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Chetan Manchi Prahlada
Heuristic Evaluation principles
Agenda
• What is Heuristic evaluation?
• Background
• Heuristic Evaluation Framework
• 10 usability Heuristics in usability engineering
• Advantages
• How to conduct a Heuristic evaluation?
What is Heuristic evaluation?
• The word heuristic refers to a rule of thumb adopted
based on an experience or common knowledge.
• Form of usability inspection where evaluators examine
the user interface and judge its compliance with
recognized usability principles (the "heuristics") for
usability problems.
• It is both
• Before design finalization- Predictive method
• After design completion – Evaluation and rating method
Background
• Developed by Jakob Nielsen and Rolf Molich in 1990
• Main concepts are to improve analyzing the interface and judge
its compliance with recognized usability principles (Heuristics)
• External / carefully chosen experienced evaluators examine
usability-related aspects of UI by
• Analyzing the quality attribute’s
• Applying set of methods for improving ease-of-use during the design
process
• Increases efficiency, consumer satisfaction rates and learning
Heuristic Evaluation Framework
Visual
Informational
Spatial
Behavioral
Available Guidelines
There are at-least 4 people who have put forward their guidelines
of which the most well known one is the Nielsen’s 10 principles
and the one which we would cover as part of this presentation.
• Nielsens’s 10 Principles
• Norman’s rule from design of ‘Everyday Things’
• Tognazzini’s 16 principles
• Shneiderman’s 8 golden rules
Norman’s rule from design of ‘Everyday
Things’
Affordances
Natural Mapping
Visibility
Feedback
Tognazzini’s 16 principles
• Anticipation
• Autonomy
• Color Blindness
• Consistency
• Defaults
• Efficiency of the User
• Explorable Interfaces
• Fitts's Law
• Human Interface Objects
• Latency Reduction
• Learnability
• Metaphors, Use of
• Protect Users' Work
• Readability
• Track State
• Visible Navigation
Shneiderman’s 8 golden rules
• Strive for consistency
• Enable frequent users to use shortcuts
• Offer informative feedback
• Design dialogue to yield closure
• Offer simple error handling
• Permit easy reversal of actions
• Support internal locus of control
• Reduce short-term memory load
Nielsen’s 10 usability Heuristics in
usability engineering
Visibility of system status
Keep users informed about what is going on
Example
Match between system and the real
world
• The application should speak the users' language
• Words and concepts from user’s world
• Don’t use specific engineering terms
• Focus on user’s point of view
Example
User control and freedom
• Users often choose app functions by mistake and will need a clearly
marked emergency exit.
• Don’t trap users in a certain location
• Allow users to get back quickly and easily
• support exploration
• support undo consistently
• support interruption of long-lived events
Example
Error prevention
• Confirmation option before they commit to the action
• Scrutinize every error message
• Can the error be prevented?
• allow recognition over recall when possible
• confirm risky operations
• avoid use of modes as much as possible
• use clear status indicators
• Detect when error occurs
• Allow user to recover from the error
Example
Consistency and standards
• Follow platform conventions. Lack of continuity inhibits trust
• Consistent with user’s mental model
• Consistent with tasks
• Consistent with experience/expectations
• Consistent within and between apps
• Similar information in similar locations
• Use the same action sequence in different parts of the interface to get
similar results
Example
From “Shop” to
“Shop/Upgrade”
From “Comcast business”
to “Business.”
Aesthetic and minimalist design
Avoid rarely needed information as much as possible
Example
Recognition rather than recall
• Minimize the user's memory load
• Show range or sample inputs
• Use generic actions across application
• Don’t make user remember things between actions
• Leave information on screen until not needed
Example
Flexibility and efficiency of use
• Think of both inexperienced and
experienced users
• Help experienced users avoid long dialogs
or messages that they don’t need
• Strategies include:
• type- and click-ahead
• keyboard shortcuts
• good default values
• macros and scripting
• reuse/edit history
Example
Help and documentation
• Always provide users with more information when they are looking for
it.
• Best if system can be used w/o manuals
• but may not be possible
• Documentation should be
• easy to search
• focused on the user's task
• list concrete steps to be carried out
Example
Help users, Recognize, Diagnose, & Recover
from errors
• Clear and in simple language
• user can dig deeper to get obscure details
• State the problem / suggest solutions
• give links to the solutions, if possible
• Use a positive, non-accusatory tone
• Graceful error behavior
Example
Advantages
• Quick and cost effective
• Feedback early in the design
process
• Identifies key interaction and
usability issues
• Helps in prioritizing design issues
to be tackled
• Provides direction for redesign
• Provides direction for res
• Compatible with other usability
testing methodologies each
design
Advantages.…
Empirical evidence suggests that five evaluators usually
identify around 75% of total usability problems.
When and What
When to use?
• Early in the project
• During Redesign
• Not for a new product
• Good for overall product or a
specific task flow
• You are Low on budget and time
What it is?
• Does not have a user involvement
• Not entirely scientific
• Has certain amount of subjectivity
• Multiple experts are better than
one
How to conduct a Heuristic
evaluation?
• Briefing
– teach to evaluators; ensure each person receives same briefing.
– become familiar with the UI and domain
• Evaluation period
– compare UI against heuristics
– spend 1-2 hours with interface; minimal 2 interface passes
– take notes
• Debriefing session
– Prioritize problems; rate severity
– aggregate results
– discuss outcomes with design/development team
How to conduct a Heuristic
evaluation?
Severity Ratings
• 0 – this is not a usability problem
• 1 – cosmetic problem only
• 2 – minor usability problem
• 3 – major usability problem
• 4 – usability catastrophe; imperative to fix
• Combination of frequency and impact
Evaluation output
Fun Pill
Heuristic evaluation principles
Heuristic evaluation principles
Best Practices
• Keep everything simple and clean. Don’t decorate.
• Try to include only one big idea per slide.
• Colors: For a small, simple deck, use only one color gradient
throughout. For larger decks, you can use different colored
segue slide per section, but try to be systematic.
• Use simple shapes to create visuals; not drop shadows or special
effects.
References
https://en.wikipedia.org/wiki/Heuristic_evaluation#:~:text=A%20heuristic%20evaluation%20is%20a,(the%20
%22heuristics%22).
https://www.nngroup.com/articles/how-to-conduct-a-heuristic-evaluation/
https://www.nngroup.com/articles/ten-usability-heuristics/
https://www.interaction-design.org/literature/topics/heuristic-evaluation
https://www.slideshare.net/semosem/heuristic-evaluation-41094582
http://social.cs.uiuc.edu/class/cs414/lectures/heuristic-cog-walkthrough.ppt
https://slideplayer.com/slide/5983799/
https://www.invespcro.com/blog/heuristic-evaluation-your-complete-guide/

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Heuristic evaluation principles

  • 1. Chetan Manchi Prahlada Heuristic Evaluation principles
  • 2. Agenda • What is Heuristic evaluation? • Background • Heuristic Evaluation Framework • 10 usability Heuristics in usability engineering • Advantages • How to conduct a Heuristic evaluation?
  • 3. What is Heuristic evaluation? • The word heuristic refers to a rule of thumb adopted based on an experience or common knowledge. • Form of usability inspection where evaluators examine the user interface and judge its compliance with recognized usability principles (the "heuristics") for usability problems. • It is both • Before design finalization- Predictive method • After design completion – Evaluation and rating method
  • 4. Background • Developed by Jakob Nielsen and Rolf Molich in 1990 • Main concepts are to improve analyzing the interface and judge its compliance with recognized usability principles (Heuristics) • External / carefully chosen experienced evaluators examine usability-related aspects of UI by • Analyzing the quality attribute’s • Applying set of methods for improving ease-of-use during the design process • Increases efficiency, consumer satisfaction rates and learning
  • 10. Available Guidelines There are at-least 4 people who have put forward their guidelines of which the most well known one is the Nielsen’s 10 principles and the one which we would cover as part of this presentation. • Nielsens’s 10 Principles • Norman’s rule from design of ‘Everyday Things’ • Tognazzini’s 16 principles • Shneiderman’s 8 golden rules
  • 11. Norman’s rule from design of ‘Everyday Things’ Affordances Natural Mapping Visibility Feedback
  • 12. Tognazzini’s 16 principles • Anticipation • Autonomy • Color Blindness • Consistency • Defaults • Efficiency of the User • Explorable Interfaces • Fitts's Law • Human Interface Objects • Latency Reduction • Learnability • Metaphors, Use of • Protect Users' Work • Readability • Track State • Visible Navigation
  • 13. Shneiderman’s 8 golden rules • Strive for consistency • Enable frequent users to use shortcuts • Offer informative feedback • Design dialogue to yield closure • Offer simple error handling • Permit easy reversal of actions • Support internal locus of control • Reduce short-term memory load
  • 14. Nielsen’s 10 usability Heuristics in usability engineering
  • 15. Visibility of system status Keep users informed about what is going on
  • 17. Match between system and the real world • The application should speak the users' language • Words and concepts from user’s world • Don’t use specific engineering terms • Focus on user’s point of view
  • 19. User control and freedom • Users often choose app functions by mistake and will need a clearly marked emergency exit. • Don’t trap users in a certain location • Allow users to get back quickly and easily • support exploration • support undo consistently • support interruption of long-lived events
  • 21. Error prevention • Confirmation option before they commit to the action • Scrutinize every error message • Can the error be prevented? • allow recognition over recall when possible • confirm risky operations • avoid use of modes as much as possible • use clear status indicators • Detect when error occurs • Allow user to recover from the error
  • 23. Consistency and standards • Follow platform conventions. Lack of continuity inhibits trust • Consistent with user’s mental model • Consistent with tasks • Consistent with experience/expectations • Consistent within and between apps • Similar information in similar locations • Use the same action sequence in different parts of the interface to get similar results
  • 24. Example From “Shop” to “Shop/Upgrade” From “Comcast business” to “Business.”
  • 25. Aesthetic and minimalist design Avoid rarely needed information as much as possible
  • 27. Recognition rather than recall • Minimize the user's memory load • Show range or sample inputs • Use generic actions across application • Don’t make user remember things between actions • Leave information on screen until not needed
  • 29. Flexibility and efficiency of use • Think of both inexperienced and experienced users • Help experienced users avoid long dialogs or messages that they don’t need • Strategies include: • type- and click-ahead • keyboard shortcuts • good default values • macros and scripting • reuse/edit history
  • 31. Help and documentation • Always provide users with more information when they are looking for it. • Best if system can be used w/o manuals • but may not be possible • Documentation should be • easy to search • focused on the user's task • list concrete steps to be carried out
  • 33. Help users, Recognize, Diagnose, & Recover from errors • Clear and in simple language • user can dig deeper to get obscure details • State the problem / suggest solutions • give links to the solutions, if possible • Use a positive, non-accusatory tone • Graceful error behavior
  • 35. Advantages • Quick and cost effective • Feedback early in the design process • Identifies key interaction and usability issues • Helps in prioritizing design issues to be tackled • Provides direction for redesign • Provides direction for res • Compatible with other usability testing methodologies each design
  • 36. Advantages.… Empirical evidence suggests that five evaluators usually identify around 75% of total usability problems.
  • 37. When and What When to use? • Early in the project • During Redesign • Not for a new product • Good for overall product or a specific task flow • You are Low on budget and time What it is? • Does not have a user involvement • Not entirely scientific • Has certain amount of subjectivity • Multiple experts are better than one
  • 38. How to conduct a Heuristic evaluation? • Briefing – teach to evaluators; ensure each person receives same briefing. – become familiar with the UI and domain • Evaluation period – compare UI against heuristics – spend 1-2 hours with interface; minimal 2 interface passes – take notes • Debriefing session – Prioritize problems; rate severity – aggregate results – discuss outcomes with design/development team
  • 39. How to conduct a Heuristic evaluation? Severity Ratings • 0 – this is not a usability problem • 1 – cosmetic problem only • 2 – minor usability problem • 3 – major usability problem • 4 – usability catastrophe; imperative to fix • Combination of frequency and impact
  • 44. Best Practices • Keep everything simple and clean. Don’t decorate. • Try to include only one big idea per slide. • Colors: For a small, simple deck, use only one color gradient throughout. For larger decks, you can use different colored segue slide per section, but try to be systematic. • Use simple shapes to create visuals; not drop shadows or special effects.