USABILITY REPORT OF A NON-COMPUTER PRODUCT
Description of The Product
This usability report of a non-computer product will focus on a knife. A knife is a tool with a sharp blade and a handle that is used by people to cut or stubbing (Cammarota, Schnegg, & Massonnet, 2019). In most cases, it is considered as a kitchen utensil. It is used in cutting vegetables and steak. Moreover, it is also a tool that can be used by armed forces, murderers, spiritualists, and many other people, depending on the occasion the knife is being used.
Purpose of The Product
The primary purpose of a knife is a tool that is used in food preparation.
The function of The Product
A knife can be used for mincing, slicing, and chopping vegetables, cutting meat into small pieces, and disjointing large cuts.
Intended User Population of The Product
The people who are the targeted use of a knife include cooks for cooking and soldiers for fighting and protection.
My Experience with The Product
My first experience with a knife was when I was being taught to cook by my elder sibling. I used a knife to slice vegetables into small pieces and chopping of meat.
What I Liked About the Product
It makes it easier to cut things like vegetables into small pieces, and it is more reliable on its efficiency in cutting.
What I Didn’t Like About the Product
It is very sharp hence the fear that in case one makes a mistake while using it may end up injuring him or herself.
Usability Concepts
Ease of Learning
Definition
The ability of a user to be fast using a given user interface is having never interacted with it and accomplishing the task at hand (Kurosu, 2019).
Example of how the product demonstrated this concept
The first time using a knife, I achieved the task at hand, which was chopping vegetables into small pieces.
Efficiency of use
Definition
The ability of a good experienced user to use a given type of device as fast as possible.
Example of how the product demonstrated this concept
The more I continue using a knife, the more I become fast in accomplishing tasks that I have to do. Hence, using less time while doing a certain task.
Memorability
Definition
The ability to remember how to use a given product or device in future visits.
Example of how the product demonstrated this concept
I usually remember how to effectively use a knife whenever I visit a kitchen after several days from the current visit.
Error Rate
Definition
It shows how often a certain user may make an error while using a given device or system. It also tests how severe the errors are and the manner in which the user recovers (Aamir & Mansoor, 2013).
Example of how the product demonstrated this concept
I once almost chopped my finger while using a knife. To avoid the same situation, I made sure I am more attentive and steadier while using the knife.
Subjectively Pleasing
Definition
The ability of someone liking to use a given product.
Example of how the product demonstrated this concept
Whenever I want to slice vegetables into small pieces, I usually use a knife.
Suggestions for improvement of the product
There is a need for the manufactures of knives to make sure that they use materials that will enable a knife to remain sharp for a longer period of time. In doing so, it minimizes the cases of sharpening a knife.
References
Aamir, M. J., & Mansoor, A. (2013, September). Testing Web Application from a usability perspective. In 2013 3rd IEEE International Conference on Computer, Control, and Communication (IC4) (pp. 1-7). IEEE.
Cammarota, V., Schnegg, M., & Massonnet, G. (2019). A study of the background population of fibers on knife blades. Forensic science international, 296, 132-143.
Kurosu, M. (2019). Nigel Bevan and Concepts of Usability, UX, and Satisfaction. Journal of Usability Studies, 14(3), 156-163.