systems (users do not want to wait), and they do not
want to learn how to use them (users have to be able
to grasp the functioning of the system on the fly).
Some steps are necessary to develop systems
that adopt usability criteria (Mayhew, 1999; Nielsen,
1993):
1) Planning the System: the developer needs to
understand what the system objectives are (why the
system is being developed and who the users will
be) and what usability objectives must be considered
(efficiency, easy to remember how to use, satisfying
with a minimum number of errors).
2) Collecting Data from Users: because the design
should be based on user needs, data about these
needs must be collected and developers should
verify how well an existing system (if there is one)
meets these needs.
3) Developing prototypes: it is easier for a user to
react to an existing example than to theorize what
would work best. Useful results can be obtained by
building a prototype system, with a minimum of text
content and no graphics, for a first round of usability
test. The prototype can then be used to elicit users’
comments and observe the prototype's ability to lead
the users through the tasks they need to perform.
4) Collecting, writing, or revising content: based on
what users need, the developer must put content into
the system. As developers consider information
users already have, they can think about how useful
and understandable it is. Most people want to
quickly scan information and read only small
sections. If the information is organized in long
paragraphs, it definitely needs revising and should
be broken into small chunks with many headings.
Unnecessary words must be cut out. Lists and tables
help people find information quickly.
5) Conducting usability tests: usability tests are an
iterative process. The goal of usability tests is to
ascertain what helps users accomplish their tasks
and what prevents them from completing their tasks.
Using the prototype as a starting point, the usability
testers build a set of scenario tasks they will ask
users to execute. As detailed information about user
success is gathered and reported, the prototype can
be modified and additional aspects tested.
The focus of a usability test is the user's
experience with a system. During a usability test,
specialists working with the designers and system
developers watch users working through tasks with
the system and gather users’ feedback. The purpose
is always to see what is working well and what is
not working well – keeping in mind the main goal,
which is to improve the system. Usability specialists
plan the test, work directly with the users, and take
notes; designers, developers, and others also observe
and take notes. The result of usability testing is a
report that includes a set of recommendations to
improve the system.
3 WORKING WITH CHILDREN
Educational software should trigger children’s
curiosity, guiding and stimulating them to seek
knowledge. It should create environments where
children can develop initiative and self-confidence,
as well as language, thought and concentration. The
interface of educational software programs should
be simple, intuitive and interactive, providing
learning while playing environments.
An educational software developing team should
be formed by programmers and educators, which
must take part in the conception, specification and
development of the software. The composition of
this team is extremely important, so that technical
and pedagogical aspects can be considered and good
learning tools can be developed. However, the team
must also be concerned with the final users, mostly
when these are children.
As any other user-interface design process,
educational software projects should start with the
analysis of the user profile and the tasks the user will
need to perform. It is practically impossible to
design for children of all ages (Shneiderman, 2000).
According to Druin (2002), children can take
part in the software development process in four
different ways: as technology users, as testers, as
informers and as project colleagues. The most
common way children participate is as technology
users. In this case their role is to use the software
while the development team observes them so they
can understand their behavior and the learning
experience they demonstrate. These observations
can be used to guide future projects.
Children, in the role of testers, use the
prototypes during the software development process,
so that the development team can correct technical
and pedagogical inconsistencies found by the users.
The development team can observe children using
existing products before the beginning of the
development process, which can start on the basis of
these observations. In this case children play the role
of informers and can participate further during the
development process. The role of children as project
colleagues is very similar to the role of informers,
but as colleagues they also participate in the research
and decision-making during the whole development
process.
In our project we chose to include children in the
role of testers. We involved children of the target
age group and with their help we tested prototypes
of the software program during the development
process. The team studied all the observations made
AN INTERFACE USABILITY TEST FOR THE EDITOR MUSICAL
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