When computer science moved from the realm of scientists programming their own number-crunching systems to everyday people's offices and homes, the bottleneck of "usability" switched from the limitations for the hardware and programming language to how these systems support the goals of (often) untrained users. Today, usability is multidimensional, encompassing learnability, effectiveness, flexibility, and userís attitudes towards the system (Shackel, 1991). Unfortunately, our ability to predict the performance and attitudes of users has not developed as quickly as our ability to produce massive quantities of consumer software, inundating our environment with barely learnable software that never does exactly what we want and leaves us frustrated and unproductive. (For example, I would have liked to put a footnote in here describing the not-quite-WYSIWYG html-editor I am using to create this position paper, which canít quite handle within-document links, but it can't do footnotes either!) A credible case has been made that insufficient evaluation of computer systems with respect to real-world usefulness and usability is a major source of what has been called the "productivity puzzle" (Landauer, 1995).
Several techniques for understanding users' needs and predicting the usability of software systems have developed in the last 15 years. Participatory design techniques (Schuler & Namioka , 1993) purport to identify users' needs. User testing (where typical users are brought into a usability lab, asked to think aloud while performing some typical tasks on a prototype, and questioned about their experience of the software) is probably the most widely-used technique in industry today (Nielsen & Mack, 1994). Heuristic Evaluation (Nielsen, 1994), Cognitive Walkthrough (Wharton, et. al. 1994), GOMS (Card, Moran & Newell, 1983), and other analytic techniques for predicting usability problems have been proposed that do not require a running prototype or actual users. However, there are many open questions about all these techniques. For instance,
Unfortunately, research in HCI has not yet put sufficient monetary, chronological or intellectual resources toward answering these questions. As a field, we need to
These suggestions require that HCI move to a "bigger science" than has previously framed the field. These questions cannot be answered by academics or industry alone. We need to find ways to build partnerships between academics, government and industry to fund long-term process studies like those suggested above. We need to find ways to routinely collect and share usability data, both in the lab and in the field, without compromising a product's place in the market. We need to borrow the well-defined techniques of other disciplines to assess usefulness and process (e.g., medical research has well-defined techniques for large-scale, real-world assessment of process, as does educational research). In short, when considering systems used by real people, and how we design them, we need to move toward a more empirical science than Computer Science has often embraced.
References
Card, S. K., Moran, T. P., and Newell, A. (1983) The Psychology of Human-Computer Interaction. Lawrence Erlbaum Associates, Hillsdale, NJ.
Gray, W. D., John, B. E., & Atwood, M. E. (1993) Project Ernestine: Validating a GOMS analysis for predicting and explaining real-world task performance. Human-Computer Interaction, 8, pp. 237-309.
Jeffries, R., Miller, J. R., Wharton, C., and Uyeda, K. M., (1991) User interface evaluation in the real world: A comparison of four techniques, In Proceedings of CHI, 1991, New Orleans, LA, ACM, NY.
John, B. E., & Mashyna, M. M. (in press) Evaluating a Multimedia Authoring Tool with Cognitive Walkthrough and Think-Aloud User Studies. Journal of the American Society of Information Systems
Landauer, T. K. (1995). The trouble with computers: Usefulness, usability, and productivity. Cambridge MA: MIT Press.
Nielsen, J. (1994) Heuristic evaluation. In J. Nielsen and R. L. Mack (eds.) Usability Inspection Methods. New York: John Wiley.
Nielsen, J & Mack, R. L. (1994). Usability Inspection Methods. New York: John Wiley.
Shackel, B. (1991). Usability -- Context, framework, definition, design and evaluation. In B. Shackel and S. Richardson (eds.) Human Factors for Informatics Usability. Cambridge UK: Cambridge University Press.
Schuler, D., & Namioka, A. (Eds.). (1993). Participatory design: Principles and practices. Hillsdale, NJ: Lawrence Erlbaum Associates.
Wharton, C., Rieman, J., Lewis, C.,
& Polson, P. (1994) The Cognitive Walkthrough Method:
A practitionerís guide. In J. Nielsen and R. L. Mack (eds.)
Usability Inspection Methods. New York: John Wiley.