Rules of thumb, really.
Heuristic Evaluation

• is a usability engineering method for
  detecting the usability problems in a user
  interface des...
Nielsen’s Heuristics
My Heuristics
Donʼt make me think
Show me what’s going
Make me comfortable
Can I make mitsakes?
Is it familiar?
Tests my memory
Am I distracted?
Tell me what’s wrong
& Show me a way out
Where’s the manual?
No Questions? Good.
Jonathan D’Mello
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My Heuristics


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This is a list of heuristics that I came up with to test any kind interfaces. They are combination of different principles I learned over time and I've specifically made them broad.

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  • Not real specific usability guidelines
  • ... not more than 15 should be done with the following heuristics.
  • ten general principles for user interface design

    too wordy, GUI specific
  • Spin off of Nielsen’s heuristics
    Combination of different principles I gathered over time
    I am going to TRY & use broad words, not UI specific
    DISCUSS them! Find examples for what we are talking about.
  • Read the book?
  • The system should always keep users informed about what is going on, through appropriate feedback within reasonable time.
  • 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.
  • -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.
    - Prevent 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.
  • Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions.
  • 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.
  • the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions.

    Accelerators -- unseen by the novice user -- may often speed up the interaction for the expert user
  • Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility.
  • - Error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution.

  • Even though it is better if the system can be used without documentation, it may be necessary to provide help and documentation. Any such information should be easy to search, focused on the user's task, list concrete steps to be carried out, and not be too large.

  • My Heuristics

    1. 1. Heuristics Rules of thumb, really.
    2. 2. Heuristic Evaluation • is a usability engineering method for detecting the usability problems in a user interface design so that they can be attended to as part of an iterative design process.
    3. 3. Nielsen’s Heuristics http://www.useit.com/papers/heuristic/heuristic_list.html
    4. 4. My Heuristics http://www.jonathandmello.com/heuristics
    5. 5. Donʼt make me think
    6. 6. Show me what’s going on
    7. 7. Make me comfortable
    8. 8. Can I make mitsakes?
    9. 9. Is it familiar?
    10. 10. Tests my memory
    11. 11. Flexible
    12. 12. Am I distracted?
    13. 13. Tell me what’s wrong & Show me a way out
    14. 14. Where’s the manual?
    15. 15. No Questions? Good. Jonathan D’Mello jonathandmello.com