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STATE UNIVERSITY OF NEW YORK AT OSWEGO

ISC 370 Introduction to Human Computer Interaction


Professor Damian Schofield
Lucas Neubert Alves
Think Like a Usability Engineer
This assignment focuses on describing and analyzing one device according to its usability
and design; as well evaluating the object as a whole. The object chosen was the microwave
oven, a very popular device, found in almost all houses nowadays.
Describing the device
The microwave oven, a very common kitchen product, is a device normally used to heat,
cook food, and reheat the previously cooked food (Figure 1). As can be seen in Figure 2 the
microwave has a lot of functions that can be used according to the user needs. These
functions can be easily identified by its labels in the buttons. There are a total of 31 buttons;
among them are the specific buttons such as popcorn, beverage, reheat, potato, vegetable,
chicken/fish; also, there are some setting buttons and a help button. In order to use these
functions the desired button is pushed and the microwave starts to work according to the
action. Of course, a previous knowledge about microwaves is needed to know that its
necessary to put the food inside the microwave to start the process.
Affordances
According to Norman (2013), An affordance is a relationship between the properties of
an object and the capabilities of the agent that determine just how the object could possibly
be used. (p.11), so the microwave has a lot of clear and perceived affordances. The main
affordance of the microwave is its buttons. The buttons on the microwave are clearly used for
their main action which is pushing the buttons to use their functions.

The buttons are properly labeled and the actions are clear and hard to misinterpret. As
said by Norman (2013), For me, the term signifier refers to any mark or sound, any
perceivable indicator that communicates appropriate behavior to a person. (p.14).
According to this, the labels on the microwave buttons are considered signifiers, because the
signals in the buttons indicate what each button must do and perform. There is just one
exception that is the button used to open the microwave door. In order to open the
microwave it is necessary to push the only button that doesnt have a label, and in this case a
previous knowledge is needed.
Feedback
The feedback is easily identified by the microwave display. When a button is pushed,
quickly the display shows what was selected, and then starts to work according to the
selected option. For example, pushing the button popcorn; the display shows the word
popcorn, as seen in Figure 3. At the end of the selected function, a feedback is provided by a
beep, as well as a word Ready in the display.
Conceptual models
According to Norman (2013),
Conceptual models are often inferred from the device itself. Some models are passed on
from person to person. Some come from manuals. Usually the device itself offers very
little assistance, so the model is constructed by experience. Quite often these models are
erroneous, and therefore lead to difficulties in using the device. (p. 26)
The buttons shown in Figure 4 dont have a good conceptual model. Its necessary to read
the manual first to acquire a previous knowledge of what each button will do; if not, the user
can find some difficulties to use the device. Considering that Norman said, these same

models are passed on from person to person, or constructed by experience. The button to
open the microwave door is a good example in these cases. The button doesnt have labels or
signifiers, but it is easily perceived and used to open the devices door.
Understanding that the buttons are correctly labeled, that are shown in Figure 5, the
conceptual models perceived by the user can be considered good. These buttons can be
thought of as mental models, because according to Norman (2013), Mental models, as the
name implies, are the conceptual models in peoples minds that represent their understanding
of how things work. (p. 26). For example, when the buttons are viewed, easily may be
perceived what are their features.
Mappings
In the microwave, there are no natural mappings that are well defined, with the exception
of the previously cited labeled buttons. These buttons help to understand what must be done
to perform the desired action, in a short time because according to Norman (2013), Natural
mapping, by which I mean taking advantage of spatial analogies, leads to immediate
understanding. (p. 22). The microwave functions are easily perceived, and they are grouped
according their pattern and controls. According to Norman (2013), Groupings and
proximity are important principles from Gestalt psychology that can be used to map controls
to function: related controls should be grouped together. (p. 22). Indeed, it can be said that
the fact of pre-defined functions buttons are grouped in a way that cooperates with the
learning of the device.
Evaluation
Because the microwave has so many options, and they are so clearly labeled and mapped,
it is hard to think of a reasonable scenario where someone cannot understand how to operate

this device. As the microwave has a good signaling, it can be said that the learnability ease
for users to accomplish basic tasks in the first time has a grade 8. The efficiency - once
users have learned the design, how quickly they can perform tasks - considered good, has a
grade 9, since that one click is needed for the desired action to start. The memorability is also
related to the buttons, and it may even be given a grade 9. From the second time that the user
will use the device the knowledge previously acquired will be easily identified by the labels.
The users that havent had any contact with microwaves before can face some errors. The
user can choose the right function and push the right button, however, the user may not have
inserted the food inside the microwave. These errors, of course, can be easily recovered,
canceling the action and starting again. According to this, the rate for errors is 7.
Last of all, because the microwave has easy access buttons, easy viewing, and can
perform tasks in an efficient way, the microwave can be considered a device with a grade 9
in design and usability satisfaction.

References

Nielsen, J. (2012, January 4). Usability 101: Introduction to Usability. Retrieved


September 7, 2014, from http://www.nngroup.com/articles/usability-101-introduction-tousability

Norman, D. (2013). The Design of Everyday Things (Revised ed.). New York: The
Perseus Books Group.

Figure Captions

Figure 1. The microwave oven is a common device normally used to heat, cook food and reheat the
previously cooked food.

Figure 2. Microwave buttons properly labeled. It can be noticed that there are a lot of functions available.

Figure 3. Feedback provided after the button popcorn has been pushed.

Figure 4. The functionality provided by the Express Cook buttons doesnt have a good conceptual model.

Figure 5. Buttons labeled correctly provide a good conceptual model.

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