SEN 103 - Usability Engineering - Lecture Note 2
SEN 103 - Usability Engineering - Lecture Note 2
A software that is highly usable can perform maximally in a given task in term of response
time (how fast can the software complete a task). According to Smith and Williams (2011),
performance is the degree to which a system meets its objectives for timeliness. It is the
capability of a given application to response quickly to a given task (Rory, 2015; Beekums,
2017). For routine task, good performance depends on the efficient and execution of task to
yield quality result. This is achieved through task completion time which is an attribute of
which produce desired result (that is, a service that fulfills its basic purpose), however, it does
not explain users’ view of difficulty in achieving performance. Tan (2009) opined that usability
can be used in contexts such as execution time, performance, user-satisfaction and ease of
learning. Performance is used to refer to the extent to which a software system can be used by
users to achieve specified goals without hindrance and deriving satisfaction in a specified
context of use. Thus, performance would be used to describe attributes for measuring quality of
interactive software which is commonly known as usability. Usability was coined to replace
the term user friendly (Bevan, Kirakowski & Maissel, 1991) and has long being recognized as
an important quality attribute for interactive systems. Usability of a system is the ease with
which the system is used by its users (Simoes-Marques and Nunes, 2012). An interactive
system should be easy and pleasant to use (Cockton, 2013). Thus, usability is a feature of
1
In corroboration to the above submission, any software that support user’s task should provide
the users with whatever assistance needed to perform their functions (services), be easy and
efficient in accomplishing task and pleasing when performing their activities. In other words, a
software is usable when users can perform and complete a task in a successful way without any
frustration. This has made software engineers to developed software that will meet user
expectations and are user-friendly (Constantine, & Lockwood., 1999). ISO 9241-11 and
researchers like Nielson, (1993) and Shackel (1991) have developed various variety of models,
standards, guidelines to help measure and evaluate the quality of software (system). These
The International Organization for Standardization (ISO 9241-11, 1998) defined usability as
the “extent to which a product can be used by specified group of users to achieve specified
goals with effectiveness, efficiency and satisfaction in a specified context of use”. ISO 9241-11
(1998) emphasizes that usability of a system is dependent on the context of use and the context
of use are users, equipment (software, hardware), tasks, physical and social environment. Also,
Nielson (2012) described usability in term of five (5) quality components which include
learnability, efficiency, memorability, errors, and subjective satisfaction. Usability and utility
are important and both determine whether a software product is useful or not. A software
product that is difficult to use even if it fit its purpose is likely not going to be used and a
software product that cannot fulfill its users’ requirement even if it is easy it will hardly be
used.
Central to the above definitions, is how well software fit its context of use, interactive and
satisfy users. The quality in use of a software can be measured as the outcome of interactions
with a computer system, which include whether intended goals of the software are achieved
2
with effectiveness and with appropriate expenditure of resources (such as time, mental effort)
in a way that the user finds acceptable (satisfactory). This can be determined through usability
evaluation.
Consequently, usability evaluation methods are grouped into usability inspection methods,
usability testing with users, assessment of the use of existing software and questionnaires and
surveys (Usability Professionals Association, 2012). Also, Blecken, Bruggemann & Marx
(2010) categorized usability evaluation methods into user-based (require a user to test the
software and it mainly consists of usability tests and questionnaires) and expert-based (an
empirical evaluation method applied when the system is already in use and its goal is to
determine the overall usability of the system) methods. When usability is evaluated, the focus
is on improving the user interaction, while the context of use is treated as a given. This implies
that the level of usability achieved depend on the quality of the product. However, when
quality in use is evaluated, any component of the context of use may be subject to modification
(Seffah, Donyaee, Kline & Padda, 2015). In this regard, quality is measured as the outcome of
the interaction with software which includes whether intended goals of the system are achieved
in a way the user finds satisfaction. The purpose is to find out and conclude the extent to which
a system possesses the goals predefined and to identify usability problems from user’s
perspective. Similarly, usability evaluation can be performed by real users doing real work to
assure good usability once the system moves into the real context of use. Hence, it is
Usability (also known as quality in use) is one of the important attributes to consider when
dealing with products that are widely used or will be widely used (Tijani, 2014). Usability has
been defined in different ways by Researchers in Human Computer Interaction (HCI) and
3
Software Engineers. Different models have been developed for the quantifying and assessing
usability of system and human computer interaction. Some models have similar structure while
others established their own parameters using terms that are peculiar but have the same or
similar meaning. The identified models and standards used to assess or measure usability of
Shackel’s model was developed by Brain Shackel in 1991. According to Shackel’s model,
must be functional, suitable for the user and balance in term of its cost. This means that the
degree of acceptability is directly related to the level of system utility, usability, likability and
cost. Shackel described usability as the capability (in human functional terms) to be used easily
and effectively by specified users, given specified training and user support, to fulfill specified
tasks within specified range of environmental scenarios. This definition emphasizes the human
aspects of interaction which is determined by the context of use. Four dimensions which
include effectiveness, learnability, flexibility and attitude are considered in Shackel’s model.
According to Shackel (1991) utility is the ability to do the needed functionality (that is, will
the system do what is needed functionally?); usability (will the user actually work with it
successfully?); likability (will the users feel it is suitable?) and must be balance in term of cost
(what are the capital and running cost and what are the social and organizational
Also specified, is the metrics for measuring each of the four dimensions of usability. The
specifications are speed and free from errors (effectiveness) in terms of performance; time
4
required to learn and retain (learnability) that is performing tasks within a specified time from
installation, training and user support; adaptation to tasks and environment/suitability for
intended users and can the system be customized (flexibility) and likability (attitude) that is,
within acceptable level of human cost in terms of tiredness, discomfort, frustration and
personal effort (Madan & Dubey, 2012, Weichbroth, 2018). Shackel described how each
dimension can be measured. The measurement involves a number of human factors relating to
performance and attitude (Leventhal & Barnes, 2008; Madan & Dubey, 2012). For instance,
to measure learnability, a user would have learned a set of defined skills within some
specified time after installation and training. If users of the system become competent with the
system within a given time, the system is said to be easy to learn. Shackle measurement is
based on a number of human factor which are related to performance and attitude rather than
weight the dimensions in quantifiable or measurable terms, which may be different from one
project to another (Leventhal & Barnes, 2008; Madan & Dubey, 2012). Weichbroth, 2018
argued that flexibility is difficult to specify, communicate and test in a real software system
environment.
5
Speed
Effectiveness
Errors
Utility
Time to
learn
Usability Learnability
Acceptance Retension
Likability Flexibility
Cost Attitude
Jakob Nielson developed a usability model known as Nielson’s model of usability in 1993.
The model considered usability as an integral part of system usefulness. Practical and social
into practical and social acceptability. Practical acceptability is further subdivided into
reliability, cost, compatibility and usefulness. These factors collectively contribute to system
acceptability. Usability merge with utility of system can make a system attained its usefulness.
While utility describe whether the functionality of the system can perform what is needed,
usability describes how well users can exploit the functionality. By implication, any system
that does not meet its users’ needs and requirement is not useful whether the system is usable
6
Nielson’s model identified five important characteristics of usability to include easy to learn
(learnability), efficient to use (efficiency), easy to remember (memorability), few errors (low
error rate) and subjectively pleasing (satisfaction). The characteristics are defined as
embedded
➢ Learnability- the system must be easy to learn, to allow inexperience users to be able to
➢ Efficiency of use- the system must perform or function efficiently, to allow high
productivity, in term of the resources spent to achieve the goals with accuracy and
completeness
➢ Error frequency- the accuracy and completeness with which users achieve specific
objectives. It is a measure of usage, which involves how well users can perform their
task. For instance, the physical or cognitive skills necessary to achieve objectives from
a set of action
➢ Satisfaction – the attitude of users toward the system, which involves desirable, positive
attitude and lack of discomfort. It measures the degree to which each user enjoys
Also suggested is how each characteristic can be measured. For instance, to measure
learnability, an evaluator should select new users or novices and measure how long it takes
the new users or novices to reach proficiency level with a system (Nielson, 1993). Like
Shackel’s model, Neilson’s model does not weight the dimensions (characteristics) in
quantifiable or measurable termss, rather recognizes the importance of each of the dimensions
which may differ from one project to another. (Leventhal & Barnes, 2008; Madan & Dubey,
7
2012). However, system acceptability is related to usability and utility. By implication, a
system can be usable even if it has no utility, or a system can meet the users requirement but
not usable.
Learnability
Efficiency
Usability Memorability
Usefullness
Utility Errors
Cost
Practical Satisfaction
Acceptability Compatibility
Social
Reliability
Part 11 of ISO 9241 model was originally titled Ergonomic requirements for office work with
visual display terminals (VDTs) later it was changed to human system interaction in 2006 (ISO
9241 -11, 1998). The 1998 ISO 9241 -11 model considered usability as a factor and is further
subdivided into three sub-factors: effectiveness, efficiency and satisfaction. The factor -
Usability is the extent to which a product can be used by specified users to achieve specific
goals with effectiveness, efficiency and satisfaction in a specified context of use. The factor
considered user (the person who interacts with the product); goal (the intended outcome) and
the context of use (which include the users, tasks, equipment - hardware, software and
8
materials, and the physical and social environments in which a product is used). The above
factors may have impact on the overall design of the product and in particular will affect how
the user will interact with the system (Harrison, Flood, & Duce, 2013).
➢ Effectiveness is the accuracy and completeness with which users achieve specified
goals.
➢ Efficiency is the resources expended in relation to the accuracy and completeness with
➢ Satisfaction is the freedom from discomfort and attitudes towards product use.
ISO’s view is concern with the outcome of using the product even though it is broad because
evaluation. This implies that intended product for general application and specific product can
use this model for its evaluation. The ISO 9241-11 model is centered on performance which
involves effectiveness and efficiency in system usage and satisfaction in a specified context of
use. Context of use includes users, tasks, equipment (hardware and software), physical and
social environment. The model also identifies usability aspects and context of use component
to be taken into consideration during usability evaluation among other things (such as
Unlike Shackel (1991); Nielsen (1993) and Constantine and Lockwood (1999) model of
usability, ISO 9241 -11 (1998) standard did not consider Learnability, Memorability and
Errors to be attributes of a product’s usability although it could be argued that they are
usability, it is necessary to identify the goals and to separate effectiveness, efficiency and
9
satisfaction and the components of the context of use into subcomponents with measurable
Effectiveness
Usability Efficiency
Satisfaction
Measuring usability of effectiveness, efficiency and satisfaction can be specified for overall
10
Other additional measures that may be required for system (ISO 9241-11, 1998) is presented
11
The ISO/IEC 9126-1 (2001) is a multi-part software quality product model called software
engineering – product quality. The standard is in four parts, namely, quality model, ISO/IEC
9126-1 (Part 1); External metrics, ISO/IEC 9126 2 (Part 2); Internal metrics, ISO/IEC 9126 -3
The ISO/IEC 9126-1 (2001) model titled quality model, describes a two-part model for
software quality which includes internal and external quality; and quality in use. The internal
and external quality model describes six characteristics of a quality product to include
Understandability refer to the capability of software to enable user to understand whether the
software is suitable, and how it can be used for particular tasks and conditions of use;
Learnability is the capability of software to enable the user to learn its application; Operability
refer to the capability of software that enable user to operate and control it, attractiveness is
the capability of software to be attractive to the user and computer compliance is the
relating to usability. ISO/IEC 9126-1 (ISO/IEC, 2001) defined and identify software quality
characteristic and its sub-characteristics, but did not described how these sub-characteristics
can be measured.
12
Functionality
Reliability Learnability
Efficiency
Understandability
Internal and
external
Usability Operability
Maintainability Attractiveness
Portability Computer
compliance
Although ISO/IEC 9126-1 (ISO/IEC, 2001) did not describe how any of the usability sub-
characteristics can be measured, other parts of ISO/IEC 9126 defined internal metrics and
external metrics for measuring the characteristics or the sub-characteristics which can be
applied for the measurement. Internal metrics measure the actual software, external metrics
measure the behaviour of the computer-based system that includes the software, and quality-in-
use metrics measure the effects of using the software in a specific context of use. Internal
metrics are static measures that do not rely on software execution, whereas external metrics are
applicable to running software (dynamic measures), as pointed out by Bucur (2006). Quality-
in-use metrics are only applicable when the final product is used in real conditions (Colin et al.,
13
2008). Internal metrics may be applied to a non-executable software product (such as request
for proposal, requirements definition, design specification or source code) during its
development. Internal metrics provide users with the opportunity to measure the quality of the
intermediate deliverables and thereby predict the quality of the final product. This allows users
to identify quality issues and take corrective action as early as possible in the development life
cycle.
External metrics may be used to measure the quality of the software product by measuring the
behaviour of the system of which it is a part. External metrics can only be used during the
testing stages of the life cycle process and during any operational stages. Although this metric
emphasized a measurement of software system behaviour, external metrics can also be used to
measured users interaction with the software system. The measurement is performed when
executing the software product in the system environment in which it is intended to operate.
Part 2 and 3 of ISO 9126 contained examples of metrics for characteristics which can be used
to specify and evaluate usability criteria. Table 2.3 shows some examples of metrics that are
14
Table 3: Internal and external metrics
Internal metrics External metrics
Characteris Name (purpose) Measurement Name (purpose) Measurement
tics
Understanda Completeness of Number of functions Completeness of Number of functions
bility description described in the description (What understood divided by
(What proportion of product description proportion of total number of
functions is divided by total functions is functions
described in the number of functions understood after
product reading the product
description?) description?)
Learnability Completeness of Number of functions Help frequency Number of accesses to
user described divided by (How frequently help until a user
documentation total of number of does a user have to completes his/her task
and/or help facility functions provided access help to learn
(What proportion of operation to
functions is complete his/her
described in the user work task?)
documentation
and/or help facility?)
Operability User operation Number of Default value Number of times users
undoability implemented availability in use fail to establish or to
(What proportion of functions which can (Can users easily select parameter
functions can be be undone by the select parameter values divided by total
undone user divided by values for number of times that
number of functions convenient users attempt to
operation?) establish or to select
parameter values
Attractiveness User interface Number of types of Interface Number of interface
appearance interface elements appearance elements whose
customizability that can be customizability appearance is
(What proportion of customized divided (What proportion customized to user’s
user interface by total number of of the appearance satisfaction divided by
elements can be types of interface of interface number of interface
customized in elements elements can be elements that the user
appearance?) customized to the wished to customize
user’s satisfaction?)
Usability Usability Number of correctly Usability Number of specified
compliance compliance (How implemented items compliance (How usability compliance
compliant is the related to usability completely does the items that have not
product to compliance software adhere to been implemented
applicable confirmed in the standards, better during testing
regulations, evaluation divided conventions, style divided by total
standards and by total number of guides or number of specified
conventions for compliance items regulations relating usability compliance
usability?) to usability?) items
Source: ISO/IEC (2003)
15
ISO/IEC 9126-2 Quality in use model
The second part of ISO/IEC 9126 model describes usability in term of quality-in-use of a
system with characteristics. The characteristics include effectiveness, productivity, safety and
satisfaction. The model defined the characteristics identified in quality-in-use model as:
➢ Effectiveness: the capability of software to enable users to achieve specified goals with
➢ Safety: the capability of software to achieve acceptable levels of risk of harm to people
Effectiveness
Productivity
Quality in use
Safety
Satisfaction
16
ISO/IEC 9126-2 defines quality-in-use metrics for measuring the characteristics and the sub-
characteristics. Table 2.4 shows the example of metrics that are applicable to quality-in-use
According to ISO/IEC 9126-4 (2001), the difference between usability and quality in use lies
on the context of use. When usability is evaluated, the focus is on improving the user interface
while the context of use is treated as a given. This implies that the degree to which usability is
achieved depend on specific circumstances in which the product is used. On the other hand,
when quality in use is evaluated, any component of context of use may be altered or modified.
The ISO/IEC 25010 standard (ISO/IEC, 2011) also known as quality model originated from
ISO/IEC 9126-1 (ISO/IEC, 2001). The standard describes a two-part model for software and
system quality requirement and evaluation (SQuaRE) which include product quality model and
17
quality in-use model. Product quality model consist of eight characteristics which are
maintainability and portability. These relate to static properties of the software and dynamic
properties of the computer system. Each characteristic is further sub-divided into a set of
In his explanation for the change from ISO/IEC 9126-1 to ISO/IEC 25010, Bevan (2009)
stated that a Common Industry Format (CIF) for usability test reports was adopted by ISO as
part of the revised Software product Quality Requirements and Evaluation (SQuaRE) set of
standards. With higher profile of usability in industry, there was pressure to align SQuaRE
definition with CIF, this made it possible to define usability as a characteristic of quality in use,
Operability is the degree to which the product has attributes that enable it to be understood,
learned, used and attractive to the user, when used under specified conditions. Users may
include operators, end users and indirect users who are under the influence of or dependent on
the use of the software; appropriateness recognisability is the degree to which the product
provides information that enables users to recognize whether the software is appropriate for
their needs; learnability is the degree to which the product enables users to learn its application;
ease of use is the degree to which users find the product easy to operate and control;
attractiveness is the degree to which the product is attractive to the user; technical accessibility
18
is the degree to which users with specified disabilities can operate the product and operability
compliance is the degree to which the product adheres to standards, conventions, style guides
The second part of the model is quality in-use model. This is the degree to which a product can
be used by specific users to meet their needs that is, to achieve specific goals with
effectiveness, efficiency, freedom from risk and satisfaction in specific contexts of use. It
use. The standard identifies three characteristics that include usability, flexibility and safety.
satisfaction. Effectiveness is defined as the accuracy and completeness with which users
achieve specified goals; efficiency is the resources expended in relation to the accuracy and
completeness with which users achieve goals; usability compliance is the degree to which the
product adheres to standards or conventions relating to usability; and satisfaction is the extent
to which users are satisfied in a specific context of use. Satisfaction is further subdivided into
19
Effectiveness
Likability
Efficiency
usability Pleasure
Satisfaction
Quality in
flexibility Confortability
use
usability
compliance
safety Trust
In addition to above model, Constantine and Lockwood (1999) argued that a software that is
usable is easy to learn and use, enabling the user to use it and improving their productive.
Constantine and Lockkwood (1999) model identified five attributes of a software system. The
attributes includes, efficient in use, learnability, rememberability, reliability in use and user
satisfaction. The authors further explained that software which reliable in use allows users to
make fewer mistakes, and enabling users to function and promote reliable human performance.
Reliability in use is related to user interface design which contributes to usability of software
(Weichbroth, 2018).
20
Table 5 A summary of usability models
Model Usability Criteria Metrics
Name factors
Shackel’s Effectiveness Speed for performance, The percentage of the specified
model errors range of tasks completed by the user
in term of speed and errors
Learnability Time to learn, retention Time required for a user to learn
how to accomplish a task on a
system and retain over time
Flexibility Adaptation
Attitude Likeability Rating scale for satisfaction
21
times that users attempt to establish
or to select parameter values
Attractiveness Appealing /appearance Number of interface elements whose
appearance is customized to user’s
satisfaction divided by number of
interface elements that the user
wished to customize
Computer Standards, conventions, Number of specified usability
compliance guides compliance items that have not been
implemented better during testing
divided by total number of specified
usability compliance items
ISO/IEC Effectiveness Accuracy and Number of tasks completed divided
9126-2 completeness by total number of tasks attempted
model Productivity Effectiveness achieved Productive time divided by task
time. Where productive time =task
time - help time – error time –
search time
The word software was first coined and used by John W. Tukey in 1958 in his article published
in the ‘American Mathematical Monthly’ (Agrwal, 2014). The early software were called
computer program and code. They were installed in the computer during their configuration
and were difficult to change, delete, uninstall and reinstall on computer. This means that
22
software were initially part of computers, so they were not available separately. In 2003,
Ceruzzi defined software as a single entity, separate from computer’s hardware that works with
the hardware to solve a given problem. According to Imo and Igbo (2011), software is defined
as program designed to perform specific functions. Central to these definitions is the capability
of software to run on computer hardware to effectively carryout specific task(s) of the library.
Software is an electronic program that allows hardware to perform a set of functions (Chauhan,
Basically, software is classified into system software and application software. System
software: consists of one or more programs that are designed to control the operating system of
a computer. These programs include operating systems which controls the overall performance
of a computer or any program that support application software and utility programs. Creating
a file, controlling the input/output device, executing other programs, memory management are
controlled by an operating system. DOS, Windows, Mac, UNIX, Linux are examples of system
software (Edem, 2016). Application software is a computer program designed to help users
perform specific task. These software systems are menu driven and common among them are
management, spreadsheet and so on. Software cannot achieve the purpose for which it has been
designed until it runs on hardware and produce required result. Therefore, a computer works in
Depending on the nature of source code, software packages can be divided into two distinct
categories- closed source software and open source software. Closed software is commercial
(proprietary) software developed and supported by profit agencies that sell licenses for the use
23
of their software and it is driven by maximizing profits. Open /free software are dedicated to
and decide on the course of the software based on the needs of the community. Open source
software is free and distributed at no cost under a licensing agreement which allows source
code to be shared, viewed and modified by users (Gauri and Shipra, 2016; Marshall, 2017;
Saltis, 2017). The implication is that the program can be read, so that users can improve on it
over time.
Source code is a program written in a programming language in which the format is written
and readable by human. It is important to have source code so that users can improve on its
features to suit their purpose. This is because there is no software that has all the features you
need, Libraries especially academic whose wealth of resources consist of print and electronic
can adopt open software in order to modify or improve it to suite their purpose.
Effort to defined usability was first attempted by Miller in 1971 in terms of measures for ease
of use (Weichbroth, 2018). Software and hardware which were easy to use were said to user
friendly but the term could not prevail because efficiency of computer programs were
deliberated and the issues were recognized together by several researchers (Weichbroth, 2018).
As a significant factor that defines the success of software, website or any other product
(Baguma, Kiprono & Kirui 2016, 46; Dubey & Saxena 2013, 48; Hayat, Lock & Murray 2015;
Nielsen 2012; Pratas 2014). Usability experts have attempted to define usability from the
simplified (ease of use) to the complex concept of usability which describes the successful
completion of a task by the user. Simoes-Marques and Nunes (2012) defined usability as the
24
Similarly, Nielson (2012) described usability as a quality attributes that assesses how easy user
interfaces are to use. Nielson further defined the terms by five (5) quality components which
is emphasized as the fundamental attribute of usability, since software needs to be learnt before
it is use. Given the first experience that people have with new a new software product is to
learn to use it. Nielson also relate this to novice ability to reach a reasonable level of r
proficiency which indicates direct relation between learnability and efficiency. Thus, the user
interface should be easy to learn so that real users (library staff and patrons) can be able to
In addition, Nielson’s model does not consider utility to be part of usability but a separate
attribute of a system. but both utility and usability combine to determine whether a system is
useful. According to Nielsen utility is the ability of a system to meet the needs of the user. If a
product fails to provide utility then it does not offer the features and functions required; then,
the usability of a system becomes superfluous as it will not allow the user to achieve their
goals. When usability is reduce to ease of use, it does not provide adequate information that
will help guide the user-centered design tasks to achieve the goal of usable products
Bevan, Kirakowski & Maissel (1991) described usability of any system as a function of a
particular user being studied, the task they perform and the environment in which they work.
This view encompasses the product-oriented which state that usability can be measured in term
of ergonomic attributes of the product; the user oriented which can be measured in terms of
mental effort and attitudes of the user and the user performance can be determined by users
25
interacts with the system in term of ease of use (whether the software can easily be used) and
or acceptability (whether the software will be used in the real world). So, users can be observed
to see how they can quickly and easily use the system to accomplish desire tasks.
According to Shackel (1991) usability is the capability in human functional terms to be used
easily and effectively by specified users, given specified training and user support, to fulfill
specified tasks, within specified range of scenarios. Shackles definition emphasizes interaction
and that usability is largely determined by the context in which a system is supposed to
operate, not by presence or absence of certain features. Thus a system that is deemed usable in
one context, might indeed prove to be less usable in another where different users or tasks
come into play. His idea of an acceptable system is one that satisfies its users’ requirements for
ISO 9142-11 (1998) along with Bevan (1995) consider effectiveness, efficiency and
satisfaction as usability measures. These views regard usability as a high quality objective
which is reflected in the definition that states that usability is the extent to which a system can
be used by specified users to achieve specified goals with effectiveness, efficiency and
satisfaction in a specified context of use. ISO 9142 stressed that usability is not an attribute of
a system but can contribute to the product being usable (ISO 2018). By implication, a system
should be used for its intended purpose in real work environment. Also emphasized by ISO
9241-11 is that usability is dependent on the context of use (users, tasks and environments).
Thus, the quality of use (measured as satisfaction, efficiency and effectiveness) is a result of
the outcome of interaction between the user and the system while performing a task in a
physical, social and organizational environment (ISO, 2018; Bevan, 1995). Bevan and
26
Macleod 1995 posited that quality can be measured as the outcome of interactions with
software system including whether goals of the software system are achieved (effectiveness)
with appropriate expenditure of resources (time, effort put) in a way the user finds acceptable
(satisfaction).
Usability is characterized by good interactions between users and tools that are suitable and
satisfactory to use (Fontdevila, Genero and Oliveros, 2017). In addition, it determined the
(Mifsud, 2011). Bell and Morgan (2015) asserted that designers developed software for
hardware device that require users to spend time to learn how to use the software, thinking the
software are easy to use, even when they are not convenient. However, users want to get task
done quickly without spending much time to learn (Inostroza, Collazos, Roccagliolo, & Rusu,
2016). In this regard, software products have to user friendly since they are designed for end
users who have little or no knowledge of the software but Haklay and Tobón (2010) opined
that a lot of software requires significant knowledge to operate. For utilization of these
software, they must be simple. Simplicity in software allows a user to accomplish task with
ease. Lee, Kim and Yi (2015) noted that to achieve simplicity of a software, the application
must contain only essentials features, which must be structured in a way that is logical to the
user, forming a coherent unit of simple tasks. This suggests thoughtful software for users that
needs to navigate through the modules and fields with certain ease of use.
Usable software increases productivity and reduces costs with satisfaction however advances in
software technology have enabled a wide range of applications to be developed that are
difficult to use and tend to waste user’s time, cause frustration and discourage users from
27
further use (Nielson, 2012; Hall, 2015). Applications that use interactive interfaces, are
apparently complex and very often, they are faced with usability issues such as information
overload, lack of adequate task support, screen cluster and limited interaction mechanism
(Bahruddin, Singh and Razali, 2013). Usability is not a functional evaluation of software
set of methods and techniques. Usability engineering exist to improve the user interface of a
targeted system (Lecerof and Paterno, 1998; Nielsen, 1993). This implies that usability aim to
identify usability issues of software. The process involves specifying usability criteria and then
assessing the software against such criteria (Preece, Rogers & Sharp, 2015; Dix, Finlay,
Abowd & Beale, 2003). So, enhancing usability, requires that human interaction software
holds a major role in attaining the goal of improving user performance and satisfaction (Sung
& Mayer, 2012). Thus, good human interaction software system enable users to effectively use
Usability metrics are used to measure usability aspects of a system (Dix, Finlay, Abowd &
Beale, 2003). ISO 9241- 11 standard (1998) identified criteria and metric for assessing
usability, for instance, effectiveness (accuracy and completeness), efficiency (time), and
satisfaction. This can be used to determine the level of usability of a software system.
Although Dix, Finlay, Abowd & Beale (2003) suggested that usability assessment should be
done during the developmental stage in order to judge the final product against pre-defined
usability criteria, these systems are designed to be used in real life work environment, therefore
requires end users who interact with the software system such as library staff and patron to
28
assess their usability. Usability criteria and metrics values differ from one software system to
another resulting to the possibility of a higher priority usability aspects of a system become
Usability evaluation is an important activity that focuses on the assessment of the usability of
software products. It is a process of assessing the extent to which software products enable
users to achieve their goals, how fast these goals can be achieved, how easy the software is to
learn and how satisfactory users are when it is in use. Usability Professionals Association
(2012) defined usability evaluation as the process of assessing the usability of a system with
determines how well users are able to use system to meet their expectation. Bourque (2014)
asserted that usability evaluation assesses how easy it is for end users to learn and to use a
particular software.
The goal of usability evaluation is to identify usability problems, improve the product and
thereby help the developers to fulfill the users’ requirements (Riihiaho, 2015) which can be
monitoring the process, products development and gathering user feedback for use in
modification and product development (Riihiaho, 2015; Bourque, 2014). The purpose of
order to improve the software (Rubin, 2008). Summative evaluation assesses the extent to
which usability objectives have been achieved (Riihiaho, 2015). The aim is to evaluate the
29
usability of a completed product under realistic condition (real world) to determine if the
product meets specific measurable performance and satisfaction goals or establish usability
benchmark and also make comparisons (Sauro, 2010). Usability Professionals Association
(2012) identified three usability evaluation methods to include usability inspection methods,
usability testing with users and questionnaires and surveys among others.
usability related issues of user interface. Thus, Evaluators such as research librarians can
inspect the library management software system based on guidelines and their own judgments
to identify usability problems and possibly get quantitative measures about them (Bligard,
2013). Nielsen (1993) opines that the methods in this approach are easy to learn, inexpensive,
fast to apply, do not require special equipment however, they are performed by software
developers and experienced/ expert evaluators because it requires participant with usability
knowledge to perform the evaluation. This means that a user who is not a software developer
might find it difficult to use these methods to evaluate the software product. The approach
product to a set of list or design principles (heuristic) and identify where the product does not
follow those recognized principles (User Experience Professional, 2010). According to Muniz
(2016) experts evaluate user interface of a product against accepted usability principles.
Nielsen (1994) developed ten heuristic principles to serve as guidelines for usability evaluation
that is commonly used among experienced/ expert researchers to discover system usability
30
problems. The set of heuristic principles for user interface design by Nielson (1995) includes
visibility of system status, Match between system and the real world, User control and
freedom, Consistency and standards, Error prevention, Recognition rather than recall,
Flexibility and efficiency of use, Aesthetic and minimalist design, Help users recognize,
diagnose and recover from errors and Help and documentation. Thus, each evaluator examines
each dialogue element several times, comparing with the set of guidelines.
It has been observed in heuristic evaluations, that single evaluators miss most of the problems
in their evaluation, although different evaluators find different problems (Lizano and 2014).
Therefore, better results are obtained by combining information from several evaluators. In
study conducted by Nielsen (1992), the interface was subjected to heuristic evaluation by three
different groups of evaluators: (i) novices (those who have knowledge about computers but no
usability expertise), (ii) single experts (usability specialists but not specialized in the domain of
the interface) and (iii) double experts (expertise in both usability and the domain of the
interface being evaluated). The revealed that novices detected 22% of the problems in the
interface, single experts 41% and double experts 60% of them. The study concluded that best
results are obtained by using double experts as evaluators but recommended the use of single
experts for practical purposes and use of double experts when optimal performance is
necessary. Usability inspection approach can also be achieved through cognitive and pluralistic
user interface of system (Bligard and Osualder, 2013) but the emphasis is on tasks (Wharton,
Rieman, Lewis & Poison, 1994). According to Ghalibaf, Jangi, Habibi, Zangouei and Khajover
31
(2018) Cognitive Walkthrough is a task-based, expert-centered, analytical usability evaluation
method that tries to identify problems through simulating end-users’ cognitive abilities. The
expert(s) assess the degree of difficulty users may experience while learning to operate an
application to perform a given task. The idea is to identify users’ goals, how they attempt to
achieve the goals using the system. During a cognitive walkthrough, evaluators inspect an
interface in the context of specified tasks by adopting the role of the targeted end-user and
The evaluator first determines the exact sequence of correct task performance, and then
estimates the correct task performance that would be followed by users (Lewis, 1997). For
each step in the task performance, the evaluators consider four important questions intended
1. Will the users try to achieve the right effect? For instance, if the task is to open a new
document, then the first thing the user must do is open the word processing program.
2. Will the user notice that the correct action is available? If the action is to select from a
visible menu, is the action legible, located in an easily viewable location or a location
where the user expects it to be? If the word processing icon is hidden or buried under
many menu layers, then he/she may never see it as a possible action.
3. Will the user associate the correct action with the effect trying to be achieved? If there is a
menu option that says, “word processor,” the user should have little difficulty associating
the option with the goal. If the menu option is not so obvious, the user may have
difficulty.
4. If the correct action is performed, will the user see that progress is being made toward
solution of the task? If after selecting the word processing program and the system
32
provides a dialog that states, “word processor opening,” the user will understand that the
action initiation was successful. Confusion may ensue when there is no feedback.
While attempting to answer each of the above questions, evaluators document usability
problems encountered and possibly reasons for those problems (Lewis, 1997).
(Thorvald, Lindblom and Schmitz, 2015). In this method, systematic group evaluation of a
system in which usability experts serving as walkthrough administrators guide users through
tasks simulated on hard-copy and facilitate feedback about those tasks while developers and
other members of the product team address concerns or questions about the interface (Usability
Usability testing with users: this approach is based on the participation of users in order to
provide useful feedback related to their experiences while using the software. It is a process
whereby the intended users of a system perform predetermined task on the system while the
users are being observed by researchers (evaluators) and recorded (Tullis, 2002). So,
representative users work on typical tasks using the system, while the evaluators use the
results to see how the user interface are usable and support the users to do their tasks.
Rubin and Chisnell (2008) described usability testing as the process that employs participants
who are representative of the target audience to evaluate the degree to which a product meets
specific usability criteria. The participants should represent real users and they should perform
the tasks that the real users perform, only that way will the test give the developers meaningful
33
results (Dumas and Redish, 1999). Usability testing involves activity that focuses on observing
users working with a product, performing tasks that are real to them (Barnum, 2011). The
above definition does not include the real users of the system.
The classic method of ‘usability testing in the laboratory’ is normally considered as the clearest
example of these methods. Here, the test is conducted by evaluation staff comprising of a test-
moderator and observers. The users perform several usability tasks by following the test-
moderator's instructions. During the session, each user follows a specific protocol (normally
the ‘thinking aloud’ protocol) (Nielsen, 2012) in order to provide feedback to the evaluation
staff regarding their experiences with the software. This feedback is systematically collected
and analyzed in order to produce a list of usability problems (Tullis et al. 2002; Rubin &
Chisnell, 2008).
Usability testing is the effective way of evaluating the usability of an application through
testing and the testing can be performed throughout the development lifecycle, starting from
the early stage of the product (Petrie & Bevan, 2009; Rubin & Chisnell, 2008). During the
development phase, developers will get to know to what extent users are getting satisfied with
the product and the result obtained can be used to improve usability of the system. This
approach enables developers to detect and fix usability issues as soon as they appear, thus
improve overall usability of a system (Sauro 2014). Usability testing can also be done using
Comparative usability testing: this is a method that compares two or more different existing
systems or products. The method evaluates similar features and allow for discovering of
features and interactive design of systems that works better (Loranger, 2014). The focus is on
34
testing where pros and cons of two or more systems or prototype based on user’s experience
are evaluated (Ross, 2017; Loranger, 2014). Comparative usability testing compare existing
systems (user interfaces) with each other, using quantitative metrics such as task completion
and error rates (Ross, 2017), Ross further stated that participants perform the test tasks without
interruption and do not think aloud and the evaluator observed how each person interact with
competing systems. Various aspects of navigation, interaction, visual presentation and textual
information are analyzed with emphasis on critical aspects of goal achievement of the users.
With this method, a product can be tested against several competitors’ products.
Remote usability testing: in remote usability testing, the researcher conduct usability test with
participants in their natural environment by using screen sharing software system. Remote
usability testing is a method that exploits user work environment (home or office) and
transforms it into a usability laboratory where users are observed with screen sharing
applications (Usability Testing, 2012). Thus, during the remote usability testing participants
and researchers are located separately (Barnum 2011). The aim of remote testing is to interact
or reach out to users around the world without necessarily being present (Baker 2014).
Remote usability testing can be categories into moderated and unmoderated (Baker 2014).
Moderated remote usability testing involves the moderator who instructs and guides the
participants remotely throughout the test session (Baker, 2014; Barnum, 2011, Schade, 2013).
This method is also called synchronous because the data is collected in the real time, although
the facilitator and the participant are physically separated (Barnum, 2011). Remote moderated
usability testing allows more flexibility as a moderator can alter the process thereby allowing a
35
On the other hand, unmoderated remote usability testing requires participants to accomplish
predetermined set of tasks without a moderator present (Albert & Tullis, 2013; Baker, 2014).
Unmoderated testing is also known as automated owing to the data presented and collected
through software tool (Barnum, 2011; Soucy, 2010). This kind of test does not require real-
time human interaction, therefore, the data recorded test is examined later by usability
professionals (Schade 2013a). With this method, a significant number of participants can
complete test sessions concurrently (Albert & Tullis, 2013; Baker, 2014). Remote unmoderated
2010).
Think-aloud testing: is also called Think-aloud protocol. It is a method that involves users
vocalizing their thoughts while performing required tasks (Bergstrom & Olmsted-Hawala,
2012; Chisnell & Rubin 2008; Nielsen, 2012). This is one of the common usability testing
method used by most usability experts (usability practitioners) due to its low-cost
implementation, flexibility and simplicity. Nielson (1993) recognized it as the most valuable
method that enables researcher (usability expert) to reveal what users actually keep in mind
while interacting with a product (software or hardware system). In a think aloud test, the
researcher (usability expert) ask test participants to use the software (or system) continuously
while encouraging them speak out loud to verbalize their thoughts, feelings and what they are
doing as they interact with the user interface (Nielsen, 2012). Think-aloud testing assist
developers to understand the way end-users think and get feedback directly from end-users
(Nielsen, 2012).
36
Think aloud can be conducted in two ways, either concurrently or retrospectively. During the
concurrent think-aloud test, participants can ask questions, describe their thoughts and feelings
simultaneously (Rubin & Chisnell, 2008; Bergstrom & Olmsted-Hawala, 2012). Although
some participants might be silent, researchers should are to encourage such participants to
continue talking (Nielson, 2012). Haak, Jong & Schellens (2003) noted that concurrent
thinking aloud can affect performance thereby increases the time taken to complete tasks, but
McDonald & Petrie, (2013) revealed in their study disagree with this position, their study
revealed that concurrent thinking aloud has no influence on performance, rather, it increases
On the other hand, retrospective think aloud requires participants interacting quietly with
system and say their thoughts after the performance is over (Bergstrom & Olmsted-Hawala,
2012, Elling, Lentz. & Jong, 2011). Retrospective think aloud prolong the period of testing
session, because participants will complete the test tasks before reviewing the performance
procedures and reporting (Isbister & Schaffer, 2008; Rubin & Chisnell, 2008). In addition,
participant may forget the information or reconstruct the information which may lead to
different interpretation of performed actions (Haak et al. 2003, 341; Rubin & Chisnell, 2008).
Thus, concurrent think aloud protocol is more reliable, when compared with retrospective think
aloud.
software is the use of questionnaires and surveys which facilitate the collection of feedback
from participants during and after the usability testing (Barnum 2011). Questionnaires can be
37
and express their view in their own words, closed-ended questionnaires limit the participants to
the options provided (Sauro & Lewis, 2012). An example is the system usability scale (SUS)
method. This method provides a set of statements related to a particular topic (Albert &
Tullis, 2013; Usability Professionals Association, 2012). The use of this method, enable
participants to express their extent of agreement or disagreement with each sentence by using a
five point scale. Data obtained are later quantified in order to analyze the status of the usability
ISO 9241-11 Shackel Nielson Constantine & ISO/IEC ISO/IEC ISO/IEC Proposed
(1998) Model (1991) Model (1993) Lockwood 9126-1 9126-2 25010 dimension
(1999) (2001) (2001) Quality- in-
use (2011)
Effectiveness Effectiveness Effectiveness Effectiveness Effectiveness
Learnability Learnability Learnability Learnability Learnability
Efficiency Effectiveness Efficiency Efficiency in use Productivity Efficiency Efficiency
(speed)
Learnability Memorability Rememberability Retention
(Retention)
Effectiveness Error Reliability in use
(error) frequency
Flexibility
Satisfaction Attitude Satisfaction User satisfaction Attractiveness Satisfaction Satisfaction Satisfaction
Understandability
Operability
Safety
Usability Usability
compliance compliance
From table 2.6 above, factors from different models and standard are merged based on their
Effectiveness used in Shackel (1991) is concerned with the speed and free of errors when users
perform tasks. On the other hand, Nielson’s (1993) view error frequency to be concerned with
the accuracy and completeness with which users achieve specific objectives. In other word, it
38
is how well users can perform their task. ISO/IEC 9126-2 (2001) and ISO/IEC 25010 Qual- in-
use (2011) definitions correspond to ISO 9241-11 (1998) view of effectiveness which states the
capability of the software to enable users to achieve specified tasks with accuracy and
completeness. Central to these views is the accuracy and completeness with which users
perform and achieve specific objectives with free or little errors. Thus, effectiveness will be
Learnability is not included in ISO standard, but no matter how simple or easy a software is,
user must learn to operate it the first time the product is acquired before performing required
tasks with it. In view of the above, Shackel (1991), Nielson (1993) and ISO/IEC 9126-2 (2001)
learnability is the ease with which users learn to use and become proficient with use of the
software.
Productivity and Efficiency as defined by Nielson (1993), ISO/IEC 25010 Qual- in-use (2011)
and ISO/IEC 9126-2 (2001) have the same meaning. Productivity is the level of effectiveness
achieved with respect to the resources (that is, time to complete tasks, user efforts, materials or
financial cost of usage) consumed by the users and the software. The speed used as criteria
used in Shackel Model (effectiveness) is not different from the efficiency described above.
Thus, efficiency is the capability of the software to allow users to expend appropriate amounts
speed (with accuracy) with which users accomplish task. An efficient task is an accurate and
complete task, which is the same as the definition of productivity. This is the basis for lumping
39
productivity and efficiency together. Therefore, efficiency describes how quickly a task can be
completed
Although, error frequency is not included in ISO 9241-11 (1998), Nielson (1993) identified
effectiveness. Shackel (1991) named the term “free from errors” as a sub-attribute of usability.
Of interest is the view of Constantine and Lockwood (1999) on “reliability in use” to denote
error rate (depicted in table 2.6). A software system that is reliable in use has a low error rate
(Ferre, Juristo, Wiindl and Constantine, 2001). Hence, all the views focused on the number of
Shackel Model (1991) identified retention as sub characteristics for learnability and Nielson’s
view of memorability is its ease to remember. Similarly Constantine and Lockwood (1999)
how easy it is for users to recollect and recognize the processes learnt to accomplish or perform
task Retention describes whether a user who has not used software to perform task after a
period of time can retain all the procedure needed to perform tasks when the user want to
accomplish a given task. This study considers retention since users (librarians) can be deployed
from one department to another and library patrons sometimes may not use the system for a
period of time.
Satisfaction: Nielson (1993), ISO/IEC 9126-2 (2001), Constantine and Lockwood (1999) and
ISO/IEC 25010 Qual- in-use (2011) views of satisfaction corresponds to ISO 9241-11 (1998)
but ISO/IEC 9126-1 (2001) used the term attractiveness to connote satisfaction. Nielson
(1993) described satisfaction as the attitude of users toward a system, Shackel (1991) refer to it
40
as attitude, ISO/IEC 9126-2 ((2001) view it as the capability of software to satisfy users in a
specified context of use and ISO/IEC 25010 (2011) defined satisfaction as the extend to which
users are satisfied in a specific context of use. Satisfaction is subdivided into likability
pleasure, comfort and trust (security) (ISO/IEC 25010). These sub attributes are embedded in
ISO 9241-11 standard which described satisfaction as freedom from discomfort and attitudes
Usability compliance of ISO/IEC 9126-1 and usability compliance of ISO/IEC 25010 have the
same definition but while ISO /IEC 9126-1 usability compliance is described as both internal
and external quality, ISO/IEC 25010 described it as quality in use attribute. They are merged
together because of their definition and can be used as internal and external attribute associated
41