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HCI - Lesson 5.1 Heuristic Inspection (Nielsen’s Heuristics) Prof. Garzotto

HCI - Lesson 5.1 Heuristic Inspection (Nielsen’s Heuristics) Prof. Garzotto. Invented by J. Nielsen during mid nineties What to do:

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HCI - Lesson 5.1 Heuristic Inspection (Nielsen’s Heuristics) Prof. Garzotto

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  1. HCI - Lesson 5.1 Heuristic Inspection (Nielsen’s Heuristics) Prof. Garzotto

  2. Invented by J. Nielsen during mid nineties What to do: One or more expert evaluators (usually from 3 to 5) systematically inspect a system and evaluate its compliance to a set of established guidelines (heuristics) When: at any time during the development process Object of evaluation Design documents Prototyper Final product HEURISTIC Evaluation : an INSPECTION METHOD

  3. Nielsen’s Heuristic Evaluation in its inventor’s eyes

  4. Not universally recognized Other practitioners and scholars have defined their own set of heuristics 1. Visibility of system status 2. Match between system and the real world 3. User control and freedom 4. Consistency and standards 5. Error prevention 6. Recognition rather than recall 7. Flexibility and efficiency of use 8. Aesthetic and minimalist design 9. Help users recognize, diagnose and recover from errors 10. Help and documentation Nielsen’s 10 heuristics

  5. The system should always keep users informed about what is going on, through appropriate feedback within reasonable time. Example: status bar in web sites: site map, orientation info... 1. Visibility of system status

  6. 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. Example What “adds-in” means? 2. Match between system and the real world

  7. 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. Example: e-commerce (ticket on line) if you do a mistake in your order, avoid to start the selection process again from the beginning – just undo some actions 3. User control and freedom

  8. Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions. Example: this symbol should always mean «close» 4. Consistency and standards

  9. 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. Example It is frequent in many websites to get to the wrong page – a page you are not intended to go to. Rather that offering the user a back buttom (often, the browser «back») it would have been better to explain the link destination (e.g., through a clear link label) before having the user click the link 5. Error prevention

  10. 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. Esempio: in MS, try to change the keybord language that you have changed by mistake and cause you keys to have a different symbolo (e.g., $ instead of ?): is is clear how to do so or do you have to remember, or get crazy with trial and errors? 6. Recognition rather than recall

  11. Accelerators -- unseen by the novice user -- may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions. Example: web accelators: landmarks In Windows: crtl+alt+x to replace a sequence of menu items selection 7. Flexibility and efficiency of use

  12. 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. Example: web pages with a long text that needs scrolling; Marble like background 8. Aesthetic and minimalist design

  13. Error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution. Example: user’s mistake in typing error, and related suggestion 9. Help users recognize, diagnose and recover from errors

  14. 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. Example: obscure help for setting your keyboard language 10. Help and documentation

  15. Nielsen, J., Mack R., Usability Inspection Methods, Wiley 1994. Nielsen, J., Designing Web Usability, New Riders, 1999. Jakob Nielsen, www.useit.com Nielsen’s heuristic (http://www.useit.com/papers/heuristic/heuristic_list.html) Bruce Tognazzini, www.asktog.com References

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