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NotesDesign TechnologyTopic 5.1Usability objectives
Back to Design Technology Topics
5.1.45 min read

Usability objectives

IB Design Technology • Unit 5

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Contents

  • Five objectives, not one quality
  • What each one means, and how you measure it
  • From evaluation to improvement
  • Exam-style question
The big idea: "Usable" is not one thing. The guide names five objectives — learnability, efficiency, memorability, errors and satisfaction — and a product can pass on some and fail badly on others.

Separating them is what lets an evaluation say WHICH kind of usability is failing, and therefore what to change.

All five applied to one product. For each, the middle row is the one students skip — what you would actually measure.

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Learnability and efficiency pull against each other: A machine that walks a first-timer through one step per screen is highly learnable and infuriating to a user who does it daily.

One that fits everything on a dense screen is fast for regulars and unusable for a first visit. Which you favour depends on who your primary persona is.

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ObjectiveThe question it asksA measurement you could take
LearnabilityCan a first-time user finish without help?Of 20 first-timers, how many completed the task unaided
EfficiencyOnce learned, how quickly can it be done?Seconds from start to finish for a practised user
MemorabilityCan a returning user still do it after weeks?Errors on a second attempt four weeks later
ErrorsHow many, how serious, how recoverable?Mistakes per 100 uses, and how many could be undone
SatisfactionHow pleasant was it? Would they choose it again?A 1-5 rating, plus what users say while waiting
An evaluation with no measurement is an opinion: The command term in this statement is evaluate. "The machine is not very learnable" is an opinion and earns little.

"Only 6 of 20 first-time users paid without asking someone for help" is an evaluation, and it tells you how much better the redesign has to be.
Errors has three parts: Count them, weigh them, and check whether they can be undone.

An error you can correct in one tap barely matters. An error that charges the wrong card and cannot be reversed matters enormously, even if it happens rarely.

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The statement says usability objectives are used to identify opportunities for improvement. That is the second half of the work: every poor measurement has to become a specific change to the product.

Working from a failing objective to a change

1

Name the objective that failed

Not "it is hard to use". Learnability failed: 6 of 20 first-timers finished unaided.

2

Find where in the task it failed

Which step did they stop at, and what did they try instead? This is where a task analysis and a usability evaluation meet.

3

Name the feature responsible

The card reader is below the screen, out of the light, and nothing points to it. That is a feature, and features can be changed.

4

State the change and how you would re-test

Move the reader to the right of the screen with a lit surround, then run the same 20 first-timers test and compare the number.

Re-measure the same way: The improvement is only proved if you measure it with the same method and the same users' characteristics as before.

A redesign tested on your classmates after the original was tested on real visitors proves nothing at all.

How this is tested — evaluating a product against the five usability objectives and turning failures into changes. It comes up two ways:

Paper 1 — multiple choice

  • Match a described failure to the objective it belongs to.
  • Pick the measurement that tests a stated objective.

Paper 2 — analysing a product

  • Evaluate a named product against three usability objectives.
  • Explain one improvement that a failed objective points to.
The trap: Using the five objectives as five synonyms for "easy to use". They are different questions with different measurements and different fixes — and an answer that treats them as one scores once, not three times.
IB-style questionEvaluate[6 marks]

A supermarket self-service checkout is criticised by customers. Evaluate it against three usability objectives, and identify one improvement for each.

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IB Exam Questions on Usability objectives

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How Usability objectives Appears in IB Exams

Examiners use specific command terms when asking about this topic. Here's what to expect:

Define

Give the precise meaning of key terms related to Usability objectives.

AO1
Describe

Give a detailed account of processes or features in Usability objectives.

AO2
Explain

Give reasons WHY — cause and effect within Usability objectives.

AO3
Evaluate

Weigh strengths AND limitations of approaches in Usability objectives.

AO3
Discuss

Present arguments FOR and AGAINST with a balanced conclusion.

AO3

See the full IB Command Terms guide →

Related Design Technology Topics

Continue learning with these related topics from the same unit:

5.1.1Planning a UCD inquiry
5.1.2Applying research methods
5.1.3Building a persona
5.1.5Task analysis
View all Design Technology topics

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