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IB Design Technology
SL · Lesson 10 · Usability Objectives & SWOT
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Lesson 10 · Unit 1

Usability Objectives
& SWOT

Use two structured tools to move from “I like it” toward evidence-based product evaluation.

80 minutesB1.1 + C3.1Evaluation tools
Guiding question: How can designers evaluate usability and identify opportunities for improvement?01
Today’s destination

By the end of class, you should be able to…

01

Name five objectives

Recall learnability, efficiency, memorability, errors and satisfaction.

02

Apply objectives

Use each objective to evaluate a product interaction.

03

Build a SWOT

Analyse strengths, weaknesses, opportunities and threats.

04

Avoid superficial analysis

Support evaluation with function, performance, usability, features and materials.

Success check: explain the concept accurately, then use it to make a justified design decision.
Know it → use it → explain the evidence.02
B1.1

Usability can be broken into five questions.

01
Learnability

How easy is it for a new user to learn?

02
Efficiency

Once learned, how quickly and effectively can the task be completed?

03
Memorability

Can users return later and remember what to do?

04
Errors

What mistakes happen, how serious are they and can users recover?

05
Satisfaction

How acceptable or pleasant is the experience to users?

Know the five; then turn each into evidence.03
Objective 1

Can a first-time user figure it out?

Evidence

Time to first success

How long until a new user completes the task correctly?

Evidence

Help needed

Instructions, demonstrations or assistance required.

Evidence

Wrong attempts

Misunderstood controls or sequence confusion.

First-time interaction is a test condition.04
Objective 2

Once learned, can the user perform the task effectively?

Product A

8 actions · 18 seconds

Several hand repositioning steps.

VS
Product B

5 actions · 11 seconds

Fewer unnecessary transitions.

Careful: faster is not automatically better if safety, accuracy or comfort is reduced.
Efficiency must be judged in context.05
Objective 3

Can users return after time away?

A product may be learnable on day one but hard to remember after a week or month.

Strong memorability

Controls map clearly to actions

Users can resume the task with little relearning.

Weak memorability

Hidden sequences or arbitrary controls

Users repeatedly need instructions or trial and error.

Learnability and memorability are related—but not identical.06
Objective 4

What mistakes occur—and what happens next?

Frequency

How often?

Do users commonly make the same wrong action?

Severity

How serious?

Minor delay, spill, damage or safety risk?

Recovery

Can users recover?

Does the product make the error visible and easy to correct?

Good design can prevent or contain errors.07
Objective 5

How do users feel about the experience?

Satisfaction is not “do you like the colour?” It can reflect confidence, comfort, frustration, perceived effort and willingness to use the product again.

Evidence idea: combine short ratings with follow-up questions so the number has an explanation.
Satisfaction is user evidence, not designer taste.08
Apply it

Which objective is being tested?

A user successfully learns a coffee machine on Monday. Two weeks later, the user cannot remember which button starts the cleaning cycle.

Which usability objective is most directly involved?

Choose before you reveal the feedback.09
C3.1

SWOT structures product analysis into four categories.

Strengths

Internal positives

Features or performance that currently work well.

Weaknesses

Internal negatives

Current product limitations or failures.

Opportunities

Future improvement

Directions where redesign could create value.

Threats

External risks / pressures

Factors outside the current product that may challenge success or relevance.

C3.1 expects SWOT based on function, performance, usability, features and materials.10
Quality check

Weak SWOT labels are easy. Good SWOT analysis is specific.

Weak

“Strength: good design”

Vague, subjective, no evidence.

VS
Stronger

“Strength: seal prevented leakage in 5/5 inversion tests.”

Specific product feature linked to performance evidence.

Evidence makes SWOT useful.11
Deep analysis

Use usability evidence to populate a stronger SWOT.

01

Usability test

4/6 first-time users press the wrong control.

02

Objective

Learnability + errors are weak.

03

SWOT

Weakness: control mapping is unclear for first-time use.

04

Opportunity

Redesign control visibility / mapping and retest.

Tool → evidence → opportunity.12
15 minutes

Test one classroom product with three objectives.

Choose a stapler, tape dispenser, door latch, pencil sharpener or similar object.

1
Choose three usability objectives.
2
Define one observable / measurable indicator for each.
3
Run a quick test with a partner.
4
Write one SWOT weakness or strength supported by evidence.
Do not test “usability” as one vague thing.13
Vocabulary lab

Usability + SWOT vocabulary

Retrieve first. Then check.

TermLearnabilityClick to reveal
MeaningHow easy a product is for a new user to learn.
TermEfficiencyClick to reveal
MeaningHow effectively and quickly a learned task can be completed.
TermMemorabilityClick to reveal
MeaningHow easily users remember how to use the product after a period away.
TermErrorsClick to reveal
MeaningThe mistakes users make, including their frequency, severity and recoverability.
TermSatisfactionClick to reveal
MeaningThe user’s overall response to the experience, including comfort, confidence or frustration.
TermStrengthClick to reveal
MeaningAn internal positive aspect of the current product.
TermWeaknessClick to reveal
MeaningAn internal limitation or negative aspect of the current product.
TermOpportunity / threatClick to reveal
MeaningAn avenue for future improvement / an external factor that may challenge success.
Say the meaning before you flip the card.14
Knowledge check

Can you retrieve it without looking back?

1. Name the five usability objectives.
Learnability, efficiency, memorability, errors and satisfaction.
2. Which usability objective asks whether a user can return after a long gap and still remember the process?
Memorability.
3. What lenses should a C3.1 SWOT be based on?
Function, performance, usability, features and materials.
4. Why is “good design” a weak SWOT strength?
It is vague and unsupported; strong analysis identifies a specific feature or performance outcome with evidence.
Say the answer first. Then reveal it.15
Exit ticket

Before you leave…

1. Name all five usability objectives in order from memory.
2. Write one evidence-based SWOT weakness for a product you know.
3. Write one usability test you could use in your IA research.
Next lesson

IA Day 2 — Research Plan

Keep the evidence chain moving: user → research → decision → test.

Curriculum alignment
B1.1.4 usability objectives · C3.1.3 SWOT · C3.1.4 testing / reverse engineering evidence.
Lesson complete16 slides
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