How easy is it for users to accomplish basic tasks the first time they encounter the design?
Once users have learned the design, how quickly can they perform tasks?
When users return to the design after a period of not using it, how easily can they reestablish proficiency?
How many errors do users make, how severe are these errors, and how easily can they recover from the errors?
How pleasant is it to use the design?
Det skal også være nyttigt.
Det der gør om et website er brugervenligt eller ej, er hvor meget du skal tænke. Hvis du skal bare tænke et sekund på om man kan trykke på en knap, så har designet fejlet, det skal være intuativt at surf rundt inde på din hjemmeside.
Folk vælger at klikke på de ting, som virker til at være mest relevant til hvad de prøvet at finde på det givende tidspunkt.
Hvis du kigger på hvad folk bruger din hjemmeside til, kan du udfra det designe det til at være nemmere at finde.
Definition of Utility = whether it provides the features you need.
Definition of Usability = how easy & pleasant these features are to use.
Definition of Useful = usability + utility.
Hvis du kan stille dig selv spørgsmål omkring hvad forskellige ting gør på din hjemmeside, så er der plads til forbedring. Der er vigtigt at kunne spørge sig selv om hvorfor man har gjort som man har gjort. Du skal vide hvornår du skal begynde at gentænke dit design, og hvordan du gør det.
Before starting the new design, test the old design to identify the good parts that you should keep or emphasize, and the bad parts that give users trouble.
Unless you're working on an intranet, test your competitors' designs to get cheap data on a range of alternative interfaces that have similar features to your own. (If you work on an intranet, read the intranet design annual to learn from other designs.)
Conduct a field study to see how users behave in their natural habitat.
Make paper prototypes of one or more new design ideas and test them. The less time you invest in these design ideas the better, because you'll need to change them all based on the test results.
Refine the design ideas that test best through multiple iterations, gradually moving from low-fidelity prototyping to high-fidelity representations that run on the computer. Test each iteration.
Inspect the design relative to established usability guidelines whether from your own earlier studies or published research.
Once you decide on and implement the final design, test it again. Subtle usability problems always creep in during implementation.
https://www.nngroup.com/articles/usability-101-introduction-to-usability/
Steve Krug: "Don't Make Me Think" (Udleveret - link på Lectio) s. 14-19, 21-29, 31....