Visibility ?
-Controls need to be visible with good mapping for their effects and their design should also suggest (afford) their functionality.
Affordance?
-Norman (1992) – is a technical terms that refers to the properties of objects
.What sort of operations and manipulations can be done to a particular objects
Eg – doors afford opening
- chair afford support
-Refers to the properties of objects.
..>Operations and manipulation can be done to a particular object.
-Make things visible
-Provide indication of how something can be used.
-Provide clues to what something “is for”
-Goal: use the object is evident just by looking at it.
-Buttons
..Flat
..Shadowed
-Hyperlinks
..Plain text
..Marked
-Cursor shapes
Perceptual
-Eg: button that affords pushing
wheel affords turning
Sequential
-Acting on one perceptual affordance leads to information indicating new affordances.
-Eg: Macintosh Scroll bar. There is a perceptual affordance to click the box (center) which immediately results in the box becoming “animated” and which affords moving the box left or right along the shaft. The affordance to grab the box leads sequentially to dragging.
Sound
-Action with sound.
-Eg: Sonic Finder designed by Gaver
Affordance - example
Does the design suggest that the door should be pushed or pulled?
–ease of use
–ease of learning
–flexibility of use
–effectiveness of use
–user satisfaction
•identify the goals and to decompose effectiveness, efficiency and satisfaction and the components of the context of use into sub components with measurable and verifiable attributes.
–Effectiveness is the accuracy and completeness which specified users can achieve specified goals in particular environments.
–Efficiency: the resources expended in relation to the accuracy and completeness of goals achieved.
–Satisfaction: the comfort and acceptability of the work system to its users and other people affected by its use.

Usability framework according to ISO/DIS 9241-11.2.
Division of Usability
•Usability specification
–Usability specification refers to quantitative usability goals. It provides guidelines for knowing when an a system or an interface is good enough.
–Usability specification should be established as early as possible in the development process. It is regarded as a key in determining usability of an interactive system, by producing a metric against which usability of a particular user interface can be measured.
•Usability Evaluation
–Usability evaluation, meanwhile, is concerned with testing a prototype or a system to find out whether it is usable according to the specification.
–There are generally three types of usability evaluation methods:
•Usability testing
•Usability Inspection
•Usability Inquiry
•Usability Testing
–Usability testing is a method by which users of a product are asked to perform certain tasks in an effort to measure the product's ease-of-use, task time, and the user's perception of the experience.
–Usability testing can be done formally, in a usability lab with video cameras, or informally, with paper mock-ups of an application or Web site.
–Changes are made to the application or site based on the findings of the usability tests. Whether the test is formal or informal, usability test participants are encouraged to think aloud and voice their every opinion. Usability testing is best used in conjunction with user-centered design, a method by which a product is designed according to the needs and specifications of users.
•Usability Inspection
–Usability inspection is a method by which, usability specialists such as software developers or users will examine usability aspects of a user interface.
•Usability Inquiry
–Usability inquiry is a method where usability evaluators obtain information about users' likes, dislikes, needs, and understanding of the system by talking to them, observing them using the system in real work, or letting them answer questions verbally or in written form.
Techniques for measuring usability