CPUX-F Curriculum · Foundation Level

Chapter 2
Basic Concepts

The vocabulary that everything else in usability and UX is built on: human-centred quality, the three criteria of usability, and how it differs from user experience.

Study summary · UXQB v4.01
1

Core definitions

Human-centred design (HCD)

+

Human-centred quality

+

Usability

+

Effectiveness

+

Efficiency

+

Satisfaction

+

User experience (UX)

+

Accessibility

+

Avoidance of harm from use

+

Interactive system

+

User interface & UI element

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2

The three criteria of usability

Criterion 01Effective

Supports what users need to do — and they can figure out how.

Criterion 02Efficient

Complete tasks quickly, without having to think too much.

Criterion 03Satisfying

Meets users' expectations and is pleasant to use.

3

Usability vs. user experience

Usability lives inside actual use (effectiveness, efficiency, satisfaction). User experience wraps around it — expectations before, satisfaction during, fulfilment after.

User Experience
Before use
Expectation
Actual use
Usability
Effectiveness
Efficiency
Satisfaction
After use
Fulfilment of expectations

Reading it: A usability problem at checkout hurts both UX and usability. Poor-quality flowers delivered, high prices, or a bad in-store visit hurt only UX — usability is only about using the system itself.

4

What counts as an "interactive system"

The definition is broader than it seems. It covers systems that take two-way input (websites, apps, ATMs) and systems that only display information one-way — like arrival/departure boards at an airport or train station. As long as a person uses it to reach a goal, it's an interactive system and can be evaluated for usability. The definition also includes packaging, user documentation, online help, support and training.

Worked example
5

One product that makes every foundation concept click: the hotel-booking app “StayEasy”

Using a single product — the StayEasy booking app — to string together every term in Foundations & quality, following the natural flow from “what the product is” to “what quality means for the user.”

Each highlighted word is a term from Section 1 — compare it with the definition card above.

A
A · What the product is

StayEasy is an interactive system

StayEasy is an interactive system: not just the app, but the software, servers, help documentation and support around it. Guests see and operate it through the user interface — all the screens, information and controls. Each basic component like a “Book” button, a date field, or a “Remember me” checkbox is a user interface element.

Note: the whole login window (some text + 2 input boxes + 1 button) is not a single UI element — it is made up of several UI elements.
B
B · The approach

The team chooses a human-centred approach

Rather than guessing, the team applies human-centred design (HCD): build an explicit understanding of the users, their goals and context, involve them throughout, and iterate on feedback until requirements are met. The overall goal of this approach is human-centred quality — quality seen from the user's point of view, made of the four pieces in parts C and D.

C
C · The central piece

Usability — and the three criteria behind it

Usability is how far StayEasy can be used effectively, efficiently and with satisfaction in a specified context. It rests on three pillars:

Effectiveness

The guest gets the job done: the app has a cancel button and guests can find it. If only 5/100 new guests manage to cancel → an effectiveness problem.

Efficiency

Done fast, with little effort: cancelling takes 2 steps. If everyone can cancel but only through 8 fiddly steps → an efficiency problem.

Satisfaction

It feels pleasant to use: guests praise the clean layout. If a guest says booking “takes forever” → a satisfaction problem.

The three criteria influence each other: low efficiency can drag satisfaction down; frustration can make a guest quit mid-task, which hurts effectiveness.

D
D · Beyond usability

User experience and the other two pieces of quality

User experience (UX) is broader than usability: it also covers how the guest feels before use (the expectation set by a StayEasy ad), during use (the satisfaction part, which overlaps with usability) and after use (does the real room match what the app promised?). Usability considers satisfaction only during use; UX spans the whole journey.

A telling contrast: a bug at checkout hurts both usability and UX. But if the real room looks worse than its photos, that hurts only UX — not usability, because usability is only about using the app.

The last two pieces of human-centred quality:

Accessibility

A blind guest using a screen reader can still book a room; text is large enough with sufficient contrast (per WCAG).

Avoidance of harm from use

The app requires explicit confirmation before booking a non-refundable rate, preventing accidental financial harm.

Putting it together: StayEasy is an interactive system that guests operate through a user interface made of many UI elements. The team uses human-centred design to aim for human-centred quality. That quality = usability (effective + efficient + satisfying) + user experience (before–during–after) + accessibility (usable by everyone) + avoidance of harm (does no damage). Miss one piece and the product hasn't reached quality for the user.

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