GOST usability

    A week later, the entire territory of Russia will come into effect on yuzabitili national standard GOST R ISO 9241-210-2012 "Ergonomics of human-system. Part 210. Human-oriented design of interactive systems . "
    Ergonomics? Fi, this is not it! Usability is wider than ergonomics, you say.
    Yes, the concept of "usability" includes ergonomics. But wait: how do they define the "human-oriented design" that the standard is about?

    Human-centered design is a way of developing interactive systems aimed at creating usable and useful systems ...

    And here is the usability! “Usability” is not a clear phrase, but that is how they translate the word “usability”. Probably, when universal comes to ... minimalism, then GOST by usability will be called "GOST by usability". But so far.

    I want to briefly tell you why this document is not an empty phrase. Let's go in order.

    1. Objectives of the document


    Who needs it?
    • Leaders - to show the place of the human factor and ergonomics in the design process.
    • UX-specialists - to tell how the design is going on, and what is their participation in this process.

    2. Definitions


    The Russian translation needs refinement, but it is a matter of time.
    Grunt mode
    Accessibility is usability "for people with the widest range of possibilities." Guess what the "wide range" refers to people with disabilities .
    The main thing is the meaning of the document ISO 9241-210: 2010 during the translation has not disappeared. For example, a couple of quotes:

    High usability systems have several advantages, including higher performance, stress avoidance, increased availability and reduced risk of harm.
    (usability = usability)
    The suitability of use, if interpreted from the point of view of personal goals of users, may include aspects of perception and emotional aspects, usually associated with user experience. To assess aspects of user experience, usability criteria may be used.

    GOST - about emotions! A pleasant surprise.

    GOST by usability.  Cover

    3. Why think about usability


    In the third section, the whole sheet of A4 describes the various advantages and benefits of human-oriented design. The fact that improving usability saves millions of dollars is understandable. But here, down to private working issues:

    ... beneficially affects other aspects of system design, for example, simplifying the identification and formulation of functional requirements.
    ... increases the likelihood of successful completion of the project on time and within budget.
    :)

    4. Principles of human-centred design


    This standard does not come up with new methodologies, but teaches us how to bring a human-centered approach to existing processes. Just a shift in emphasis.

    Briefly, ideas and principles for the subsections:

    4.2. User needs
    Accurately identify users, tasks, conditions of use.

    4.3. User engagement in development
    Not only “to order”, but also when creating universal / consumer products.

    4.4. User feedback
    User reviews (including at the design stage) are the most important source of information.



    How to interpret this information? It is not written in GOST, so I want to dwell in more detail. We call this mutual destruction of illusions .

    The illusion of the designer: "the user’s thinking is arranged in much the same way as mine . "
    The illusion of the user: "cars do not exist, only horses exist"
    (fast and slow)
    “If I asked my future buyers what they needed, they would ask for faster horses.”

    Henry Ford , Founder, Ford Motor Company

    The user does not know what can be done more convenient here.

    The designer does what is convenient for him. It has a convenient set of user stories - from which obvious decisions follow - with which the user must put up .

    Not.

    To make a really cool product, you need to leave the comfort zone and understand what the user needs , provided that he himself cannot explain this.

    Not a designer, not a user - this should be the third person who will destroy their illusions. And it will be a way out into a new dimension.



    4.5. Iterative project improvement
    This, again, is about user participation in the design. In the beginning, it is impossible to foresee every detail. Many user needs and expectations are identified only during the design process, as developers improve their understanding of users and their tasks, and users describe their wishes in response to the design decisions presented.

    4.6. Consider user experience
    Given previous user experience, many aspects need to be kept in mind. User’s personal goals, emotions and perceptions, expectations and satisfaction, packaging and brand image, non-monotony and much more.

    4.7. Other design participants
    Besides UX professionals and users - who else is involved in the development of UX design? These are specialists with different points of view on the project, with knowledge in various fields. Marketers, technical writers, system analysts, all sorts of managers, and even designers.

    5-6. Project planning and implementation


    These two sections govern the implementation of the above principles. I don’t want to go into much detail (the purpose of this post is to give a brief overview, to interest). The document is well structured, so those who wish will quickly find the necessary information.

    There is a scheme, I signed for it, which issues are addressed in each paragraph:

    Human-oriented design.  Scheme

    In paragraph 6.3, you can find a couple of interesting points:

    “You need to identify the needs that must be met (and not the ways in which these needs should be met)”. (6.3.2)

    “The specification of user requirements shall be drafted taking into account the possibility of testing at later stages of design.” (6.3.5)

    That is, two things are directly said, see above about two illusions :
    6.3.2. The user does not know what he wants. There are no cars, there are only horses.
    6.3.5. Initially, we could very seriously make a mistake about what the user needs.

    The axiom about an iterative approach is repeated several times ... It is likely that in the future PMs could safely write:
    “Based on paragraphs 4.1 (d), 4.5, 5.3 (f), 5.5 and 6.4.3 (d), we must allocate time for one more iteration. " :)

    7. Sustainable development


    It says that human-centered design (as described in the standard) plays an exceptionally positive role in the sustainable development of mankind. Here I would argue. The authors of the standard constantly talk about some unconditional, thoughtless maximization of comfort for the consumer.

    If all our future is to sit on the couch and chew popcorn, then yes, there is everything for sustainable development. But I think that the habrayuzer has a different idea of ​​the XXII century, to which one of us will live, which means that there is still a very difficult choice: to give a fish or a fishing rod?

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