[ux] 10 Usability Heuristics for Interface Design

Linda Naeun Lee lnl at berkeley.edu
Tue Mar 1 11:49:41 UTC 2016


+1!

Jakob Nielsen is the father of usability.

On Mon, Feb 29, 2016 at 10:55 AM, Spencer <spencerone at openmailbox.org>
wrote:

> Hi,
>
> I thought this would be useful for readers of this list (:
>
> These are broad points to consider when contemplating the usability of
> things.
>
> Development credit goes to Jakob Nielsen and everyone at the Nielsen
> Norman Group.
>
> 01 [Visibility of System Status]
> The system should always keep users informed about what is going on,
> through appropriate feedback within reasonable time.
>
> 02 [Match Between System & 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.
>
> 03 [User Control & 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.
>
> 04 [Consistency & Standards]
> Users should not have to wonder whether different words, situations, or
> actions mean the same thing. Follow platform conventions.
>
> 05 [Error Prevention]
> 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.
>
> 06 [Recognition Rather Than Recall]
> 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.
>
> 07 [Flexibility & 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.
>
> 08 [Aesthetic & 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.
>
> 09 [Help Users Recognize, Diagnose, & Recover From Errors]
> Error messages should be expressed in plain language (no codes), precisely
> indicate the problem, and constructively suggest a solution.
>
> 10 [Help & 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.
>
>
> Wordlife,
> Spencer
>
>
>
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>
>


-- 
Linda Naeun Lee
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