2. What does Intuitive mean?
● Intuition is subjective
○ Cultural Differences
○ User Motivation
○ Experience Level
● Strong ethnological research should be a predecessing
step towards any project that involves users.
4. Nielsen's 10 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
5. Bruce Tognazzini’s Usability Heuristics
● Aesthetics
● Anticipation
● Autonomy
● Color
● Consistency
● Induced Consistency
● Readability
● Simplicity
● State
● Visible Navigation
6. Shneiderman Information Seeking Mantra
● Overview
● Zoom & Filter
● Details on Demand
● View Relationships
● History
● Extract
7. Oculus Rift Best Practices
● Gaze Direction + Cursor
○ Ensuring the user knows where the cursor is within worlds space at all
times
● Depth in Depth Problem
○ How should menus and such appear in content and not behind walls, etc.
○ Treat objects as actual in-world objects
● Projecting HUD’s via Stereoscopic Methods
○ Applications shouldn’t project orthographical content to the screen while
in VR mode; rather it’s always better to project onto a surface that is then
placed in world space
9. Synthesis of Guidelines
Heuristics should be refined and synthesized to establish
core principles. Specific and individualized principles can be
applied to different mediums. Intuitive applications are:
● Learnable
● Understandable
● Habitual
10. New Guidelines for New Mediums
● Must tend to the needs of the technology
○ Example: Occlusion - Motion Detection
● Emphasis on Human Factors & Ergonomics as wearable,
virtual reality, motion sensing technologies advance and
converge.
● Trade offs between heuristics to fit a specific medium
○ Example: Comfort over aesthetics for motion gestures