Here are some classic references that discuss usability goals.  The
earliest examples of usability specifications that I could locate came
from Tom Gilb in the late 1970s and early 1980s.  Whiteside, Bennett,
and Holtblatt's chapter in the Handbook of HCI described usability
specifications and highlighted how field work can inform usability
goals.  Mayhews book describes how goals fit into the usability
engineering lifecycle.

Gilb, T. (1988). Principles of software engineering management.
Wokingham, England: Addison-Wesley.
In his book on software engineering Gilb actually uses "Usability" in
some of his examples as a quality attribute of his products and he had
principles for developing attribute specifications that include:
“measurability” (all attributes should be made measurable) and
"result-oriented attributes (the attributes should be specified in
terms of the final end-user results demanded).  Gilb also gets into
principles for choosing solutions to help designers meet those
objectives.

Mayhew, D. (1999). The usability engineering lifecycle: A
practitioner’s handbook for user interface design. San Francisco. CA:
Morgan Kaufmann.
Mayhew’s book is a detailed blueprint of the usability engineering
life cycle with a wealth of practical advice. This book has four
sections: Requirements Analysis, Design/Testing/Development,
Installation, and Organizational Issues.  Each chapter discusses
usability engineering tasks, roles, resources, levels of effort, short
cuts (quick and dirty techniques to use when a rigorous approach isn’t
possible), Web notes, and sample work products and templates. The book
is both detailed and readable and worthwhile for both new and
experienced usability specialists.

Whiteside, J.,  Bennett, J., & Holtzblatt, K. (1988).  Usability
engineering: Our experience and evolution.  In M. Helander, (Ed.),
Handbook  of human-computer interaction (pp. 791-817). Amsterdam:
North-Holland.
This chapter laid out the general guidelines for a usability
specification which is the deliverable listing a product’s  "usability
requirements".  A usability specification contains the usability
attributes that are critical to the product's quality, the technique
for measuring the attributes (which would include the context,
constraints, user data requirements, etc), the quantitative metric
that represents the usability value (say task completion rate without
assistance), and the minimum level of usability for each attribute and
the planned level.  The Whiteside, et. al. chapter also made a point
that usability requirements (and the scenarios for obtaining usability
requirements) should be based on field input (through contextual
inquiry or other methods) so that the requirements are realistic.

Wixon, D. & Wilson, C. E.  The Usability Engineering Framework for
Product Design and Evaluation. Handbook of Human-Computer Interaction
(Second Edition). Elsevier: Amsterdam, The Netherlands, 1998, pp.
653-688.

Scott brought up some good issues about the impact of metrics.  If you
metric is around finding problems and you are not persuasive enough to
get them implemented then your impact might be low.  Paul Sawyer,
Dennis Wixon and Alicia Flanders wrote about a metric they called the
impact ratio.  Here is the reference and abstract

Sawyer, P., Flanders, A., and Wixon, D. 1996. Making a difference—the
impact of inspections. In Proceedings of the SIGCHI Conference on
Human Factors in Computing Systems: Common Ground (Vancouver, British
Columbia, Canada, April 13 - 18, 1996). M. J. Tauber, Ed. CHI '96.
ACM, New York, NY, 376-382. DOI=
http://doi.acm.org/10.1145/238386.238579

ABSTRACT
In this methodology paper we define a metric we call
impact ratio. We use this ratio to measure the effectiveness
of inspections and other evaluative techniques in getting
usability improvements into products. We inspected ten
commercial software products and achieved an average
impact ratio of 78%. We discuss factors affecting this ratio
and its value in helping us to appraise usability
engineering's impact on products.


So this metric gets at how many are implemented, but there is another
step - how much did the changes that were implemented improve the
product on whatever usability attributes are most important.  What if
you implement fixes for 80% of the problems, but the fixes are bad.

So, perhaps you can measure how fixes from one version to the next
make the product better but does it impact the revenues/profits of the
company.  It could be that you made your product 20% better and met
your goal, but your competitor just came out with a really usable and
useful product and was 20% better than your version.

So the link between goals and revenues is often really hard to figure.
 You might want to read some of the chapters in the Bias and Mayhew
book Cost-Justifying Usability (Second Edition, 2005).
http://www.amazon.com/Cost-Justifying-Usability-Second-Interactive-Technologies/dp/0120958112/ref=sr_1_1?ie=UTF8&qid=1236384677&sr=1-1

Chauncey

On Fri, Mar 6, 2009 at 4:24 PM, Alan Cox <[email protected]> wrote:
> As it grows, the company I work for is becoming more metric-driven.
> Ultimately, I support the idea of having goals and metrics that help
> us understand whether we're doing good work, the right work, etc.
>
> I don't expect goals & metrics to ever tell the whole story; the
> world is squishy and numbers are unlikely to paint a completely
> honest picture.  I do think, however, that they'll help us start
> conversations and give us something to shoot towards.
>
> I'm curious: what type of goals and metrics exist in your company
> that are related to good user experience and good design?  Do you
> have goals & metrics that are company-wide, team-wide and
> individual?
>
> Alan
> ________________________________________________________________
> Welcome to the Interaction Design Association (IxDA)!
> To post to this list ....... [email protected]
> Unsubscribe ................ http://www.ixda.org/unsubscribe
> List Guidelines ............ http://www.ixda.org/guidelines
> List Help .................. http://www.ixda.org/help
>
________________________________________________________________
Welcome to the Interaction Design Association (IxDA)!
To post to this list ....... [email protected]
Unsubscribe ................ http://www.ixda.org/unsubscribe
List Guidelines ............ http://www.ixda.org/guidelines
List Help .................. http://www.ixda.org/help

Reply via email to