A quality of the final product simply trusting the experience and just as multifaceted. It requires a
expertise of the designer to get it balance of many different aspects
n A process for creating usable of user interaction.
software right the first time. This also means
using what you learn to improve the So aren’t there any simple stan-
n The specific techniques used
product before it is released. dards for usability? Why can’t we
to achieve that result
n A philosophy of designing A user-centered approach to
with people in mind design. When product develop- 1SeeKim Goodwin, “Are You Making the
ment has been focused on under- Product Right or Making the Right
standing users’ goals, mental Product?” pp. 12-15 in this issue.

4 February 2004 ©2004 Cutter Information LLC


just write design and development Nielsen suggests five qualities of calls they can handle in a day. Or
guidelines and create style guides of a usable product: learnability, it may be a subjective judgment of
that will ensure that all applications efficiency, memorability, errors when a task is taking “too long” or
are usable? (low rate, easy to recover), and requires “too many clicks.”
satisfaction [3].
Part of the answer lies in the nature Engaging
of design. While there are some For my own list, I decided on: A simple definition of engaging is
basic, general principles that we how pleasant, satisfying, or interest-
n Effective
use in design, there are few hard ing an interface is to use. All soft-
and fast rules. For example, the n Efficient
ware has an emotional impact on
book Universal Principles of Design n Engaging users, though the importance of this
[2] is a collection of illustrated ref- dimension varies with the type of
n Error tolerant
erences for an eclectic group of 100 program. In a work application, an
basic principles, such as the golden n Easy to learn engaging interface might draw
ratio, Ockham’s razor, alignment, someone into the work, help the
At first, using words that all started
and highlighting. Each is a useful person work with confidence, or
with “E” was just a word game.
tool for making design decisions, present information in a way that is
But I was also looking for a way to
but the book has few recipes. What particularly easy to read. The visual
make the dimensions of usability
is universal is the principle, not its presentation and the style or quality
easy to remember, and thus the
specific application in a design. of the interaction contribute to mak-
5Es were born.
Similarly, usability principles give ing software engaging or off-putting.
us a starting point for our work. Effective
Usability specialists sometimes Effective is the first E. It addresses Error Tolerant
whether the software is useful and Error tolerance involves how well
joke that the motto of usability is
helps users achieve their goals the product prevents errors and
“it depends.” What it depends on
accurately. If users cannot actually helps users recover from any errors
is the need to understand not just
do the thing they set out to do (or that do occur. It would be lovely
good design, or people in general,
do something unnecessary), it to say “error free” or “prevents
but the specific people and their
probably doesn’t matter whether errors,” but mistakes and accidents
specific goals and tasks. The point
the experience is short or long, easy and misunderstandings will hap-
of all of the work is to allow you to
or hard. In the end, they have failed pen. The cat nudges the mouse as
make design decisions with
to complete their tasks or meet you click. You misread a link and
enough information to understand
their goals. If we want to be able to need to find your way back, or you
what usability means … in this
measure effectiveness, we have to enter a number with a typo. The
context.
understand how people define suc- real test is how helpful the software
cess or usefulness and whether this is when an error does occur.
DIMENSIONS OF USABILITY is relatively straightforward or more
subtle. Easy to Learn
When I examined the usability liter-
Ease of learning concerns how well
ature, I found a number of good
Efficient the product supports both initial
lists of qualities of usable software.
Efficiency is the speed (with accu- orientation and deeper learning.
They included words such as user
racy) with which work can be A product may be used just once,
friendly, memorable, pleasure,
done. Efficiency may be something once in a while, or on a daily basis.
accessible, learnable, findability,
that is carefully defined; for exam- It may support a task that is easy or
quality, useful, and error averse.
ple, in a call center where opera- complex, and the user may be an
In Usability Engineering, Jakob
tors are measured on the number expert or a novice in this task. But

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every time it is used the interface needs of the benefits specialist are process and then loop through
must be remembered or relearned, heavily weighted toward efficiency. research-design/prototype-evaluate
and new areas of the product may For the employee, efficiency takes steps until the project is complete.
be explored over time. a backseat to ease of learning, error A design approach is created for
tolerance, and how engaging the the whole project, and it is tested to
software is. make sure that the structure
A QUESTION OF BALANCE and organization of the tasks are
The value of thinking through the
It would be convenient if each of correct. Then each function is
usability needs in this granular way
the dimensions of usability was designed, using the same iteration
goes beyond the benefits of simply
equally important in every product of analysis, design, and evaluation,
“understanding users.” It can be a
and for every user, as shown in until all the functions have been
tool for project management, help-
Figure 1. They are not, however, integrated into the overall design
ing determine the techniques for
and this provides one of the first architecture. Final usability tests
both user research and usability
opportunities to work with the 5Es provide a last check on the results
evaluation used during the project.
to better understand the usability before the software is released.
It will suggest design approaches
requirements for a product. These processes span the entire
and identify places where tradeoffs
lifecycle, bringing usability and
The balance among the 5Es can can be made when necessary. This
interaction design work into all
set the direction for the interface value extends through every step of
stages of the process, from initial
design. Understanding these the design and development
product conception through the
aspects of usability, in other words, process.
entire development period (see
is the beginning of understanding
Figure 2).
what usability “depends” on.
A USER-CENTERED APPROACH Of course, the intensity of the UCD
In Table 1, we can see that two
Most UCD processes follow the work varies — it’s high in the design
users of a benefits management
general outline of ISO 13407: stages and low during implementa-
application — an employee and
Human-Centred Design Processes tion. At each stage, the team must
a benefits specialist — have very
for Interactive Systems. They decide what UCD activities will best
different needs. For both users,
typically start with a discovery support the product by filling gaps
effectiveness is necessary, but the
in understanding and answering
questions that will impact how the
product is designed and built.

Effective Get Assumptions on the Table


We do not start each new project
Effective: 20% with a blank slate. Whether the
Easy to Efficient project is a new version of an exist-
Learn Efficient: 20%
ing program or a completely new
Engaging: 20% product, the people on the team
usually have a history of work in the
Error Tolerant: 20% industry or business domain. They
Error
Engaging have had successes as well as
Tolerant Easy to Learn: 20% problems (or even outright fail-
ures), and they bring assumptions
and beliefs based on that past expe-
Figure 1 — In this case, the 5Es are evenly balanced. rience into the new project. Get this

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information out on the table and understanding of users and context can help you discover different
build a picture of the user and brings a new picture, this may aspects of the user experience. If
usability requirements as the team change design assumptions and you are concerned about efficiency,
envisions them. This is the baseline even development approaches. you will want to use a technique
against which new information that lets you see real people
from user research can be meas- Learn about Users, from Users completing real tasks in their own
ured: does it reinforce or contradict There are many techniques for environment; for error tolerance,
the popular wisdom? If a better learning about users, each of which you may want to use critical event

Table 1 — Different Users, Different Usability Needs

Employees Benefits Call Center Specialists


All of the employees of companies that use The company has a call center where benefits
our benefits management application must specialists can assist employees with any
use it to make any changes in their personal problems or questions. They also complete
information or choices of benefits. They use some processes that cannot be done by the
this application infrequently. Before this employees themselves. They work in the
application was deployed, they usually made application every day, often answering the
these changes by visiting the HR department same questions over and over and using the
and filling in a paper form with the help of a same screens for most of the calls. They have
benefits specialist. They are often unsure of been trained not only in the benefits offered,
their options and nervous about doing but also in the use of the application.
something that might “mess up” their
They need:
insurance.
· To be able to complete routine functions
They need:
quickly (efficient)
· Good instructions to replace the personal
· A good overview of the employee they are
interview (ease of learning)
working with on a single screen, so they
· Confirmation of not only their data can focus on the conversation rather than
updates, but any impact these changes the interface (engaging/efficient)
will have on their benefits (error tolerant)
· An way to confirm all changes with the
· Reassurance throughout the process and employee before they are made (effective)
confidence that they were accurate in their
entry (engaging/effective)

Effective
Effective
Effective Effective
Efficient
Easy to Learn Efficient
Engaging
Easy to Efficient
Learn Efficient

Error Tolerant
Engaging Engaging
Error Tolerant
Engaging
Error Tolerant
Easy to Learn Error
Tolerant Easy to Learn

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Plan for UCD
Include usability
in the project plan

Specify context of use


Who will use the program
and under what conditions?

Specify requirements
Evaluate designs Program meets What are the business and
Test the design with users business and user goals for this program?
to ensure that it meets usability goals
business and usability goals

Produce design solutions


Prototype the design, building
from initial concept to complete Success!
design specifications

Figure 2 — The user-centered design lifecycle.

analysis and compare that to actual that were spurred by a changed general office software from
errors reported or logged. Using the image of the users. For example, Microsoft or any other vendor, and
different aspects of usability as a I once worked on a payroll and they did not use e-mail at work
tool for selecting research tech- employee-management program (although many had personal
niques can help ensure that you get for small businesses. As we began accounts). Most importantly, they
the answers to your questions and work on the design, we were told were interested in learning just
information that will help you make that the typical users worked with enough to get by; they wanted to
good design choices. many different programs, were get their payroll done, not change
familiar with Microsoft Office pro- the way they did business.
When the user research and
grams, used e-mail regularly, and
analysis are complete, you have an In this project, we started our user
were eager to learn to use the pro-
opportunity to compare your new research focusing on speed and
gram to improve their business.
understanding of users with the accuracy and trying to learn how
The product development team
team’s initial view. This is a chance users completed the specific task
suggested that the users’ most
to update the picture and correct of creating their payroll, but we
pressing usability need was effi-
any assumptions that have proved found that this was the wrong
ciency, so they could process their
to be incorrect. approach. Instead, we changed
payroll quickly; effectiveness, or
our techniques to focus on ease of
The usability literature is full of accuracy, was the second most
learning and error tolerance. We
examples of product innovations important need.
wanted to know, for example, what
When we began working with aspects of the process the software
users, we quickly discovered how needed to teach and what kinds of
The usability literature is inaccurate this portrait was. These problems most often led to mis-
full of examples of product small business office managers takes in the payroll.
innovations that were worked with just one or two pro-
grams, usually software specifically Creating Usability Goals
spurred by a changed and Requirements
designed for their industry —
image of the users. Each of the 5Es can be the
and they thought of this as “a lot
basis for a usability goal. A user
of different tools.” They rarely used

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Table 2 — The 5Es and Possible Design Approaches

Dimension User Needs Possible Design Approaches


Effective Accuracy · Provide feedback on all critical actions
· Eliminate opportunities for error
· Provide sufficient information for user decisions
Efficient Operational speed · Design navigation for ideal and alternate workflows
· Provide shortcuts
· Use interaction styles and design widgets that
support speed
· Minimize extraneous elements on the screen
Engaging To be drawn in · Use clear language and appropriate terminology
· Set a helpful tone, with a level of conversation
suitable for the users
· Structure functions to match users’ tasks
Error tolerant Validation and · Transform “errors” into alternate paths
confirmation · Use controls that aid in accurate selection
· Be sure actions are easily reversible
Easy to learn Just-in-time information · Make the interface helpful with minimalist prompts
and instructions provided where they are needed
· Create “guided” interfaces for difficult or infrequent
tasks

statement like “How do I know vision that emerged from it. This to handle more than one database
whether everyone will receive the can also help reveal any differences record at a time? Or do infrequent
correct bonus on their next pay- in needs, or emphasis, among dif- users need built-in assistance to
check?” might lead to a require- ferent users. For example, a man- “remind” them how to use the
ment that the user be able to see ager may care that the work is done interface? Each of the 5Es suggests
and confirm all choices before tak- efficiently and see it as a “time on some possible design requirements
ing a final action. Or a program with task” problem, while workers may (see Table 2).
many infrequently used tasks might see it as a problem of error toler-
have a usability goal that it be possi- ance and how well the application Planning Usability Testing
ble for a (typical, trained) user to supports them as they work. What kind of usability evaluation is
complete such tasks without addi- needed to ensure that the design
tional training or the use of an Forming a Design Approach has met usability goals? What kinds
external manual. A focus on the wrong aspects of of prototypes are needed to get
usability is a frequent cause of useful results? As with user
Whether the statement leads to unusable products. Therefore, the research, the answers depend on
a functional requirement or a design approach should always the dimensions you are most con-
usability goal, tying each of them start from and be tailored to usabil- cerned about (see Table 3). For
to one of the usability dimensions ity requirements. For example, do example, an application that needs
connects the statement to that ini- some users need shortcuts or ways to support very efficient operation
tial conversation and the shared

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Table 3 — The 5Es and Possible Evaluation Techniques

Dimension Possible Evaluation Techniques


Effective · Create scenarios with difficult or ambiguous tasks.
· Evaluate tasks in terms of how successfully they are completed and how often
they produce undetected errors.
Efficient · Construct the test with enough repetitions of typical tasks to create a realistic
work rhythm.
· Use working software or a high-fidelity prototype.
· Observe users at work, looking for situations that interrupt them or slow
them down.
· Collect timing data, but also interview participants for their subjective
impression of the program.
Engaging · Use satisfaction interview questions or surveys as part of the evaluation.
· Do comparative preference testing of presentation design.
· Construct the test so that participants are able to abandon a task if they want.
Error tolerant · Construct scenarios to create situations in which errors or other problems
are likely.
· Observe how easily or accurately users are able to recover from problems
when they occur.
Easy to learn · Control how much instruction is given to test participants, or recruit
participants with different levels of experience or knowledge.
· Mix frequently used tasks with functions used less often or tasks with
unusual variations.

probably needs to be tested with a design is a practical issue. How can n Customers or business ana-
high-fidelity prototype or an early all this extra work fit into schedules lysts who don’t understand
version of the program, with some that are already crammed to the what you can — and can’t —
initial training and a realistic set of breaking point? Let’s flip this ques- do with software
tasks matching typical working tion around and ask a different one: n Building something, only to
conditions. To test how well a prod- how can usability help cure what be told that it’s not really
uct engages users in a complex ails your software development what users (or marketing)
task, however, working with early process? wanted after all
conceptual prototypes will help
It’s not as though the process of The funny thing is that these are all
focus on the overall process rather
creating software has been pain part and parcel of what the
than the specific details.
free. In fact, when you ask develop- Standish Group said in its CHAOS
ers what they hate the most about Report back in 1994: 34% of proj-
FITTING USABILITY INTO their job, they’ll tell you: ects are cancelled outright before
THE SCHEDULE they are completed, 50% are an
n Requirements that change,
impaired version of the original
One of the most frequent objec- and change, and change
vision, and 16% succeed [4]. And
tions to usability or user-centered
the ones that fail have their source

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of failure at the very beginning of neither describe the product accu- 4. Standish Group. The CHAOS
the project: rately nor recognize when it has Report. Standish Group
been successfully created. International, 1994 (www.
n Lack of user input (12.8%)
standishgroup.com/sample_
n Incomplete requirements research/chaos_1994_1.php).
and specs (12.3%) CONCLUSION
n Changing requirements and If you want to create a usable and Whitney Quesenbery is a user interface
designer, design process consultant, and
specs (11.8%) useful product, knowledge and
highly regarded speaker. Ms. Quesenbery
understanding of the people who is an expert in developing new concepts
As these findings show, many
will use it must be built into the that achieve the goal of meeting busi-
changes in requirements come ness, user, and technology needs. She
concept and architecture. To quote
about because the requirements has extensive user interface design
a favorite usability saying, “Usability experience and has worked on award-
were not well understood in
is not something that can be spread winning multimedia products, user
the first place. Thus, failure to
on like peanut butter at the end of interfaces, Web sites, and software
do up-front user research con- applications.
the project.”2
tributes to flawed and unmanage-
Ms. Quesenbery is the owner and princi-
able projects. In today’s chaotic world of software pal consultant of Whitney Interactive
development, it is easy to reject Design, LLC, where she works on proj-
Interestingly, these are the very ects from online financial news retrieval
new ideas; they add complexity
problems that usability profession- to hospital management software, Web
and may seem to reduce control applications, and corporate information
als and user interface designers
over the development process. tools for companies such as TriZetto
complain about:
However, if it’s integrated well, Group, Novartis, Deloitte Consulting,
Open University, McGraw-Hill, Siemens,
n Software that doesn’t take user-centered design can not only
ADP, Hewlett-Packard, and Eli Lilly. She
into account the users’ real help create better products, but has worked with many companies to
work, tasks, and environment also reduce risks and rework. implement a user-centered design
When the product design is process and was one of the key develop-
n Too much emphasis on tech- ers of LUCID, the Logical User-Centered
nical requirements and not informed by an understanding of Interaction Design framework, which
enough balancing user user needs, it has a much greater supports integrating usability into a
requirements chance of meeting those needs. development process. She graduated
from Bryn Mawr College and the
n Design and usability “added” National Theatre Institute.
to the product long after they
REFERENCES Ms. Quesenbery can be reached at
could have any real influence Whitney Interactive Design, LLC, 78
1. ISO/IEC. 9241-11 Ergonomic
Washington Avenue, High Bridge, NJ
In other words, managers, develop- Requirements for Office Work with 08829, USA. Tel: +1 908 638 5467;
ers, and designers have all identi- Visual Display Terminals (VDT)s – Fax: +1 908 638 5497; E-mail:-
fied similar “points of pain.” This Part 11 Guidance on Usability. 1998: whitneyq@wqusabilty.com; Web site:
suggests not only that we see the www.wqusability.com.
ISO/IEC 9241-11: 1998 (E).
problems more similarly than we
think we do, but that they all spring 2. Lidwell, W., K. Holden, and
from the same source. We need J. Butler. Universal Principles of
a common language for both Design. Rockport Publishers, 2003.
functional and user requirements, 3. Nielsen, J. Usability Engineering.
as well as usability evaluation for Academic Press, 1993.
feedback on our work throughout
the development process. With- 2Clayton
Lewis and John Rieman
out this common ground, we can deserve the credit for this apt metaphor.

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