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Heuristic evaluation (Nielsen
and Molich, 1990; Nielsen 1994) is a usability
engineering method for finding the usability
problems in a user interface design so that
they can be attended to as part of an iterative
design process. Heuristic evaluation involves
having a small set of evaluators examine
the interface and judge its compliance with
recognized usability principles (the "heuristics").
In general, heuristic evaluation is difficult
for a single individual to do because one
person will never be able to find all the
usability problems in an interface. Luckily,
experience from many different projects
has shown that different people find different
usability problems. Therefore, it is possible
to improve the effectiveness of the method
significantly by involving multiple evaluators
Heuristic evaluation is performed by having
each individual evaluator inspect the interface
alone. Only after all evaluations have been
completed are the evaluators allowed to
communicate and have their findings aggregated.
This procedure is important in order to
ensure independent and unbiased evaluations
from each evaluator. The results of the
evaluation can be recorded either as written
reports from each evaluator or by having
the evaluators verbalize their comments
to an observer as they go through the interface.
Written reports have the advantage of presenting
a formal record of the evaluation, but require
an additional effort by the evaluators and
the need to be read and aggregated by an
evaluation manager. Using an observer adds
to the overhead of each evaluation session,
but reduces the workload on the evaluators.
Also, the results of the evaluation are
available fairly soon after the last evaluation
session since the observer only needs to
understand and organize one set of personal
notes, not a set of reports written by others.
Furthermore, the observer can assist the
evaluators in operating the interface in
case of problems, such as an unstable prototype,
and help if the evaluators have limited
domain expertise and need to have certain
aspects of the interface explained
Ten Usability Heuristics
Match between system and
the real world
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.
User control and freedom
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.
Consistency and standards
Users should not have to wonder whether
different words, situations, or actions
mean the same thing. Follow platform conventions.
Error prevention
Even better than good error messages is
a careful design which prevents a problem
from occurring in the first place.
Recognition rather
than recall
Make 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.
Flexibility and efficiency
of use
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.
Aesthetic and minimalist
design
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.
Help users recognize,
diagnose, and recover from errors
Error messages should be expressed in plain
language (no codes), precisely indicate
the problem, and constructively suggest
a solution.
Help and documentation
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.
References
· Molich, R., and Nielsen, J. (1990).
Improving a human-computer dialogue, Communications
of the ACM 33, 3 (March), 338-348.
· Nielsen, J., and Molich, R. (1990).
Heuristic evaluation of user interfaces,
Proc. ACM CHI'90 Conf. (Seattle, WA, 1-5
April), 249-256.
· Nielsen, J. (1994a). Enhancing
the explanatory power of usability heuristics.
Proc. ACM CHI'94 Conf. (Boston, MA, April
24-28), 152-158.
· Nielsen, J. (1994b). Heuristic
evaluation. In Nielsen, J., and Mack, R.L.
(Eds.), Usability Inspection Methods, John
Wiley & Sons, New York, NY.
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