1 of 42

IACT 701

Theory of �Interaction Design

Usability Heuristics

2 of 42

Heuristics

Enabling a person to �discover or learn something for themselves.

Mental shortcuts to ease the �cognitive load of making a decision.

3 of 42

"The 10 most

general principles for interaction design. �

They are called 'heuristics' because they are �more in the nature of rules of thumb than �specific usability guidelines."

Jakob Nielson

Usability OG

4 of 42

Usability Heuristics

5 of 42

Usability Heuristics

6 of 42

Usability Heuristics | Visibility of System Status

Visibility of System Status

The system should always �keep users informed about what is going on, �through appropriate feedback within reasonable time.

7 of 42

Usability Heuristics | Visibility of System Status

Show: Time

Feedback depends on response time:

< 1 sec: just show outcome

�~ 1 sec: feedback that �activity is underway

�>> 1 sec: Show fractional �progress; time

8 of 42

Usability Heuristics | Visibility of System Status

Show: Space

9 of 42

Usability Heuristics | Visibility of System Status

Show: Change

10 of 42

Usability Heuristics | Visibility of System Status

Show: Change

11 of 42

Usability Heuristics | Visibility of System Status

Show: Action

12 of 42

Usability Heuristics | Visibility of System Status

Show: Next Steps

13 of 42

Usability Heuristics | Visibility of System Status

Show: Completion

14 of 42

Usability Heuristics | Match Between System & Real World

Match Between System & Real World

The system should speak the users' language, �with words, phrases and concepts familiar to the user, �rather than system-oriented terms.

�Follow real-world conventions, making information appear in a natural and logical order.

�Familiar metaphors

15 of 42

Usability Heuristics | Match Between System & Real World

Matches

16 of 42

Usability Heuristics | User Control

User Control & Freedom

Users often choose system functions by mistake �and will need a clearly marked "emergency exit" �to leave the unwanted state.

Without having to go through an extended dialogue. �Support undo and redo, and review and edit.

17 of 42

Usability Heuristics | User Control

User Control: Review

18 of 42

Usability Heuristics | User Control

User Control: Edit

19 of 42

Usability Heuristics | User Control

User Control

20 of 42

Usability Heuristics | Consistency & Standards

Consistency & Standards

Users should not have to wonder whether different words, situations, or actions mean the same thing.

Follow platform conventions.

21 of 42

Usability Heuristics | Consistency & Standards

Consistency: Clickable Elements

22 of 42

Usability Heuristics | Consistency & Standards

Consistency: Navigation

23 of 42

Usability Heuristics | Error Prevention

Error Prevention

Even better than good error messages is a careful design which prevents a problem from occurring in the first place.

Either eliminate error-prone conditions or check for them and present users with a confirmation option before they commit to the action.

24 of 42

Usability Heuristics | Error Prevention

Error Prevention: Prevent Data Loss

25 of 42

Usability Heuristics | Error Prevention

Error Prevention: Prevent misinterpretation

26 of 42

Usability Heuristics | Error Prevention

Error Prevention: Bad Input

27 of 42

Usability Heuristics | Help Users Understand and Recover from Errors

Help Users Recover from Errors

Error messages should:

  1. Be expressed in plain language (no codes)
  2. Precisely indicate the problem
  3. Constructively suggest a solution

28 of 42

Usability Heuristics | Help Users Understand and Recover from Errors

Error Recovery: Clarity

29 of 42

Usability Heuristics | Help Users Understand and Recover from Errors

Error Recovery: Alternative Solution (no dead ends)

30 of 42

Usability Heuristics | Help Users Understand and Recover from Errors

Error Recovery: Alternative Solution (no dead ends)

31 of 42

Usability Heuristics | Recognition Rather Than Recall

Recognition Rather Than Recall

Minimize the user's memory load �by making objects, actions, and options visible.

The user should not have to remember �information from one part of the dialogue to another. Instructions for use of the system should be visible or easily retrievable whenever appropriate.

32 of 42

Usability Heuristics | Recognition Rather Than Recall

Recognition Rather Than Recall

What is your professor’s full name?

33 of 42

Usability Heuristics | Recognition Rather Than Recall

Recognition Rather Than Recall

What is your professor’s full name?

  1. Mark Allen Bazil
  2. Lewis Clark DeLashmet
  3. John Henry Bonham
  4. Stephanie Lynn Nicks

34 of 42

Usability Heuristics | Recognition Rather Than Recall

Recognition: Previews

35 of 42

Usability Heuristics | Recognition Rather Than Recall

Recognition: Previews

36 of 42

Usability Heuristics | Flexibility & Efficiency of Use

Flexibility & Efficiency of Use

Accelerators—unseen by the novice user—may often �speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users.

  • Allow users to tailor frequent actions and their navigation...provide shortcuts
  • Accelerators would be unseen by the novice user
  • The system can cater to both inexperienced and �experienced users.

37 of 42

Usability Heuristics | Aesthetic & Minimalist Design

Aesthetic & Minimalist Design

Dialogues should not contain information which �is irrelevant or rarely needed.

Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility.

38 of 42

Usability Heuristics | Aesthetic & Minimalist Design

Aesthetic & Minimalist Design

39 of 42

Usability Heuristics | Aesthetic & Minimalist Design

40 of 42

Usability Heuristics | Aesthetic & Minimalist Design

41 of 42

Usability Heuristics | Help & Documentation

Help & Documentation

Even though it is better if the system can �be used without documentation, �it may be necessary to provide help and documentation.

Any such information should be easy to search, �focused on the user's task, list concrete steps to �be carried out, and not be too large.

42 of 42

IACT 701

Theory of �Interaction Design

Usability Heuristics