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

​

​

​