Efficiency

toc =**Efficiency**=

Definition

 * Efficiency** is one of the usability goals that were outlined in the Preece reading as well as lecture #2. It is an important concept to consider when one is in the midst of the design process.

>> Efficiency relates to the user's experience in terms of the 'product' doing what it is intended to do with minimal interruption. An efficient 'product' is a product that the user is able to use and accomplish a specific task without added extraneous intervention.

>> Many products are designed today to enable the user to do several functions within one product – **convergence**. Convergence is not always seen as efficient simply because it may cause the user to be interrupted from the original use of the product. The user may also find themselves unable to remember how to use the product or how to accomplish what they had set out to accomplish because there are several other functions overshadowing the original intended use of the product.

Example: Inefficiency
An example of an inefficient product would be a [|cellphone that has several ‘gadgets' (imate)]’ built into it. It is often at times troublesome to make a phone call on an advanced cellphone because the screen is cluttered in options and menus to select. The user may not realize that they can simply type the number and push call or send, the user may find themselves scrolling through the menus wondering why all they see are ring tones, calculators, text messages, etc.

Example: Efficiency
An example of an efficient product would be an [|Ipod]. In my oppinion, an Ipod easily accomplishes what the mac company advertises it to do. The Ipod has a simple interface that allows the user to navigate and listen to music, it allows the user to synchronize their music files simply by plugging the Ipod into the usb port. The Ipod does not have extraneous or useless functions that hinder its efficiency. In short, the Ipod easily allows the user to synchronize and listen to music it does not aim to confuse the user.