DT
IB Design Technology
SL · Lesson 10 · Usability Objectives & SWOT
01 / 16
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

After a defined training period, can the user reach the required level of competence?

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 the user reach a defined level of competence after training?

Define competence

What must the user be able to do?

Set the task/performance level that counts as competent use.

Define training

How much learning time is allowed?

Use a predetermined period of instruction, practice or familiarization.

Test performance

Can the user now operate correctly?

Observe task success, errors, assistance needed or other relevant evidence after training.

Learnability compares achieved competence with a defined training period.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

After a 3-minute guided introduction, 4/6 users still press the wrong control during the target task.

02

Objective

Learnability + errors are weak.

03

SWOT

Weakness: control mapping remains unclear after the defined introduction/training period.

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
MeaningThe extent to which a user can operate a product or system at a defined level of competence after a predetermined period of training.
TermEfficiencyClick to reveal
MeaningThe speed and accuracy with which users can perform the task a product was designed to do.
TermMemorabilityClick to reveal
MeaningHow well a user can remember how to use a product after not using it for a period of time.
TermErrorsClick to reveal
MeaningThe incidence, frequency and severity of mistakes users make while using the product.
TermSatisfactionClick to reveal
MeaningHow pleasant a product is to use and the degree to which it meets user needs, expectations and preferences.
TermStrengthClick to reveal
MeaningAn internal positive aspect of the current product.
TermWeaknessClick to reveal
MeaningAn internal limitation or negative aspect of the current product.
TermOpportunityClick to reveal
MeaningA condition or direction that creates potential for useful product improvement or future development.
TermThreatClick to reveal
MeaningAn external condition or risk that may reduce a product’s success, relevance or ability to meet needs.
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.

Review before next time
Explain today’s key ideas without notes, then apply one idea to a different product, user or design context.
Lesson complete16 slides
Designed by David Xu · © 2026 David Xu. All rights reserved.Educators and students are welcome to use these materials for non-commercial teaching and learning with attribution. Please share the original link when possible. Reposting, redistributing modified copies, removing attribution, or commercial use requires prior permission.
IB Design Technology SL · Lesson 1016
Controls

Keyboard shortcuts

Next slide→ Space
Previous slide←
First / last slideHome End
Download HTMLD
Print / Save as PDFP