CPUX-F en Curriculum V4.01
CPUX-F en Curriculum V4.01
www.uxqb.org
Author: UXQB
Autor: UXQB e.V.
CPUX-F Curriculum
Contents
Introduction ............................................................................................................................3
Overview of CPUX-F resources ..........................................................................................3
Learning Objectives ............................................................................................................3
Acknowledgments...............................................................................................................4
1 Human-centred design ....................................................................................................5
2 Basic concepts ................................................................................................................8
3 Plan a human-centred design project ............................................................................14
4 Understand and specify the context of use ....................................................................15
5 Specify the user requirements .......................................................................................30
6 Design solutions that meet user requirements ...............................................................35
6.1 Design process and deliverables ...............................................................................35
6.2 Guidance for user interface design ............................................................................44
7 Evaluate the designs against user requirements ...........................................................51
7.1 Usability evaluation....................................................................................................51
7.2 Usability tests ............................................................................................................52
7.3 Usability inspections and user surveys ......................................................................59
8 HCD maturity.................................................................................................................61
Appendix A. Important changes to this document .................................................................62
Appendix B. Accessible, text-only description of the human-centred design process diagram,
Figure 1 ................................................................................................................................63
Appendix C. Accessible, text-only description of the relationship between user experience
and usability diagram, Figure 2.............................................................................................64
9 Index .............................................................................................................................65
Copyright 2022 The International User Experience Qualification Board, www.uxqb.org. The
UXQB hereby grants permission to use all or parts of this document for certification purposes
and other relevant purposes, provided that the source is clearly acknowledged.
Introduction
This document defines what you need to know in order to pass the certification test for
Certified Professional for Usability and User Experience – Foundation Level (CPUX-F). The
certification test will only cover concepts and knowledge that are described in this document.
Terms that are defined in the curriculum appear in bold in definitions and in the introduction
to each chapter.
This Curriculum is available in several languages. For currently available language versions,
please check UXQB.org
We strongly recommend that you study the complete, publicly available sample set of
CPUX-F certification questions carefully before you take the certification test.
Learning Objectives
Learning objectives (LO) are brief statements that describe what you are expected to know
after studying a section. They are presented in a table at the start of each section.
In this curriculum, all Learning Objectives are characterised by the keyword Understand.
“Understand” means that you must be able to recognise the corresponding concepts even
when they are described using words that differ from the ones used in the curriculum. You
must also be able to correctly recognise examples of these concepts.
The curriculum contains many examples. To test your understanding, the examples used in
examination questions differ from the examples used in this curriculum.
Acknowledgments
This document was created by the following persons:
• Holger Fischer (Convenor)
• Thomas Geis
• John Goodall
• Rüdiger Heimgärtner
• Rolf Molich (Editor)
• Sandra Murth
• Elvi Nissen
• Knut Polkehn
• Matthias Reisemann (Co-editor)
• Michael Richter
• Chris Rourke
• Guido Tesch
The following persons contributed to previous versions of the document: Chris Bailey, Nigel
Bevan, Kay Behrenbruch, Oliver Kluge, Julian Roland, Norbert Zellhofer, Peter Hunkirchen.
1 Human-centred design
Human-centred design (HCD) is an approach to interactive systems development that
focuses on the use of the interactive system and applies usability and UX knowledge and
methods.
Learning Objectives
1.1 Understand the basic elements of human-centred design: involving users;
iteration based on frequent usability evaluation; addressing the whole user
experience
1.2 Understand the HCD activities and their interdependency
1.3 Understand the purpose of each deliverable of the HCD activities
HCD DELIVERABLE:
• Human-centred quality objectives
HCD DELIVERABLES:
• Context of use description
• User group profiles
• Personas
• Task models
• As-is scenarios
• User journey maps
HCD DELIVERABLES:
• Use scenarios
• Storyboards
• User journey maps
• Task models
• Information architecture
• Navigation structure
• Style guide
• Wireframes
• Low-fidelity prototypes
• High-fidelity prototypes
Figure 1. The interdependence of human-centred design activities according to the ISO 9241-210 standard.
Appendix B contains an accessible, text-only description of this figure.
The black rectangles in Figure 1 show the 5 key HCD activities in iterative, human-centred
design. “HCD deliverables” are common outputs from the corresponding HCD activity. All
HCD deliverables in Figure 1 are defined in the curriculum. The hatched arrows represent
iteration.
Human-centred design means planning for iteration, getting user feedback as early and as
often as possible, and acting on the feedback. It is perfectly acceptable to iterate with
lightweight HCD deliverables, for example in agile development.
The box surrounding the four activities in Figure 1 indicates that human-centred design can
start at any point (‘Understand the context of use’ or ‘Specify the user requirements’ or
‘Design solution’ or ‘Evaluate the design’) depending on the project. Regardless of the
starting point, a thorough understanding of the context of use is essential.
Example 2: Where the context of use, in particular users and their tasks, are well-known
and documented, for example, from a previous project, the project starts by specifying
user requirements.
Example 4: Where users complain about an existing system and the context of use is
well-known, the project starts with a systematic evaluation of the system.
Human-centred design
An approach to design that aims to make interactive systems more usable by focusing on
the use of the interactive system and applying human factors, ergonomics and usability
knowledge and methods.
The term “human-centred design” is used rather than “user-centred design” to emphasise the
need to consider users and other stakeholders.
2 Basic concepts
Human-centred quality is a measure of an interactive system’s usability, user experience,
accessibility and avoidance of harm from use.
Usability is the extent to which an interactive system is effective, efficient and satisfying
to use in a specified context of use.
An interactive system is effective if it supports what users need to do to reach their goals,
and if users can figure out how to do it. It is efficient if it supports users in completing their
tasks quickly and without having to think too much. It is satisfying if it meets users’
expectations and is pleasant to use.
User experience (UX) considers users’ anticipated use, their satisfaction during use and
the fulfilment of their expectations after use (whereas usability considers satisfaction only
during use).
Accessibility is the extent to which an interactive system enables users to interact with it,
regardless of their level of vision, hearing, dexterity, cognition, physical mobility, etc.
Avoidance of harm from use aims to minimise the risk of serious negative consequences
that could result from the use of the interactive system.
In a user-system interaction, the user interacts with an interactive system via the user
interface, which is made up of many user interface elements. A user interface element is
a basic component for user-system interaction.
Learning Objectives
2.1 Understand the concept: human-centred quality
2.2 Understand usability and its three main criteria
2.3 Understand user experience (UX)
2.4 Understand the difference between usability and user experience
2.5 Understand the concepts: interactive system, user-system interaction, user
interface and user interface element
2.6 Understand what accessibility is
2.7 Understand important assistive technologies
2.8 Understand avoidance of harm from use
Human-centred quality
The extent to which requirements for usability, user experience, accessibility and avoidance
of harm from use are met.
Human-centred quality is the overall goal of human-centred design. For examples, see
Human-centred quality objectives.
There are other quality dimensions besides human-centred quality, including technology-
centred quality and business-centred quality.
Usability
The extent to which an interactive system can be used by specified users to achieve
specified goals with effectiveness, efficiency and satisfaction in a specified context of use.
Usability depends on users, goals and tasks and other aspects of the context of use.
Technical defects may lead to usability problems if they prevent users from solving their
tasks effectively or efficiently.
Effectiveness
The accuracy and completeness with which users achieve specified goals.
Completeness is the extent to which the use of the system, product, or service produces all
intended outcomes.
Completeness can be measured as the success rate: (Number of users who achieve a
specified goal) / (Number of users who attempt to reach the specified goal).
Examples:
• A hotel’s website does not offer users any opportunity to cancel a booking. An
analysis of the context of use shows that users need this function. There is a problem
with the effectiveness of the website.
• A hotel’s website enables users to cancel a booking. A usability test shows that only 5
out of 100 users are able to figure out how to cancel their booking. Those who are
able to figure out how to do it, do so quickly. There is a problem with the effectiveness
but not with the efficiency of the website.
Efficiency
The resources used in relation to the results achieved.
Efficiency is the attribute of usability that focuses on being able to accomplish a goal using
acceptable amounts of resources.
Examples:
• A hotel’s website enables users to cancel a booking. A usability test shows that the
cancellation procedure is needlessly complicated even though all usability test
participants finally manage to cancel their bookings. The effectiveness of the website
is OK, since all users manage to achieve their goal. There is a problem with the
efficiency of the website.
• Sluggish response caused for example by an overloaded interactive system results in
prolonged waiting time and reduced efficiency.
Satisfaction
The extent to which the user’s physical, cognitive and emotional responses that result from
the use of an interactive system meet the user’s needs and expectations.
Effectiveness and efficiency may influence satisfaction and thus user experience. For
example, low effectiveness or low efficiency may lead to low satisfaction.
Satisfaction may influence effectiveness and efficiency. For example, frustration may cause
users to quit a task, which influences effectiveness.
Satisfaction is often measured using a user survey. User surveys are described in section
7.3.
User experience
A user’s perceptions and responses that result from the use and/or anticipated use of an
interactive system.
Users’ perceptions and responses include the users’ emotions, beliefs, preferences, comfort,
behaviours and accomplishments that occur before, during and after use.
Usability is mainly about the interaction with the interactive system. User experience also
takes into account what happens before and after the interaction through to final use and
recollections of use. See the examples below.
The following figure shows the relationship between user experience and usability. Usability
refers to effectiveness, efficiency and satisfaction during actual use, while user experience
User Experience
Fulfilment of
Expectation Satisfaction
expectations
Usability
Effectiveness
Efficiency
Figure 2. The relationship between user experience and usability. Appendix C contains an accessible, text-only
description of this figure.
Examples that illustrate the difference between usability and user experience:
Accessibility
The extent to which an interactive system enables users to interact with it effectively,
efficiently and with satisfaction, regardless of their level of vision, hearing, dexterity,
cognition, physical mobility, etc.
Standards and guidelines for accessibility are available; standards may be legally enforced in
some markets. Relevant guidelines include W3C’s Web Content Accessibility Guidelines
(WCAG) 2.1 and ISO 9241-171, Guidance on software accessibility.
Assistive technologies, such as screen readers, may be used by people with visual
impairments to help them interact with an interactive system. Screen readers rely on the
addition of descriptions, for example alt tags, to the code of non-textual elements, such as
pictures and diagrams, to convey their meaning.
Examples:
• Lift call buttons are positioned at a height that makes them accessible to users who
are standing as well as those in a wheelchair.
• The text on a website is large enough and has sufficient contrast with the background
so that users with a visual impairment can read it.
• The controls of an online video player – such as volume, play and pause – can be
operated with a keyboard and have accessible labels so that their purpose can be
communicated to assistive technology such as screen readers.
Negative consequences can impact any stakeholder, for example, users, other people,
organisations using or affected by the interactive system or its output, and organisations
developing, supplying or acquiring the interactive system.
Complete avoidance of harm from use – that is, eliminating all exposure to risk that poses
potential harm – typically cannot be achieved. The design of an interactive system should
ensure that exposure to risk is kept to an acceptable minimum.
Avoidance of harm from use is particularly relevant for manufacturers of interactive systems
where use errors can lead to severe consequences, for example, medical devices, cars and
airplanes. Risk management identifies the tasks that may harm the user. Usability tests focus
on checking if the execution of these tasks is fully understood and that any harm that could
occur is minimised.
Interactive system
A combination of hardware, software and services that users interact with in order to
achieve specific goals.
This includes, where appropriate, packaging, user documentation, online help, support and
training.
Examples:
• The packaging can be part of an interactive system. A usability study of a TV set can
address the device itself, or the unboxing process, for example, the usability of the
packaging, the setup process and the user documentation.
• Even systems that do not accept input from users are covered by this definition, for
example, arrival and departure boards in an airport or a train station.
User-system interaction
An exchange of information between a user and an interactive system via the user interface
to complete the intended task.
The user interacts with the interactive system via the user interface.
User interface
All components of an interactive system (software or hardware) that provide information and
controls for the user, to allow them to accomplish specific tasks with the interactive system.
User interface elements are the basis for creating the functions that users need in order to
complete tasks with the interactive system.
Examples:
• Common examples of user interface elements include paragraphs of text, hyperlinks,
buttons, radio buttons, check boxes and tool tips.
• A single word in a paragraph of text or the words on a push button are not user
interface elements.
• A log-in window, consisting of some text, two input boxes (for user name and
password), and a log-in button, is not a user interface element; it comprises several
user interface elements.
Planning also includes defining the human-centred quality objectives in cooperation with
users and other stakeholders.
Learning Objectives
3.1 Understand what the planning activities for a human-centred design project
are
3.2 Understand what human-centred quality objectives are
Human-centred quality objectives define what the interactive system should achieve for the
user. They are established during planning. Human-centred quality objectives are qualified
guesses. They may be revised as more insight is gained into the context of use.
The objectives should be supplemented with specific, actionable and measurable criteria that
are designed to achieve the objectives for the user who is using the interactive system. For
example, the website conforms to all vision-related success criteria in the Web Content
Accessibility Guidelines (WCAG) 2.1.
The context of use has five components: users, goals (what users want to achieve), tasks
(what users do to achieve their goals), environments (the conditions under which the
interaction takes place) and resources (the means required to perform the tasks).
Contextual interviews gather information about the context of use for a planned
interactive system. A contextual interview takes place at the location where users usually
perform tasks related to the context of use. An interview takes place in a neutral
environment, for example in a meeting room.
During a contextual interview, the interviewer treats the interviewee as the master while the
interviewer is the humble apprentice (master-apprentice model). The interviewer should
use open and neutral interview questions rather than closed and leading questions to
avoid influencing the interviewee. The interviewer should rely on an interview guide to
ensure that all relevant topics are addressed; the interview guide should not be used to
control or steer the interview.
Focus groups are moderated discussions of predetermined subjects and questions between
members of one or more user groups.
In a user survey, users are asked to report facts and opinions about the context of use in a
questionnaire.
A context of use description is a set of deliverables that describe the context of use. It
consists of user group profiles and personas (who the users are), and as-is scenarios,
task models and user journey maps (how users currently perform tasks).
A user group profile is a generalised description of a user group, that is, a group of users
with the same or similar personal characteristics and contexts of use.
A persona is a description of a fictitious but realistic user and what the user intends to do
when using the interactive system. The purpose of personas is to create empathy for
users.
An as-is scenario is a narrative text description of the context of use that illustrates how
users complete their tasks in a specified environment.
Task models help UX professionals and stakeholders understand tasks they are not
familiar with. A task model is a list of subtasks for each task which users have to complete
to reach their goals.
User journey maps provide overviews of the touchpoints where users interact with the
interactive system and the organisation providing the interactive system.
Learning Objectives
4.1 Understand the concept: context of use
4.2 Understand the concept: user
4.3 Understand the differences between primary, secondary and indirect users
4.4 Understand the concept: stakeholder
4.5 Understand the concepts: user group and user group profile
4.6 Understand the concept: goal
4.7 Understand the concept: task
4.8 Understand the difference between a task and a subtask
4.9 Understand the concept: environment and its conditions
4.10 Understand the concept: resource
4.11 Understand how and why a user survey is applied in a context of use
analysis
4.12 Understand what a focus group is
4.13 Understand what observation is
4.14 Understand what a contextual interview is
4.15 Understand the difference between an interview and a contextual interview
4.16 Understand the master-apprentice model
4.17 Understand the interview guide
4.18 Understand the differences between open, closed, neutral and leading
questions
4.19 Understand what an as-is scenario is
4.20 Understand what a persona is
4.21. Understand what a task model is
4.22. Understand what a user journey map is and what touchpoints are
Context of use
A combination of users, goals and tasks, resources and environments.
The context of use is determined through the analysis of observations, contextual interviews,
focus groups and user surveys. The results are described in the context of use description.
Examples of contexts of use, users, goals and tasks, environments and resources:
The context of use description is the basis for identifying user needs and tracing them back
to their sources: interview, observation and focus group notes, and user survey data.
User
A person who interacts with an interactive system, or who uses the output of the system.
The distinction between primary, secondary and indirect users is important, because
• sometimes one or more of these user groups are overlooked;
• the needs of secondary and indirect users must be considered when designing for
primary users; for example, an interactive system may need to ask for information that is
important to secondary users but may not seem important to primary users, such as
‘reason for purchase’.
Examples:
• A customer uses a hotel booking website to book a room; the customer is a primary
user of the system.
• A customer calls the booking centre where a customer service representative uses
the same system to book the room for them; the customer is an indirect user of the
system.
Primary user
A user who uses the interactive system for its intended purpose.
Secondary user
A user who carries out support tasks with the interactive system, for example to maintain it
or to train primary users.
Secondary users – in particular maintenance staff – typically interact with a different user
interface than primary users. Sometimes, secondary users carry out specialised tasks using
the same user interface as the primary users. These user interfaces also require context
analysis and specification of user requirements to be usable.
• A trainer who teaches a call centre operative how to use a hotel booking system is a
secondary user of the booking system.
Indirect user
A user who uses the output of the interactive system, but who does not interact directly with
the interactive system.
Stakeholder
An individual or organisation with an active interest in an interactive system.
All users are stakeholders, but not all stakeholders are users. To highlight the distinction, it is
acceptable to use the phrase “users and other stakeholders”.
Stakeholders are not considered to be users if they are affected by an interactive system but
do not interact with it or use its output.
The interests of stakeholders who are not users are represented by market requirements and
organisational requirements.
Stakeholders who may not be users might include designers, developers, managers of
development teams, shareholders, board members and marketing professionals.
Examples:
• Developers of a supermarket’s self checkout system are stakeholders. If they use the
check-out system for their weekly purchases, they are also users.
• Developers of a flight control system are stakeholders; they are unlikely to be users.
• Investors in a company that develops flight control systems are stakeholders; they are
unlikely to be users.
User group
A group of users with the same or similar personal characteristics and contexts of use
related to the interactive system.
Example of a user group profile for “Home-movers”, a user group for the website of a van
rental company:
Home-movers are people who rent a van because they want to move house. Most rentals
are booked in advance and last 2-3 days. Most home-movers are one-time only
customers.
Home-movers have no particular experience with vans – they are used to smaller cars.
They are unfamiliar with business terms and conventions in van rental.
Home-movers are reasonably familiar with the internet and are reluctant to provide their
email address unless there is an explicit guarantee that they will not receive spam emails
as a result.
Goal
The intended outcome.
Goals are the intended outcome of the task. They express what users want to achieve when
carrying out a task with an interactive system. Goals are understood by interviewing users in
the context of use.
Examples of goals
• For users of a ticket app: “The user knows that they have a valid ticket”
• For users of an automated parking system: “The car is in a parking space without the
driver having had to park it”
• For users of a bookseller’s website: “The user has bought an appropriate guidebook
for their holiday in Porto, Portugal”
• For users of a bookseller’s website: “The user can start reading the e-book
immediately after paying for it”
Task
A set of activities undertaken in order to achieve a specific goal.
Tasks are suitable as the basis for usability test tasks because they achieve users’ goals with
the interactive system.
A task, the reason for starting the task, the subtasks that have to be carried out to complete
it, and the goal it supports, can be described in a task model.
Examples of tasks:
• Book a hotel room
• Cancel a hotel booking
Subtask
A step undertaken to complete a task.
Subtasks describe the decisions and actions needed to complete a task. The interactive
system should support users' choices and inputs when carrying out subtasks.
Subtasks are unsuitable as usability test tasks, because completion of a subtask does not in
itself achieve a goal from the user’s point of view.
The subtask, “Log in to a hotel booking website” comprises choices and inputs, such as:
• enter the user name;
• enter the password;
• tick the ‘Remember me’ checkbox.
Environment
The physical, social and technical conditions in which a user interacts with an interactive
system.
The physical conditions relate to everything that has a physical parameter assigned to it, for
example, room size (in square meters), luminance (in lumen), noise (in decibels).
The technical conditions relate to access to energy and connectivity, for example, wi-fi
access, power sockets, a telephone line.
The social conditions relate to the aspects of life that are shaped by society, for example,
working conditions, laws and regulations, access to information, and colleagues.
Resource
All means required to achieve an intended outcome in the context of use.
Resources can be
• Reusable – for example, equipment and information; or
• Exhaustible – for example, time, human effort, financial resources and materials.
Observation
A method for gathering contextual information relating to user needs in which a UX
professional watches users who carry out tasks using the interactive system.
The observer behaves unobtrusively except that they may ask an occasional clarifying
question.
Observation should take place in a context that is as natural as possible, for example at the
user’s workplace, their home or in a shop.
Interview
A data-gathering method where carefully selected individuals are asked questions to gain a
deep understanding of the context of use.
The purpose of interviews is to identify user needs. Through inquiry and interpretation, an
interview reveals commonalities and differences across the user base.
A low-fidelity prototype based on preliminary data collected from users through previous
observation and interviews may be discussed or even evaluated with users as part of an
interview to clarify the understanding of the context of use.
While users are experts in the current context of use, they are not necessarily experts in
designing solutions for interactive systems. The interviewer should try to understand the user
needs behind any suggestions for the new interactive system.
Successful interviewers
• use open questions and avoid closed questions;
• use neutral questions and avoid leading questions;
• do not talk too much;
• use an interview guide but remain flexible;
• prepare for the interview;
• remain curious;
• check their notes before the interview participant leaves so they never leave unsure
about what the user said and meant.
Users can be interviewed remotely, for example, using a video link over the internet.
Important insights from an interview are documented in interview notes. The interview notes
may also contain relevant information provided by the interview participant, such as
suggestions and ideas regarding the planned interactive system.
Notes from several interviews, observations and user surveys are analysed to create as-is
scenarios, user group profiles, personas, user journey maps and task models
Contextual interview
An interview that takes place at the location where users usually perform tasks related to
the interactive system.
Whenever possible, interviews should be done contextually, because users may omit
important details, believing: “Everybody knows that”, or “That is not worth mentioning”.
The goal of an interview is to have a conversation, dig deeper and ask clarifying questions.
This is still possible if the interview is non-contextual, and a non-contextual interview that
focuses on the context of use is better than no interview at all.
Interviews conducted in a meeting room, in a video meeting, or over the phone are non-
contextual interviews.
Interview guide
A written list of suitable questions and cues used by the interviewer during an interview to
make sure that all relevant topics are covered.
An interview guide can be adapted between interviews based on the insights that the
interviewer has gained.
Master-apprentice model
A technique for a successful interview: The interviewer treats the user as the master while
the interviewer is the apprentice. The goal of the master-apprentice model is to understand
users’ goals and tasks in detail by learning them as an apprentice would.
The interviewer asks because they sincerely want to learn – not because they want to
demonstrate their knowledge.
Everything the master says is taken seriously. Sometimes the apprentice must ask several
questions in order to fully understand the master – the interviewer must never leave unsure
about what happened.
Open question
A question in an interview that does not give any indication of the expected format or
content of the answer.
Open questions are desirable in interviews because they invite users to start talking and
provide extensive answers to questions.
Closed question
An interview question that requires an answer from a predetermined set of alternatives.
Avoid several closed questions in sequence. They stop users talking because they sound
like a police interrogation.
Example:
• Closed question: “Have you ever booked a flight online?”
• A corresponding open question might be: “Please tell me about the last time you
booked a flight online.”
Neutral question
A question in an interview that has no built-in assumptions, and no frame that excludes
anything or directs the reply in a certain direction.
Leading question
A question in an interview that signals a preference for certain possibilities or attempts to
direct the reply in a certain direction.
Focus group
A moderated discussion of predetermined subjects and questions between members of one
or more user groups.
The purpose of a focus group is to gain a deep understanding of selected subjects and key
context of use questions from different perspectives in a group setting.
A focus group typically has 4 to 8 participants. The duration depends on the depth and
breadth of the research questions.
Focus groups cannot be used for usability evaluation. Focus groups are about attitude and
opinion, stated and discussed in a group setting. In comparison, usability tests are about
observing actual user behaviour.
User survey
A data-gathering method where users are asked to report facts and opinions by completing
a questionnaire.
User surveys can be used to gather information about the context of use as explained in this
definition. They can also be used to measure satisfaction or user experience (Section 7.3).
User surveys used to collect context of use information about an existing or future interactive
system often consist of open questions that require free text responses.
Examples of questions in a user survey for gathering information about the context of use
for a car rental website:
• “Have you ever rented a car? If so, how often do you rent a car?”
• “When did you last use a car rental website? Why were you using it? Where were you
when you used it? What was the experience like? What did you enjoy most? What
was most in need of improvement?”
• “What do you expect from a car rental website?”
A significant number of user survey responses (hundreds or more) is required for the results
to be statistically reliable.
It is very important to test user surveys under development, to ensure questions are
understood correctly by those who are expected to answer the questionnaire.
As-is scenario
A narrative text description of how a user currently completes one or more tasks in the
current context of use.
An as-is scenario describes how one or more tasks are carried out in the current context of
use in a way that can be understood by all stakeholders and interview participants. This
allows them to be used as a basis for discussion with stakeholders.
As-is scenarios are developed together with personas, as thinking about users in their
current context of use involves thinking about what they want to do and how they might do it,
and thinking about activities involves thinking about who will be undertaking them.
As-is scenarios should be reviewed by users to detect misunderstandings that may have
occurred during contextual interviews.
As-is scenarios describe how users carry out tasks in the current context of use. In contrast,
use scenarios, created during design, describe how users will carry out tasks with the future
interactive system.
Example:
• “John Miller is a business traveller who often takes flights in the course of a week. He
prefers to take his car to the airport. But every now and then he misses a flight and
then regrets not having taken a taxi or tram to the airport. He simply underestimates
the queues at the front of the car park and the walking time to the gate.”
Compare this example to the corresponding example in use scenario.
Persona
A description of a fictitious but realistic user and what they intend to do when using an
interactive system.
Personas are not real people; they are realistic representations of users, constructed from
observations or interviews.
The purpose of personas is to create empathy for users among stakeholders; they bring
users in the current and planned contexts of use to life through examples that are easily
understood and can be discussed with all stakeholders.
Personas are useful in considering the goals, desires, limitations, fears and frustrations of a
user group to help guide design decisions about an interactive system.
Personas typically have a name, age, some background, goals and aspirations. A persona
description should include information about the persona’s knowledge about and interest in
the main subject of the interactive system. Including a photo helps to create the illusion of a
real person.
Task model
A description of a task consisting of the reason for starting the task, the goal it supports, and
the subtasks that have to be carried out in order to complete it.
The purpose of a task model is to help UX professionals and stakeholders understand tasks
with which they are unfamiliar.
They also help UX professionals understand the context of use in complex domains. For
example, when creating an interactive robotic system to assist in kidney surgery, surgeons,
surgical nurses and UX professionals can develop task models together to help the UX
professional understand the complex context of use.
Task models also help designers understand what users do and the decisions they take
while performing a task. This allows designers to create a future system that is suitable for
the task.
Task models are created as part of specifying the context of use. They are modified during
design and describe how tasks are completed with the proposed interactive system.
In low-complexity domains, task models are usually represented by prototypes, rather than
being documented explicitly.
Setting:
• Interactive system: Ticket machine for public transport.
• User group: Tourists using public transport.
Subtasks:
• Identify the available modes of transport to the destination, for example bus or
underground.
• Establish the departure time for each mode of transport, factoring in any transfers.
• Establish the costs for each mode of transport.
• Select the preferred mode of transport (based on departure time; duration; cost; any
preferences for specific modes of transport).
• Pay for the ticket.
• Take the ticket.
The purpose of a user journey map is to provide an overview of a user’s journey through the
interactive system and the associated encounters with the organisation so they can be
discussed with users and other stakeholders. These encounters are often referred to as
touchpoints.
User journey maps extend beyond the pure interaction, for example, from the discovery of a
car rental website to renting the car, picking it up, driving it and returning it.
User journey maps include the risks, opportunities and pain points the user encounters at
each touchpoint, and a sentiment line. These help to illustrate the user’s emotional
experience throughout the journey. Focusing on pain points allows teams to discuss and find
ways of improving the user experience.
User journey maps can be created during analysis to describe existing pain points. They can
be adapted or created during design to illustrate how the future interactive system will solve
these pain points. The sentiment line is still important in a user journey map created during
design as it may depict problematic stages that are beyond the scope or control of the
current project, or moments of delight.
Users and other stakeholders can be invited to participate in the creation of user journey
maps to help validate and challenge them.
User task Look for a Call to ask Rent a car Complete Pick up the
car rental questions paperwork at car
company the office
Touchpoint Search Customer Website. Office. Car (condition
engine. support. of car and
Staff at rental
equipment).
desk.
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our company. out how to the office. the car.
Grumpy
rent a car.
customer Staff sloppily Car is
support Gets wrong dressed. damaged or
representati price. dirty or smells.
Long wait.
ve .
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looks supporter. a car. at the office.
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attractive at
and courteous Car is in
first glance.
staff. perfect
condition.
� � �
� �
Mrs. Becker’s
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�
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comments came up as minutes on surprisingly office, the total clean, new
one of the first hold before easy to rent price was and in perfect
search results my questions the car – I higher than I order.”
and seemed were didn’t need expected
“There was no
to be exactly answered. any help.” because I had
instruction
what I looked While I overlooked a
manual in the
for.” waited I had substantial fee
car, so I had to
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call to find out
awful music.” website.”
how to start
“When they the
noticed that I windscreen
was unhappy wiper.”
about the fee,
they offered
me a free
upgrade.”
Figure 4. Excerpt from an example of a user journey map with touchpoints for a persona, Mrs. Becker, who
makes a trip using a rented car: The persona, Mrs. Becker, is described in Figure 3.
User requirements are derived from user needs. User needs are identified by analysing
the context of use description. A user need does not need to have been explicitly voiced
by a user. The following table compares user needs and user requirements.
User requirements must be verifiable to determine whether a design solution fulfils them.
Market requirements are aimed at maximising business opportunities, sales and use.
Organisational requirements are organisational rules that users have to follow when
conducting their tasks. Market requirements and organisational requirements are not
user requirements; they are included in this curriculum because they are often confused
with user requirements.
Learning Objectives
5.1 Understand the concept: user need
5.2 Understand the relationship and difference between a user need and a user
requirement
5.3 Understand the concept: user requirement
5.4 Understand the difference between market, organisational and user
requirements
5.5 Understand the difference between qualitative and quantitative user
requirements
User need
A prerequisite identified as necessary for a user, or a user group, to achieve a goal, implied
or stated within a specific context of use.
User needs serve as a helpful intermediate step in the transformation of the context of use
information into comprehensive and valid user requirements.
A user need is independent of any proposed solution; it must not reference, for example, “the
system” or “the website”.
User needs are identified based on various approaches including interviews with users,
observations, user surveys, usability evaluations, expert analysis, etc.
User needs often represent gaps or discrepancies between what is and what should be.
Requirement
A condition or capability that must be met or possessed by an interactive system to satisfy
an agreement, standard, specification or other formally imposed documents
A requirement should have a determinable condition that makes it possible to validate it.
This curriculum further distinguishes between the following types of user requirements:
• qualitative user requirement;
• quantitative user requirement.
Market requirement
A requirement for an interactive system based on marketing policy aimed at maximising
business opportunities, sales and use.
Examples:
• The interactive system must have at least the functionality that is common among
competitors when it is introduced to the market.
• The logo of the computer processor's manufacturer must be visible to the user when
their laptop is in use.
Organisational requirement
An organisational rule that users have to follow when conducting their tasks.
Organisational requirements are requirements on the users that lead to requirements on the
interactive system.
Examples:
• A salesperson must have a written approval from the director for offers that exceed
100.000€.
• A support staff member must send a user of the interactive system a gift card with a
value of up to 50€ if the user has a reasonable complaint.
Examples:
• Users must confirm that they have read the terms and conditions before continuing.
• Minors are explicitly told that they are not allowed to proceed past the front page of a
sports betting website.
User requirement
A requirement for use that provides the basis for design and evaluation of an interactive
system to meet user needs.
User requirements are derived from user needs. For simple systems, user requirements can
be derived directly from the context of use description without first identifying and
documenting user needs.
Both qualitative and quantitative user requirements provide a basis for the design of the
interactive system and can be verified by evaluating the interactive system. User
requirements must be precisely formulated, for example, so they can be used to settle
disputes between a supplier, who strives to fulfil the user requirements, and a vendor, who
defines the user requirements.
While qualitative user requirements address the way in which the interactive system is used
to arrive at a user goal, quantitative user requirements set measurable objectives for human-
centred quality.
User requirements are evaluated and subsequently refined, for example by evaluating low-
fidelity prototypes with users.
• Users who frequently book hotel • With the system, the user must be able to
rooms need to know what options select the types of rooms they chose in
they chose for previous bookings so previous bookings.
they can apply them to future • With the system, the user must be able to
bookings. select the payment methods they used
for previous bookings.
• During heart surgery, the anaesthetist • With the system, the user must be able to
needs to know the status of the recognise changes in the blood pressure
patient’s vital signs in order to keep during the surgery.
them stable. • With the system, the user must be able to
recognise changes in the heart activity of
the patient at all times.
Quantitative user requirements are acceptance criteria for human-centred quality, for
example whether users can solve particular tasks with the interactive system in an
acceptable time or with a specified maximum number of use errors.
Examples:
• Measure of effectiveness: “95% of users who have never used the e-scooter app
before must be able to install the app, rent an e-scooter, pick it up and start riding.”
• Measure of efficiency: “80% of users who have never used the e-scooter app before,
must be able to install the app, rent an e-scooter. pick it up and start riding within 5
minutes.”
• Measure of satisfaction: “Immediately after completing an e-scooter rental, 80% of
users must answer ‘Agree’ or ‘Strongly agree’ to the statement ‘The e-scooter app is
easy to use.’ ”
• Measure of accessibility: “80% of people who use voice recognition software and who
have never used the e-scooter app before, must be able to install the app, rent an e-
scooter, pick it up and start riding within 10 minutes.”
• Measure of user experience: “After using the e-scooter app to rent e-scooters at least
twice within one month, 80% of users must answer ‘Agree’ or ‘Strongly agree’ to the
statement ‘I would recommend this e-scooter service to a friend.’ ”
• Measure of avoidance of harm from use: “99% of users who rent an e-scooter must
be aware of their liability in case they cause an accident that results in serious injury.”
To evaluate in practice whether a quantitative user requirement has been fulfilled, further
details must be added to the quantitative requirement.
Example: Measure of effectiveness: “95% of at least 25 users who have never used the
e-scooter app before must be able to install the app, rent an e-scooter, pick it up and start
riding.”
Convert user requirements into: Sketch and evaluate designs Refine and finish the design
• Use scenarios & storyboards • Wireframe • High-fidelity prototype
• User journey maps • Low-fidelity prototype • Visual design
• Task models • Information architecture • Style guide
• Navigation structure • User interface specification
The approach is iterative as shown in Figure 5. The hatched arrows indicate iterative cycles
that are required when a usability evaluation shows that user requirements have not yet
been fully met. Many iterations may be required before the interactive system meets the
user requirements.
Use scenarios and storyboards are easily produced deliverables for describing how tasks
could be accomplished with the intended interactive system. They tell stakeholders how
user needs could be met. Use scenarios are text-based while storyboards are comic-book
like depictions.
Prototypes can be low-fidelity or high-fidelity and contain varying amounts of detail and
interaction.
Low-fidelity prototypes are based on use scenarios and storyboards. They may look
sketchy. They are cheap to create and thus easy to discard if they do not work. They may
include wireframes, which are screens consisting solely of straight lines, rectangles and text.
They may also include screens drawn on paper. In a usability evaluation of a paper-based
low-fidelity prototype, a human being replaces the computer.
The information architecture and the navigation structure are developed in parallel with
the prototypes. From a human-centred point of view, the information architecture is the
naming and structuring of the information that must be available to users. The navigation
structure is the logical organisation of the screens, pages and windows that comprise the
user interface – it includes the links and menus that enable users to get from one set of
information to another.
The result of the design activity is a user interface specification, which describes in detail
the outcome of the human-centred design process. The user interface specification is
used by developers to implement the interactive system.
User assistance focuses on how to help the user to best apply the capabilities of the
interactive system to their needs, for example through documentation and online help.
Ethical design is design made with the intent to do good. Sustainable design is design that
minimises the resources required for the use of interactive systems.
Learning Objectives
6.1.1 Understand what a use scenario is
6.1.2 Understand the concept: storyboard
6.1.3 Understand the concepts: information architecture and navigation structure
6.1.4 Understand what card sorting is
6.1.5 Understand prototypes and wireframes
6.1.6 Understand the concepts: low-fidelity prototype and high-fidelity prototype as
well as the differences between them
6.1.7 Understand the concept: user assistance
6.1.8 Understand the contents and purpose of the user interface specification
6.1.9 Understand what ethical design is
6.1.10 Understand what sustainable design is
Use scenario
A narrative text description of how a user will carry out one or more tasks with the planned
interactive system.
A use scenario tells a story of how the planned interactive system could be used in the
future. If a persona is available for the user group in question, they will usually represent the
user in the use scenario.
The primary purpose of a use scenario is to serve as a basis for discussing the planned
interactive system with users and other stakeholders. A secondary purpose is to inform and
guide the creation of low-fidelity prototypes.
A use scenario should avoid placing unnecessary constraints on the design by referencing
specific user interface elements, such as command buttons, in the user interface.
Use scenarios describe how users will carry out tasks with the future interactive system. In
contrast, as-is scenarios describe how users carry out tasks in the current context of use.
Storyboard
A sequence of visual frames illustrating the interplay between a user and an interactive
system.
Figure 6. A storyboard for the parking assistant, which is described in the definition of Use scenario
Prototype
A representation of all or part of an interactive system that, although limited in some way,
can be used for analysis, design and usability evaluation.
Wireframe
A screen or page in a low-fidelity prototype for a user interface comprised of lines,
rectangular boxes and text that represent the intended interaction design.
HF.com Search
Living room Dining room Bedroom Kid’s room Kitchen Bathroom Hallway Laundry More
Figure 7. An example of a wireframe that shows a proposal for the home page of a home furnishings retailer.
Note that the wireframe contains neither colours nor graphics.
Low-fidelity prototype
A low-cost illustration of a design or concept used to gather feedback from users and other
stakeholders during the early stages of design.
A low-fidelity prototype is often created using paper, pens, sticky notes and so on. Digital
prototypes are often created with a prototyping tool.
Information architecture
The naming and structuring of the information that must be available to the user.
The purpose of the information architecture is to structure the information in the interactive
system, to name all functions and content, and to derive an effectively labelled navigation
structure that facilitates access to them.
The information architecture includes the words used in the user interface for navigation and
content.
Navigation structure
The logical organisation of the units of displayed information that comprise the user
interface.
The navigation structure can be determined by carrying out HCD activities such as card
sorting.
Card sorting
A method for structuring information – such as menus in a navigation structure – that
involves writing key concepts onto different cards and asking users to sort these cards into
groups.
After an open card sort, users are asked to name each group. If a majority of users suggest
the same name, use that name as the group title.
The groups provide important clues as to how human-centred menus could be structured
and named.
Hints:
• If a user ask about the meaning of a concept, explain it to them and ask, “what do you
call this?”
• Encourage users to add additional concepts that are important to them during the card
sort. Have blank cards ready for this purpose.
• If several users consider a concept superfluous or irrelevant, consider dropping it from
the menu.
Various tools are available to help you prepare, execute and analyse card sorting sessions.
Mattresses Tables
Linen Tableware
Desks
Figure 8. An example of a partially completed closed card sort for the website of a home furnishings retailer.
Blue cards show the pre-defined group names, while yellow cards show concepts. The user needs to sort
many more cards, for example, solar panels, bookcases, rugs, curtains and lighting.
High-fidelity prototype
A prototype that mirrors the user interface of an interactive system as closely as possible,
often displaying pixel-perfect user interface elements and visual design.
User assistance
Information in addition to affordance and instructions that helps or guides a user in
interacting with an interactive system.
User assistance can include describing the user interface, but it also focuses on how to help
the user to best apply the capabilities of the interactive system to their needs.
User assistance incorporates all forms of help available to a user, for example,
• user documentation: written or other information for users about an interactive system,
how it works and how to use it;
• online help: assistance delivered through computer software that can be topic-oriented,
procedural or reference information.
User assistance also includes system-initiated guidance, that is, unsolicited, explicit
information about an event or a condition from an interactive system to a user, including,
• messages that require confirmation (informative, warning, error), for example “Your
battery is almost empty. Please connect your notebook to a charger”;
• status information that does not require confirmation, for example, “You have 7 new
messages”;
• instructions, for example, “Separate e-mail addresses by a space, comma, semicolon or
line break.”
The user interface specification describes the behaviour of the user interface. This includes
all screens, the flow between them and all the content that appears on them. Content
includes text, images, video, warning and error messages and user assistance as well as
translations.
Annotated low- or high-fidelity prototypes can serve as user interface specifications if they
describe the complete user interface.
Ethical design
A behavioural principle that prioritises user needs over personal or organisational
objectives.
When creating interactive systems, UX professionals influence the mindset and behaviour of
users. Potential conflict arises when the design of an interactive system favours the goals of
the organisation over the rights and needs of the user. Therefore, UX professionals have a
responsibility to make ethical design decisions.
For example, it is unethical to guide users into potentially harmful behaviours to achieve
business goals.
A popular description of ethical design is “Design made with the intent to do good.”
• A social networking site displays the time the user has spent actively browsing over
the last 24 hours underneath their profile picture to make them aware of the time they
are spending on the site.
Sustainable design
An approach to design that prioritises people and planet by minimising the resources
required for the use of interactive systems.
The cumulative impact of the world’s websites is such that if the Internet was a country, it
would have been the sixth largest polluter in 2021.
Examples:
• Design efficient site navigation and search.
• Explore better solutions for data-heavy UI patterns such as carousels.
• Avoid decorative video and images, use lower resolutions, avoid auto-playing video
content.
• Provide downloads as compressed files.
• Use hosting platforms that run on renewable energy.
• Reduce or remove embedded third-party technology such as social sharing buttons,
embedded maps, ad pop-ups and published content services.
• Reduce standby power consumption and encourage full shutdown.
The seven interaction principles are: suitability for the user’s tasks, self-
descriptiveness, conformity with user expectations, learnability, controllability, use
error robustness and user engagement.
Affordance is an aspect of an object that makes it obvious how the object could be used. A
mental model is the perception people have of themselves and of the things with which they
interact.
Style guides are collections of user interface guidelines; they are used to ensure
consistency in the appearance and behaviour of user interfaces across interactive
systems produced by the same organisation.
Learning Objectives
6.2.1 Understand the concept: interaction principle
6.2.2 Understand each of the seven interaction principles
6.2.3 Understand the concept: heuristic
6.2.4 Understand the concept: affordance
6.2.5 Understand the concept: mental model
6.2.6 Understand the concepts: user interface guideline and style guide
6.2.7 Understand the differences between interaction principles and user interface
guidelines
6.2.8 Understand the concept: design pattern
Interaction principles
General goals for the design of useful and usable user-system interactions.
Self-descriptiveness
The interactive system presents appropriate information, where needed by the user, to
make its capabilities and use immediately obvious to the user without unnecessary user-
system interactions.
Clear and descriptive titles, breadcrumbs, appropriate feedback and progress indicators, and
affordances, including clear instructions, are means to make an interactive system self-
descriptive.
Examples:
• Make it obvious what users can do: The home page of an app for a pet adoption
service clearly and briefly describes the purpose of the app and provides an overview
of the five key functions offered by the app: The adoption process, Adopt a dog,
Stories from users who adopted a dog, Donate, Help.
• Make it obvious what users cannot do: A ticket machine for train tickets clearly
states that it only accepts credit cards (no cash) and provides a list of the accepted
credit cards.
Consistency is an aspect of Conformity with user expectations. Compliance with style guides
is a means to establish consistency.
Examples:
• Speak the users’ language: An insurance company’s website uses words that are
understood by users who have little experience with insurance. Whenever the use of
technical terms is unavoidable, the meaning of the words is explained in a tooltip with
examples.
• Consistency: In an organisation, all systems consistently use the same phrases for
login, for example, “user name” (not user-id) and “password” (not access key).
Learnability
The interactive system supports discovery of its capabilities and how to use them, allows
exploration of the interactive system, minimises the need for learning and provides support
when learning is needed.
Examples:
• The interaction should provide sufficient feedback about the intermediate and final
results of an activity so that the user learns from successfully accomplished activities.
• If appropriate to the tasks and learning goals, the interactive system should allow the
user to explore by trying out interaction steps without negative consequences.
Examples:
• Make it obvious what users can do: A hotel booking app clearly displays the
functions that are of most interest to users on the home page: Book a room; Modify a
booking; Cancel a booking; Special deals; Property reviews.
• Support when learning is needed: An application has step-by-step guides on how
to use some of the key features. Initially, the guide will display a short explanation of a
feature. On pressing ‘Next,’ it will explain the next feature, and so on.
Controllability
The interactive system allows the user to maintain control of the user interface and the
interactions, including the speed and sequence and individualisation of the user-system
interaction.
Properly placed and labelled exit-buttons (“Cancel”, “Skip”, or “Stop”), undo and redo are
means to make an interactive system controllable.
Examples:
• Interruption by the user: An antivirus program that is scanning a hard disk drive for
viruses can be stopped at any point of time by the user pressing a prominent stop
button.
• No surprises: On a newspaper website, a video starts playing only when the user
explicitly starts the video. By default, the video’s sound is muted.
User engagement
The interactive system presents functions and information in an inviting and motivating
manner supporting continued interaction with the system.
User engagement must be done in an ethical manner. Some aspects of user engagement
can be inappropriate for some interactive systems.
Adherence to the other six interaction principles is an important precondition for user
engagement.
Examples:
• Build trust: An e-commerce website clearly displays its physical address and contact
information together with pictures and biographies of key people. It also links to
independent mentions and reviews of the company, for example in newspapers.
• Assure the user that everything is OK: An anti-virus program displays a clear
assurance “You are protected” together with a large, green checkmark and the link
“More information”.
Consistency
The same information is presented in the same way throughout the interactive system, in
accordance with the user’s expectation.
Heuristic
A generally recognised rule of thumb that helps to achieve usability.
Affordance
An aspect of an object that makes it obvious how the object can be used.
Designing objects to have a clear affordance may help to achieve usability by supporting
self-descriptiveness, conformity with user’s expectations, and learnability.
Examples of affordances:
• A handle on a teapot or teacup provides an obvious affordance for holding.
• The appearance of a button on a web page suggests it is clickable.
• The “swipe to delete” gesture has no affordance at all, assuming that there are no
instructions or labels.
Mental model
The concept people have built of themselves, others, the environment and how things with
which they interact work.
Alternative, popular definition: A person’s thought process about how something works in the
real world.
People form mental models through experience, training and instruction. The mental model
of an interactive system is formed largely by interpreting its perceived actions and its visible
structure. Expectations resulting from the use of other or similar systems are also of
importance.
If a user’s mental model of an interactive system is incomplete or contradictory, then the user
cannot easily use the interactive system.
Example:
• For a word processing system, a user’s mental model may be that all changes to a
document are saved instantly. An alternative mental model is that changes are saved
only when the user selects “Save”. The two mental models make a difference for the
user’s actions if the word processing system crashes.
User interface guidelines cover the behaviour and appearance of user interface elements,
fonts, use of colours, phrasing of error messages, interaction structure and more.
To achieve user interface consistency, user interface guidelines should be mandatory with
clearly specified procedures for allowing deviations, for well-founded reasons.
Style guide
A collection of user interface guidelines used to ensure consistency in the appearance and
behaviour of user interfaces across interactive systems produced by the same organisation.
Many organisations have a style guide to ensure the consistency of their corporate design,
for example how to use and how not to use the logo, corporate colours and standard layouts
for print and advertising.
Design pattern
A solution to a commonly occurring design problem within a given context of use that
describes the design problem, a general solution and examples of how to apply it.
A single user interface element to solve a certain design problem can be considered a design
pattern, for example a tab.
Examples:
• Accordions, tabs
Solve the design problem “The interactive system has more data to display than can
fit in the available screen area.”
• Wizards
Solve the design problem “Novice users need a complicated procedure explained in
small, easy-to-digest steps.”
• Frequently asked questions (FAQ)
Solve the design problem “Users may have one of many questions concerning an
interactive system.”
This curriculum addresses three forms of usability evaluation: usability test, usability
inspection and user survey. In usability tests and user surveys, users are involved in the
usability evaluation, while usability inspections are carried out by UX professionals or
subject matter experts.
Learning Objectives
7.1.1 Understand usability evaluation
7.1.2 Understand the role of usability evaluation in human-centred design
7.1.3 Understand the key differences between usability tests, usability inspections
and user surveys for usability evaluation
7.1.4 Understand why interviews and focus groups are unsuitable for usability
evaluation
Usability evaluation
A common term for a process through which information about the usability of an interactive
system is gathered in order to improve the interactive system or to assess the usability of an
interactive system.
Usability evaluations may occur at any time during a human-centred design process, from
early analysis through interactive system delivery and beyond. Usability evaluations may be
based on paper sketches or display mock-ups, as well as on interactive systems under
design and completed interactive systems.
The primary focus of usability evaluation is on finding problems. Positive findings are an
important by-product.
PREPARE FOR THE USABILITY CONDUCT THE USABILITY TEST REPORT THE RESULTS
TEST SESSIONS
• Write the usability test guide • Briefing • Write the usability test report
• Include usability test tasks • Pre-test interview • Communicate the usability
• Recruit test participants • Solve usability test tasks findings
• Post-test interview
A usability test consists of usability test sessions. In each usability test session, a
usability test participant carries out specific, representative usability test tasks with the
interactive system.
The moderator starts a usability test session by briefing the usability test participant
about what will happen during the session. The moderator then conducts a pre-test
interview with the usability test participant to learn about their background and knowledge
of the interactive system they will be testing. During moderation, the moderator quietly
observes the usability test participant, who is encouraged to think aloud as they solve
usability test tasks. A note-taker documents use difficulties, successes and failures.
Stakeholders are often observers of usability test sessions to see for themselves how the
interactive system is performing. Finally, the moderator conducts a brief post-test
interview with the usability test participant to understand their overall impressions of the
interactive system.
After all usability test sessions have been completed, the results are analysed and
documented. A usability test report is written which describes the usability findings from
the usability test. A rating is assigned to each usability finding to indicate its impact and
criticality on the usability. The usability test report contains both usability problems and
positive usability findings.
A usability test can be face-to-face or an unmoderated usability test, where usability test
participants solve usability test tasks without a moderator.
Learning Objectives
7.2.1 Understand usability test and the main activities in a usability test
7.2.2 Understand the concept: unmoderated usability test
7.2.3 Understand how a usability test is prepared
7.2.4 Understand the concept: usability test guide
7.2.5 Understand usability test task
7.2.6 Understand how usability test participants are recruited
7.2.7 Understand the activities in a usability test session: Briefing, pre-test
interview, moderation and post-test interview
7.2.8 Understand the concept: usability test report
7.2.9 Understand the concept: usability finding
7.2.10 Understand the value of positive usability findings
7.2.11 Understand the concept: ratings used for usability findings
7.2.12 Understand the responsibilities in a usability test: Moderator, note-taker,
observer and usability test participant
Usability test
A usability evaluation that involves representative users performing specific tasks with the
interactive system to enable identification and analysis of usability problems, or the
measurement of effectiveness, efficiency and user satisfaction.
A usability test typically consists of 3 to 5 usability test sessions per user group. In each
session, a usability test participant attempts to carry out representative usability test tasks
using the interactive system or a prototype of the interactive system.
Moderators often encourage usability test participants to think aloud during a usability test
session, because they need to understand the thought processes of the usability test
participants. Such qualitative usability tests are sometimes referred to as “think aloud tests”.
Usability test sessions are conducted by a moderator and viewed by a number of observers
– these are often stakeholders. A note-taker records important usability findings.
The usability test participant and the moderator can be in the same or different physical
locations. If in different locations, the test participant and the moderator usually communicate
and share screens over the internet.
Unmoderated usability tests are usually conducted on the usability test participant’s
computer. The usability test session is recorded and sent to the client for analysis.
Recruiting
A process for selecting candidates that have the appropriate characteristics to participate in
an HCD activity such as a focus group, contextual interview, or usability test.
Briefing
The first activity in an interview or a usability test session where the usability test participant
is informed about the purpose of the interview or usability test and what their role and
contribution will be.
Pre-test interview
An activity in a usability test session where the usability test participant answers questions
about their background and previous experience with the interactive system and related
interactive systems.
The pre-test interview takes place after the briefing but before the usability test participant
starts carrying out usability test tasks.
Post-test interview
An activity in a usability test session where the usability test participant answers questions
about their user experience and general impression of the interactive system.
The post-test interview takes place after the usability test participant has carried out as many
usability test tasks as time allows. Often, just two questions are asked, "What did you like
most about the system?" and "What is most in need of improvement?"
The opinions that surface during the post-test interview can help the moderator in
understanding causes for usability problems, rating usability problems and understanding
what the usability test participant liked.
A usability test report is always required. If you have limited resources, produce a basic
usability test report. This may consist of 3-5 pages or slides, which include an executive
summary, the key findings and the list of usability test tasks.
Usability finding
A result from a usability evaluation.
Usability problem
A difficulty in using the user interface that affects the ability of the user to achieve their goals
effectively, or efficiently, or with satisfaction.
Usability problems can lead to confusion, error, delay, or outright failure to complete a task.
Rating
A measure given to a usability finding from a usability evaluation to indicate the impact and
criticality on the usability and the consequences.
The rating can help teams prioritise the order in which they address usability problems.
Usability findings are rated from the usability test participants’ point of view. Sometimes, the
ratings are done in cooperation with a domain expert.
Moderator
A neutral person who conducts a usability test session or a focus group session.
The moderator’s tasks during a usability test session are described under usability test
session.
Note-taker
A UX professional who makes notes of usability findings during a usability test session,
focus group or interview.
The use of an additional note-taker allows the moderator to concentrate fully on the usability
test participant.
Observer
A person who watches users in an observation, usability test session or focus group.
Observers do not interfere with the usability activity. Observers may be actively involved in
the analysis of the results. Observers can be local or remote.
User surveys are used to evaluate users’ satisfaction or user experience with an
interactive system. In a user survey, users report facts and opinions by completing a
questionnaire.
Learning Objectives
7.3.1 Understand what a usability inspection is
7.3.2 Understand how and why a user survey is used for usability evaluation
Usability inspection
A usability evaluation based on the judgment of one or more evaluators who examine or
use an interactive system to identify potential usability problems and deviations from user
requirements and established interaction principles, heuristics and user interface guidelines.
User survey
A data-gathering method where users are asked to report facts and opinions by completing
a questionnaire.
User surveys can be used to measure satisfaction or user experience as explained in this
definition. They can also be used to gather information about the context of use (Chapter 4).
User surveys for measuring satisfaction or user experience often consist of closed questions.
A significant number of user survey responses (hundreds or more) are required for them to
be statistically reliable.
It is very important to test user surveys under development, to ensure questions are
understood correctly by those who are expected to answer the questionnaire.
8 HCD maturity
An organisation’s HCD maturity expresses its receptiveness to HCD activities and findings.
It can be expressed in a model with six levels.
Learning Objectives
8.1 Understand how to boost the HCD maturity of an organisation whose HCD
maturity is at a low level
8.2 Understand the HCD maturity levels incomplete, performed, managed,
established, predictable and innovating
HCD maturity
The level of understanding and implementation of a systematic human-centred design
process that helps an organisation to achieve business goals.
To boost the HCD maturity of an organisation that is at level Incomplete or Performed, carry
out HCD activities that clearly demonstrate the benefits of usability, for example:
• Run usability tests of the organisation’s products. Invite stakeholders to participate in the
planning of the usability tests. Ask stakeholders to observe usability test sessions and to
participate in identifying usability findings.
• Address HCD repeatedly and consistently in plain language with examples from the
organisation.
• Conduct short HCD seminars that explain the benefits of HCD using examples from the
organisation.
Version Changes
07-11-2022, v4.01 Reformatted text
Changed all learning objectives to “Understand” and clarified the meaning of
“understand”
Removed the following definitions:
1. Iterative
2. Agile development,
3. Lean UX
4. User experience project plan
5. ISO 9241
6. User experience professional
7. Remote usability test
8. Usability test plan
9. Moderation (of usability test),
10. Usability lab
11. Heuristic evaluation,
12. Questionnaire (still mentioned in user survey)
Added the following definitions:
1. Avoidance of harm from use
2. Human-centred quality
3. User interface specification
4. Ethical design
5. Sustainable design
6. Use error robustness (replaces Error tolerance)
7. User engagement (replaces Suitability for individualisation)
Other important changes:
1. HCD maturity, description improved and renamed from Usability maturity
2. Dialogue => User-system interaction
3. Goal: examples changed and moved to chapter 4
4. User journey map: Figure added, tabular representation removed
5. Dialogue principle => Interaction principle
6. Pre-session interview => Pre-test interview.
Post-session interview => Post-test interview.
7. User survey, split into two definitions: usability evaluation, context of use
HCD activities 2 to 5 are arranged in a circle: activity 2 is at the top, activity 3 is on the right,
activity 4 is at the bottom and activity 5 is on the left. Activity 1, planning, is a preliminary
activity and sits outside of the circle.
There is an overlap between “Satisfaction” in both areas, indicating that “Satisfaction” is part
of both.
Figure 2 is further categorised by three chronological phases: “Anticipated use”, “Actual use”
and “After use”.
9 Index
Wireframe, 39