10 Usability Heuristics for User Interface Design
10 Usability Heuristics for User Interface Design
These are my notes for the Youtube playlist The 10 Usability Heuristics
also see Nielsen Norman Group’s page on 10 Usability Heuristics
- Visibility - keep users informed with what is going on in the system in a reasonable time
- what they need to in a timely manner
- durable - always on - current state - ex: battery charge or network strength
- as a response to an action
- acknowledge success or a problem
- indicate the system is working = progress bar
- give a feeling of control
- don’t provide updates if not helpful - key pieces of info = user can’t do anything with that feedback.
- open and continuous communication * reliable and predictable - creates trust
- Match between the system and real world
- use language and concepts from real world
- terms familiar to the user rather than system oriented
- instead of marketing jargon use regular language
- mental models
- skeuomorphic - digital experience to match/align a physical experience.
- real world conventions
- use user’s language
- design for them and not you.
- use language and concepts from real world
- User Control and Freedom
- need a way to back out of a decision
- back/cancel button
- undo
- must be visible to the user
- foster a sense of freedom
- need a way to back out of a decision
- Consistency and Standards
- internal and external
- internal - in a product or family
- color for call to action buttons * external - conventions for industry or in general
- shopping cart - standard across most sites - upper right corner * don’t force users to learn something new - unless it is worth the cost
- internal and external
- Error Prevention
- don’t let users do something catastrophic by accident
- high cost effects
- location of a button
- confirmation dialog?
- support undo function so error doesn’t become permanent
- reply all - timer before actually sending?
- don’t let users do something catastrophic by accident
- Recognition vs. Recall
- why is recognition easier than recall
- is the information provided correct
- memory retrieval - the more ques we have the easier to retreive
- show the commands and the user can recognize what they want versus remembering the command on a command line
- minimize user working
- why is recognition easier than recall
- Flexibility and Efficiency of Use
- cntrl-c to copy versus right click copy versus edit menu copy option
- let the user select their prefered way to work
- accelerator - speeds up interaction for experienced users
- macros
- visibility for new users so they aren’t overwelmed.
- Aesthetic and Minimalist Design
- focus on the essentials
- doesn’t mean flat or monochromatic colors
- keeping the content in the visual design focused on essentials
- signal to noise ration - ratio of relevant to irrelevant information
- text content, animation
- every extra piece of information in the UI takes away from the relevant information
- visual - graphics or photos - support the primary goals of users -
- communicate don’t decorate
- focus on the essentials
- Recognize, Diagnose and Recover from Errors
- clearly inform users when an error has occurred
- visual treatments (colors) and error message
- what is the problem, in regular language
- offer users a solution to solve the problem
- best - link to solve the problem
- gmail - supports undoing sending an email
- clearly inform users when an error has occurred
- Help and Documentation
- should be as intuitive as possible not to need helpful, but…
- consider:
- is it easy to search/find helpful
- focused on user’s task
- list steps to be carried out
- search suggestions
- minimize the interaction cost to the user
- make help contextual
- pop over
- screen shots
- use analytics to see it works
- don’t overload users with unnecessary information
Bonus Material :)
- Fitts’s Law youtube
- the time to acquire a target is a function of the size of the target and the distance to the target
MT = a + b * log2( 2D / W)
MT = time to select target
a & b = constants set by type of device
D = distance from starting point to target
W = width of target along axis of motion
- buttons
- submit button for a form - close to the bottom of the input fields
- important actions should be larger
- lists - shorter is better
- Hick’s Law - youtube
designing long menu lists
- two criteria
- in order (alphabetically)
- items are known to the user - they know what the terms mean/are
- example - list of US States - no matter where a user focuses on the list, they know what they are looking for and where it is in relation to where they are.
Should the whole list be visible to scan?