Usability
What is usability?
Usability is how easy it is for users to complete tasks with your product: they can learn it, use it efficiently, avoid and recover from errors, and feel satisfied. It’s a quality of the product and the interaction, not a single metric.
Use it when: you’re designing, evaluating, or improving any user-facing product. Usability is a baseline expectation; measure and test it so you’re not guessing.
Copy/paste checklist (five dimensions)
- Learnability – Can new users accomplish basic tasks the first time?
- Efficiency – Once learned, can experienced users complete tasks quickly?
- Memorability – After a break, can users return without relearning?
- Errors – How often do users err, and how easily can they recover?
- Satisfaction – Do users find the experience acceptable or pleasant?
Assess with usability testing and, where useful, with standardised questionnaires (e.g. SUS).
Why usability matters
- When products are usable, people complete tasks faster and with less frustration.
- Support and training costs go down; satisfaction and retention tend to go up.
- Poor usability blocks adoption and conversion even when the product is otherwise valuable.
- Accessibility and usability overlap: fixing one often helps the other.
What good usability includes
Checklist
- [ ] Clear goals – Users can tell what they can do and how to start.
- [ ] Obvious actions – Buttons, links, and controls are recognisable and reachable.
- [ ] Feedback – The system shows state and confirms actions (visibility of system status).
- [ ] Error prevention and recovery – Sensible defaults, validation, and clear error messages.
- [ ] Consistency – Patterns and labels are predictable across the product.
- [ ] Appropriate complexity – No unnecessary steps or clutter for the core tasks.
Common formats
- Usability testing – Observe users completing tasks; note completion, errors, and comments. See Usability testing.
- Heuristic evaluation – Expert review against principles. See Heuristic evaluation.
- SUS (System Usability Scale) – Short questionnaire after a task or session; gives a score. Use to compare versions or track over time.
Examples
Example (the realistic one)
You run a usability test on “create and send an invoice.” Learnability: 4 of 5 complete it first time; 1 gets stuck on “Add line item.” Efficiency: Experienced user takes ~2 minutes (acceptable). Errors: 2 users picked “Draft” instead of “Send” once; they recovered. Satisfaction: Post-task SUS average 72. You prioritise clarifying “Draft” vs “Send” and the “Add line item” step to improve learnability and errors.
Common pitfalls
- Assuming it’s usable: no testing, only opinion. → Do this instead: run usability testing or heuristic evaluation on key flows.
- Only testing happy path: you miss errors and edge cases. → Do this instead: include tasks that can fail and observe recovery.
- Ignoring learnability: you test with people who already know the product. → Do this instead: include new or infrequent users for learnability and memorability.
- No baseline: you can’t say if things got better. → Do this instead: define tasks and (if possible) a metric (e.g. completion rate, SUS) and repeat after changes.
Usability vs. related concepts
- Usability vs UX: UX is the broader experience (including emotion, value, and context); usability is “can they use it effectively and satisfactorily?”. Usability is part of UX.
- Usability vs accessibility: Accessibility ensures people with disabilities can use the product; usability is about ease and satisfaction for all users. They overlap; do both.
- Usability vs usability testing: usability is the quality; usability testing is the method to evaluate it.
Related terms
- Usability testing – the main way to evaluate usability.
- Heuristic evaluation – expert review against usability principles.
- User research – broader research that informs and complements usability work.
- UX design – usability is a core concern of UX.
- Accessibility – accessibility supports usability for everyone.
- User flow – flows should be designed for usability.
- Prototype – test usability with prototypes before build.
- Iterative design – improve usability through repeated test and refine.
Next step
Pick one critical task, run a usability test with 5 users, and score the five dimensions (learnability, efficiency, memorability, errors, satisfaction). Fix the biggest issues and test again to see improvement.