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Usability

Usability is the degree to which intended users can use a system or product effectively, efficiently, and satisfactorily to accomplish their goals.

How 2 Manning books explain it

Delivering Machine Learning Projects: From design to deployment

Usability is the degree to which intended users can achieve goals with a system effectively, efficiently, and satisfactorily.

How it is used
Anchors system-building decisions in user impact, operating context, and interface safeguards.
How deep it goes
Moves from user constraints to eighteen AI interface guidelines and failure examples, without detailed implementation procedures.
Examples
Uses a hospital booking system and the Boeing 737 MAX MCAS interface as failure cases.
What you can do after
Evaluate ML interfaces against capability, context, fairness, correction, and shutdown criteria.

Read how Delivering Machine Learning Projects: From design to deployment explains usability →

Design for Developers

Usability is the degree to which a product can be used easily and effectively to accomplish intended goals.

How it is used
Uses ease of use as a guiding criterion for designing, animating, testing, and replacing websites or applications.
How deep it goes
Defines usability, applies it to animation choices, and provides testing steps, stopping short of implementation-specific detail.
Examples
Uses website animation, reduced-motion settings, interactive prototypes, staging task flows, and live A/B tests as examples.
What you can do after
Evaluate and improve interfaces by choosing supportive animation, testing task flows, comparing designs, and prioritizing observed usability problems.

Read how Design for Developers explains usability →

Related concepts

These guides are generated from the text of Manning books by Manning's knowledge graph and link to the sections they draw on. The full books are available on liveBook and at manning.com.