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Usability Heuristics

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Consistency and standards. Error prevention. Recognition rather than recall ... Consistency and standards ... 7.2 Consistency. Consistent application ... – PowerPoint PPT presentation

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Title: Usability Heuristics


1
Usability Heuristics
Document Coverpage that indicates the problem
you are going to solve. EACH GROUP MEMBER PICKS
A DIFFERENT THING TO CRITIQUE
2
Heuristic a definition
  • As an adjective, heuristic (pronounced
    hyu-RIS-tik) and from the Greek "heuriskein"
    meaning "to discover") pertains to the process of
    knowing by trying rather than by following some
    preestablished formula. (Heuristic can be
    contrasted with algorithm) The term seems to
    have two usages
  • 1) Describing an approach to learning by trying
    without necessarily having an organized
    hypothesis or way of proving that the results
    proved or disproved the hypothesis. That is,
    "seat-of-the-pants" or "trial-by-error" learning.
  • 2) Pertaining to the use of the general
    knowledge gained by experience, sometimes
    expressed as "using a rule-of-thumb." (However,
    heuristic knowledge can be applied to complex as
    well as simple everyday problems. Human chess
    players use a heuristic approach.)
  • As a noun, a heuristic is a specific
    rule-of-thumb or argument derived from experience.

3
The top 10 recommended usability heuristics
  • Visibility of system status
  • Match between system and the real world
  • User control and freedom
  • Consistency and standards
  • Error prevention
  • Recognition rather than recall
  • Flexibility and efficiency of use
  • Aesthetic and minimalist design
  • Help users recognize, diagnose, and recover from
    errors
  • Help and documentation

according to Nielsen
4
1. Visibility of system status
  • The system should always keep users informed
    about what is going on, through appropriate
    feedback within reasonable time.

5
1.1 Feedback
  • What user is doing
  • How input being interpreted
  • Restate user input
  • Remove when operation is completed
  • Response time
  • Latency Reduction
  • Use indicatorsstatus mechanisms
  • System failure
  • Graceful degradation

6
2. Match between system and the 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.

7
2.1 Speak the users language
  • Use users native language
  • Mappings and metaphors
  • Use user task language
  • Metaphors
  • making the abstract seem familiar

8
2.2 Simple and natural dialog
  • Anticipate users wants and needs
  • Match the user task
  • Less is more reduce complexity
  • use defaults
  • templates, etc
  • Present info only when needed for task

9
2.3 What is a metaphor?
  • Examples
  • Electronic Mail (Email)
  • Desktops
  • Notebooks
  • Cards

10
2.31 Three Basic Metaphors
  • Manipulation/physical objects
  • Navigation
  • Conversational

11
2.32 Using metaphors
  • Must correlate well with the abstract concept
  • Models should suggest how to use an object.

12
3. User control and 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.

13
4. Consistency and standards
  • Users should not have to wonder whether different
    words, situations, or actions mean the same
    thing. Follow platform conventions.

14
4.1 Consistency
  • Internal and external consistency
  • Levels
  • shortcut keys
  • small visible structures
  • overall look
  • suite of products
  • in-house consistency
  • platform consistency

15
4.2 Grids
  • Focus
  • readability
  • higher-level structure

16
5. Error prevention
  • Even better than good error messages is a careful
    design which prevents a problem from occurring in
    the first place.

17
6. Recognition rather than recall
  • Make 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.

18
6.1 Minimize the users memory load
  • Display dialogue
  • Use multi-modal displays
  • Choose from items generated
  • Provide formats
  • Give examples

19
7. Flexibility and 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.

20
7.1 Flexibility
  • Flexibility
  • dealing with unanticipated situations
  • support for dynamic layouts (resize)

21
7.2 Consistency
  • Consistent application
  • corporate logo
  • look and feel
  • placement, appearance, meaning
  • layout of dialog boxes

22
7.3 Shortcuts
  • Support efficiency of the user
  • Help experienced users
  • Type-ahead
  • Jump directly to where user wants to go
  • Reuse interaction history

23
8. Aesthetic and 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.

24
8.1 Simple rules
  • Graphic design and color
  • Use Gestalt rules
  • Proximity
  • Similarity
  • Closure
  • Continuity
  • Symmetry
  • Do not overdo color
  • Readability

25
8.2
  • Graphic layout structure
  • Fitts Law the time to acquire a target is a
    function of the distance to and size of the
    target.
  • Grids

26
9. Help users recognize and recover from
errors
  • Error messages should be expressed in plain
    language (no codes), precisely indicate the
    problem, and constructively suggest a solution.

27
9.1 Good error messages
  • Use clear language and avoid codes
  • Be precise not vague
  • Be constructive and help user
  • Be polite and not intimidate
  • Multi-level messages
  • Give shorter message first, click for more

28
(No Transcript)
29
9.2 Prevent errors
  • Protect users work
  • Ask for confirmation
  • Designers avoid modes
  • Status indicators
  • Avoid invisible navigation

30
9.3 Common errors
  • Arbitrary component positions
  • Arbitrary component dimensions
  • button sizes
  • Random window sizes and layouts
  • dialog boxes
  • Unrelated icon sizes and imagery
  • Inconsistent control presentations
  • Inconsistent visual language

31
10. Help and 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.

32
In Class exercise
  • Determine an interface to evaluate in that
    addresses the teams problem scenario.

33
reference
  • http//www.useit.com/papers/heuristic/
  • Jakob Nielsen's Online Writings on Heuristic
    Evaluation
  • How to conduct a heuristic evaluation
  • A list of ten recommended heuristics for usable
    interface design
  • A more detailed discussion of the
    characteristics of the usability problems found
    by heuristic evaluation
  • How to rate the severity of the usability
    problems
  • Why uptake in industry has been so fast for
    heuristic evaluation (note this essay is about
    technology transfer and not a tutorial article
    like the rest of this list)
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