THE USABILITY OF MUSIC THEORY SOFTWARE: THE ANALYSIS OF TWELVE-TONE MUSIC AS A CASE STUDY Tuukka Ilomdki Sibelius Academy tuukka.ilomaki@iki.fi ABSTRACT Computer applications are an everyday tool for music analysts, composers, and music theory students. While these applications are a welcome tool to be used in the classrooms and research labs, their effectiveness could be improved by focusing on their usability. The usability of a user interface can be evaluated and even measured with respect to the goals of its users. In order to demonstrate the evaluation of a user interface, I present an experiment in which the efficiency of user interfaces is assessed in the context of three scenarios or ''use cases.1" Based on the experiment, I discuss some basic principles of usability theory, such as affordances, minimization of navigation, error handling, immediate feedback, and data visibility. The evaluation of these principles suggests some new types of music theory applications. 1. INTRODUCTION The popularity of personal computers has given impetus to the development of music theory software. It is now commonplace to employ computer applications for learning music theory fundamentals, generating row matrices, analyzing pitch-class sets and K-nets, and so on. While many of these applications undoubtedly serve their purpose, it is worthwhile to investigate how their usability could be improved. Instead of merely examining what these applications can do, I will here explore how they do it. Computer applications can be evaluated from a number of perspectives. In research contexts it is usually only required that the application produces the correct result in a reasonable time. If a broader audience is targeted, however, the user's experience depends not only on whether the application returns the right result, but also on the ease with which the user can interact with it. Virtually everybody agrees on the maxim (or truism) that a user-friendly user interface makes software more usable. There is, however, significantly less agreement on what constitutes a user-friendly user interface. For example, we should not be satisfied with a popular but trivial generalization that a graphical user interface is automatically better than a command line interface. Unfortunately, a user-friendly user interface seems more often to be an issue for the marketing department than for the research department. In this paper I argue, based on usability theory, against a deeply rooted myth that the quality of a user interface is a matter of opinion. In order to demonstrate the evaluation of a user interface, I will offer a hands-on experiment in which I present two user interfaces and measure the time that it takes to finish a given task. The reading of a stopwatch is certainly not a matter of opinion. According to Nielsen [4], "Clarifying the measurable aspects of usability is much better than aiming at a warm, fuzzy feeling of user friendliness." Furthermore, the evaluation of some of the principles of a good user interface suggests some appealing directions for music theory applications. 2. USABILITY THEORY Usability theory (or computer-human interaction) is a relatively young branch of computer science that has its roots in cognitive psychology. Even if it does not yet belong to mainstream computer science, the awareness of its importance seems to be growing. While some of the principles of usability theory are gradually making their way to the mainstream software applications, the underlying research is less known. In order to critically discuss usability we need to define what we mean by it. According to The International Organization for Standardization usability is "the extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use" (ISO 9241-11). The crux of this definition is that it does not define usability per se; it only defines usability with respect to the goals of the users. Hence, in order to design a good user interface and evaluate its usability we must first discover the goals of the potential users. With respect to usability, the "features" of a computer application are insignificant. The only thing that matters is how efficiently the users can achieve their goals. (This does not mean, however, that some user interface designs would not be terrible independently of the user's goals.) Nielsen [4] prefers the term "usability" to the vague umbrella "user friendliness." He divides usability into five categories: learnability, efficiency, memorability, error handling, and user satisfaction. The relative importance of these depends on the type of application - we can accept a steeper learning curve on software controlling a nuclear power plant, than on an application that prints a row matrix. Each of these categories can be evaluated. In the following I will focus mostly on learnability, efficiency, and error handling. Learnability denotes the ease with which a first time user can interact with the user interface, and efficiency denotes the 93 0
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