Usability Tools

Usability Goals & Design for Mobile Phone
Interaction definition 1?
Interaction Design is a field and approach to designing interactive experiences. These could be in any medium (such as live events or performances, products, services, etc.) and not only digital media. Interactive experiences, necessarily, require time as an organizing principle though not exclusively) and Interactive Design is concerned with a user, customer, audience, or participant's experience flow through time. ...
www.nathan.com/ed/glossary/
Interaction definition 2
Interaction design is a sub-discipline of design which examines the role of embedded behaviors and intelligence in physical and virtual spaces as well as the convergence of physical and digital products. Sometimes referred to by the acronyms "IxD" or "ID," interaction design has recently developed as a field of study in a growing number of universities throughout the world.
en.wikipedia.org/wiki/Interaction_design
Usability goal
1. Effective to use (effectiveness)
2. Efficient to use (efficiency)
3. Safe to use (safety)
4. Have good utility ( utility)
5. Easy to learn ( learnability)
6. Easy to remember how to use (memorability)
1. Effective to use (effectiveness)
A mobile phone in terms of its effectiveness, it does what a user needs it to do. For example making phone calls, receiving calls, sending and receiving text messages. Most mobile phones in our days have a lot of features that a users find very convenient like having an Internet, which allows the user to check and send emails also allowing the user to pay bills from their mobile phones.
2. Efficient to use (efficiency)
In terms of efficiency most mobile phones provide and supports the user with features that they can be able to do things fast and simple. For example: most mobile phones allow the user to text using “predicable text”, which this makes things faster. Mobile phones also apply other interesting but most importantly efficient ways of supporting common tasks to let the user use single button or key presses. An example of where this kind of efficiency mechanism has been effectively employed is “voice commands”, which this allows the user to press a single button and say the name of the person that they want to call. This is a very fast and simple way for the user to make a phone call instead of going through their contacts and scrolling down to the person that they want to call.
3. Safe to use (safety)

Safety involves protecting the user from dangerous, unauthorized and undesirable situations. Safety also allows the user to reverse any mistakes that they might
have done like recovering any information. Mobiles do have features that allow
for that not to happen, which this makes computer based systems safer.
For example most mobile phones that have an Internet have passwords words
on various sites in order to prevent certain users not to open or retrieve
any information/material that they not allowed. Another safety feature that
most mobile phones provide the user is “Undo”, which this allows the user to
reverce any serious mistake that they have done by maybe pressing the wrong key.
For example deleting an important e-mail, text message, mms or contact details.
Some mobile phones have memory stick to allow the user to safe any important data
or information in case of any accidents that may occur.
4. Have good utility ( utility)
When it comes to utility on mobile phones, there are a wide range of fractures and fucntions that are easy to caopitalise on for different users in order to meet and satisfy their preferences. An example of this is that mobile phones allow the user to have options in the settings area on whether they would want to text using predictable text or not. Mobile phones also allow the user to make phone calls without too much fuss or thoughts, taking for example when a user is making a phone call they can be able to go on their contacts and simply put in the first letter of the person that want to call and a list of names come up starting with that specific letter.
5. Easy to learn ( learnability)
In terms of the mobile phone learnability, it supports the user with recognizable features, mappings, everyday pictures and signs that users can easily relate to. An example of these are the answering and hanging buttons on the key pads, which the answering button is normally a phone shown facing upwards with a green sign (Green colour as we all know means GO). The hanging up button a phone shown facing downwards with a red sign (Red colour as we know means stop or end). Another example that helps the user with learnability on mobile phones are the different picture signs on the Menu, which a user can recognize ( Eg: picture of a person for contact, picture of an envelope for messages and picture of a camera for opening the phones camera.).
6. Easy to remember how to use (memorability)
Memorability refers to how a system is easy to remember and how to use when once learned. On the mobile phone there are different meaningful icons and menu options that are also structured in a way that will provide the user with the help to remember. These meaningful icons are also placed in relevant categories in order in to help the user. For example when a user wants to check or send any kind of messages, they can simply go on the Message option. Also when a user wants to set an alarm they can simply go on Time option.


