Smartphone Heuristics


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Lecture - smartphone class at University of Washington, MCDM

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Smartphone Heuristics

  1. 1. SmartPhone Heuristics<br />09 August 2010<br />
  2. 2. Heuristic evaluation<br />To analyze a user interface for conformance with recognized usability principles (heuristics).<br />
  3. 3. Back Story<br />JakobNielsen<br />Heuristic Severity Ranking: 0 (not a problem) to 4 (catastrophe)<br />10 usability heuristics<br />Bruce Tognazzini’s “First Principles of Interaction Design”<br />
  4. 4. Heuristic #1<br />Visibility of application status<br />Use appropriate feedback to keep people informed about what is going on<br />Web example: Orbitz search<br />SmartPhones: What does Shazam do as it analyzes audio?<br />Your projects: where/when/how do you need to provide feedback?<br />
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  7. 7. Heuristic #2<br />Match between app and real world<br />Adjust display to reflect user environment<br />SmartPhones: How does “Maps” change to reflect where you are?<br />Your project: where/when/how does your app need to reflect the user environment?<br />
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  9. 9. Heuristic #3<br />User control and freedom<br />Need “emergency exit”<br />On desktop apps, the escape key<br />SmartPhones: “cancel” and “x” and the “back arrow” are common iPhonecontrols<br />Your projects: where/when/how will your users want to change their minds?<br />
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  11. 11. Heuristic #4<br />Error Prevention<br />Anticipate errors and design to prevent or present clear recover option<br />SmartPhones: spell-check override<br />Your projects: where/when/how might people make mistakes? How will you gracefully help them recover?<br />
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  13. 13. Heuristic #5<br />Consistency and Standards<br />Conform with norms; users should not have to guess as to what words or actions mean <br />SmartPhones: Where do you find standard controls?<br />Your projects: where/when/how will you pick the iPhone keyboard to offer?<br />
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  15. 15. Heuristic #6<br />Recognition Rather Than Recall<br />Minimize cognitive load<br />Browsers: history<br />SmartPhones: Foursquare has a tab to show you recent or frequent check-ins and it will (usually) put your most visited locations first when you are in that area and ready to check in<br />Your projects: where/when/how will an easily accessible history be helpful?<br />
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  17. 17. Heuristic #7<br />Flexibility and Efficiency of Use<br />Accelerators for accomplished users<br />Browsers and desktop apps: keyboard shortcuts<br />SmartPhones: Where do you see suggestions as you type? (AppStore, where else?)<br />Your projects: where/when/how can you anticipate your user needs?<br />
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  22. 22. Heuristic #8<br />Aesthetic and minimalist design<br />Clean design that minimizes unnecessary information<br />SmartPhones: What are examples of great minimal design?<br />
  23. 23. Heuristic #9<br />Help users recognize, diagnose, and recover from errors<br />Speak like your user, not like a programmer!<br />The Web: 404 errors<br />SmartPhones: who has good examples? (not Foursquare!)<br />
  24. 24. Heuristic #10<br />Help and documentation<br />Contextual, concise, correct, specific<br />SmartPhones: Ocarina offers contextual help upon launch but makes tutorials easily accessible<br />Your projects: where/when/how will you need to offer “help”?<br />
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  27. 27. Thinking About Scenarios<br />We have a universal primary: find something (a park, an exhibit, a market)<br />We may have universal secondary (directions to primary selection)<br />Secondary goals: reviews/UGC<br />
  28. 28. Credits<br />Kathy E. Gill, @kegill<br /><br />
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