Heuristic Evaluation (Quiz 5) Flashcards
Heuristic Evalution
A rational or logical (as opposed to empirical) expert review method where heuristics are used to find and highlight usability problems.
Involves a small team of evaluators to evaluate an interface based on recognized usability principles.
Heuristics
“rule of thumb”
HE In a Nutshell
- Individual Evaluation
- Group Process
- Write a report
Individual Evaluation
Each evaluator compares design with known usability principles of rules of thumb (heuristics)
Writes down all the problems in Usability Aspect Report (UAR)
Group Process
- Group combines the problems
2. Assigns severity ratings
HE method
Inspection method
Usability Testing (UT) method
Empirical method
HE people involved
Best with 3-5 evaluators, one manager
UT people involved
Best with 5 users, one experimenter
Should HE evaluators be left without help?
Evaluators should NOT be left without help
Should UT users be left without help?
Users are left without help to struggle
Duration of HE sessions
1-4 hrs/session
Duration of UT sessions
0.5-1 hr/session
How does HE find problems?
Finds hardest-to-find problems, but may miss common problems
How does UT find problems?
UT finds most common problems, including conceptual model problems
Neilsen’s 10 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 user
- Aesthetic and minimalist design
- Help users recognize, diagnose, and recover from errors
- Help and communication
- Visibility
“The system should always keep users informed about what is going on, through appropriate feedback within reasonable time.”
Refers to both visibility of system status and use of feedback.
Any time the user wonders what state the system is in, or the result of some action, this is a visibility violation.
- Real World Match
“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.”
Refers to word and language choice, conceptual model, metaphor, mapping, and sequencing problems.
- User In Control
“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.”
Not just for navigation exits, but for getting out of any situation or state.
- Consistency
“Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions.”
Internal consistency
consistency throughout the same product.
External consistency
consistency with other products in its class
- 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.”
Try to commit errors and see how they are handled. Could they have been prevented?
- Recognition not 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.”
Deals with visibility of features and information (where to find things), whereas #1 deals with visibility of system status and feedback (what is going on).
Problems with affordances may go here