All too often, new technologies are introduced into the workplace without sufficient planning for their implications for the workforce. To the extent that businesses do plan for these implications, their approach is often governed by two related myths—the idiot-proofing myth and the deskilling myth. In each, technology plays a heroic role, rescuing efficiency from a workforce presumed to be unreliable. In the idiot-proofing myth, the hero is a machine so perfect that it is immune from the limitations of its users. System design based on this perspective is more concerned with how to keep operators from creating errors than with enabling operators to deal with the inevitable contingencies of the work process. The deskilling myth extends the idiot-proofing myth, offering a system so idiot-proof that the business can presumably get along not only with proportionately fewer workers, but also with workers who are on average less skilled and less expensive. Contradicting these myths, an emerging body of research suggests that in the vast majority of cases, new technologies will be more effective when designed to augment rather than replace the skills of users. The key challenge in designing new technologies is how best to take advantage of users’ skills in creating the most effective and productive working environment. We call this the usability challenge. To meet the usability challenge, industry needs to develop more appropriate usability criteria and to implement more effective processes to assure usability. This book provides a background of concepts and experiences that can offer insight into defining these criteria and processes. This introductory chapter situates the usability challenge in its organizational context, develops some core concepts of usability, and outlines the subsequent chapters’ contributions. Our first task is to articulate more clearly what we mean by usability. The design of systems for human use has long been associated with the discipline of “human factors,” in which the operator is seen as a component of a larger system, and the job of the designer is to produce an “interface” that ensures the most efficient fit of this component into the system.