Professional Documents
Culture Documents
UI Heuristics
WORKSHOP STRUCTURE
1.Nielsen’s 10 20 min
2.Tognazzini’s FPoID 20 min
3.Merge by T. Granollers 20 min
4.Practice 3 hours
5.Presenting practice results 1 hour
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What you will need: Laptop, pen and paper
Materials: Nielsen’s 10, FPoID by Tog, N+T by TG, WPiDT by RB
UI HEURISTICS Workshop
Design = Output
What users see – is design
OUTPUT
Showing
information
UI HEURISTICS Workshop
Everything
Changed
In 1992
UI was born,
input methods
recognized
as new
business design
horizon
UI HEURISTICS Workshop
by PC/Mac
much I mean at all”
Authors unknown
by PC/Mac
much I mean at all”
Authors unknown
1992 UI
BIG BANG
Happened
somewhere
here
UI HEURISTICS Workshop
Design ≠ Output
OUTPUT
UI HEURISTICS Workshop
Design = Input
What user and related devices share, and how we process it – is also design
OUTPUT INPUT
Processing
Information
UI HEURISTICS Workshop
As software Lays
designer, mainly on
your value input side,
to business not output
Processing
Information
UI HEURISTICS Workshop
What is UI?
With the increased use of
personal computers and the
relative decline in societal
awareness of heavy machinery,
the term user interface is
generally assumed to mean
the graphical user interface,
while industrial control panel
and machinery control design
[…] refer to human-machine
interfaces
UI HEURISTICS Workshop
UX CONTEXT
UI HEURISTICS Workshop
USER INTERFACE
HEURISTICS
A heuristic technique often called
simply a heuristic, is any approach to
problem solving or self-discovery that
employs a practical method, not
guaranteed to be optimal, perfect, or
rational, but instead sufficient for
reaching an immediate goal
UI HEURISTICS Workshop
UI HEURISTICS Workshop
10
USABILITY
HEURISTICS
FOR
UI
DESIGN
10 1. Visibility of system
status
2. Match between system
HEURISTICS
freedom
4. Consistency and
standards
UI 7. Flexibility and
efficiency of use
DESIGN
8. Aesthetic and
minimalist design
9. Help users recognize,
diagnose, and recover
from errors
10. Help and
by Jakob Nielsen ’91–95 documentation
UI HEURISTICS Workshop
First Principles
of Interaction
Design
by Bruce “Tog” Tognazzini
Aesthetics
2. Anticipation
3. Autonomy
Principles 4. Color
5. Consistency
6. Defaults
q Aesthetic design should be left to
7. Discoverability
those schooled and skilled in its
application: Graphic/visual designers 8. Efficiency of the User
9. Explorable Interfaces
q Fashion should never trump usability 10. Fitts's Law
11. Human-Interface Objects
q User test the visual design as
thoroughly as the behavioral design 12. Latency Reduction
13. Learnability
14. Metaphors
15. Protect Users' Work
16. Readability
17. Simplicity
18. State: Track it
19. Visible Interfaces
UI HEURISTICS Workshop
1. Aesthetics
Anticipation
2. Anticipation
3. Autonomy
Principle 4. Color
5. Consistency
6. Defaults
q Bring to the user all the 7. Discoverability
information and tools needed 8. Efficiency of the User
It also requires sufficient usability testing to ensure the goal has been 15. Protect Users' Work
met: If a tool or source for information is there on the screen, but 16. Readability
users can’t find it, it may as well not even be present.
17. Simplicity
18. State: Track it
19. Visible Interfaces
UI HEURISTICS Workshop
1. Aesthetics
Autonomy
2. Anticipation
3. Autonomy
Principles 4. Color
5. Consistency
6. Defaults
q The computer, interface, and task
7. Discoverability
environment all “belong” to the user, but user-
autonomy doesn’t mean we abandon rules 8. Efficiency of the User
9. Explorable Interfaces
q Enable users to make their own decisions, 10. Fitts's Law
even ones aesthetically poor or behaviorally
11. Human-Interface Objects
less efficient
12. Latency Reduction
Color
2. Anticipation
3. Autonomy
Principles 4. Color
5. Consistency
6. Defaults
q Any time you use color to convey
7. Discoverability
information in the interface, you should
also use clear, secondary cues to convey 8. Efficiency of the User
the information to those who cannot see 9. Explorable Interfaces
the colors presented 10. Fitts's Law
11. Human-Interface Objects
q Test your site to see what color-blind
12. Latency Reduction
individuals see
13. Learnability
q Do not avoid color in the interface just 14. Metaphors
because not every user can see every color 15. Protect Users' Work
16. Readability
q Do not strip away or overwhelm color cues
17. Simplicity
in the interface because of a passing
graphic-design fad 18. State: Track it
19. Visible Interfaces
UI HEURISTICS Workshop
1. Aesthetics
Consistency
2. Anticipation
3. Autonomy
Principles 4. Color
5. Consistency
6. Defaults
Levels of Consistency: 7. Discoverability
8. Efficiency of the User
1. Top level consistency 9. Explorable Interfaces
Consistency
2. Anticipation
3. Autonomy
Principles 4. Color
5. Consistency
6. Defaults
q It is just important to be visually 7. Discoverability
inconsistent when things act 8. Efficiency of the User
differently as it is to be visually
9. Explorable Interfaces
consistent when things act the same
10. Fitts's Law
q Over time, strive for continuity, not 11. Human-Interface Objects
consistency 12. Latency Reduction
13. Learnability
q “The most important consistency is
14. Metaphors
consistency with user expectations”—
William Buxton 15. Protect Users' Work
16. Readability
17. Simplicity
18. State: Track it
19. Visible Interfaces
UI HEURISTICS Workshop
1. Aesthetics
Defaults
2. Anticipation
3. Autonomy
Principles 4. Color
5. Consistency
6. Defaults
q Defaults within fields should be easy 7. Discoverability
to “blow away”
8. Efficiency of the User
9. Explorable Interfaces
q Defaults should be “intelligent” and
responsive 10. Fitts's Law
11. Human-Interface Objects
q Replace the word “default” with a 12. Latency Reduction
more meaningful and responsive term
13. Learnability
14. Metaphors
q Both your vocabulary and visual
design must communicate the scope 15. Protect Users' Work
of a reversion 16. Readability
17. Simplicity
18. State: Track it
19. Visible Interfaces
UI HEURISTICS Workshop
1. Aesthetics
Discoverability
2. Anticipation
3. Autonomy
Principles 4. Color
5. Consistency
6. Defaults
q Any attempt to hide complexity 7. Discoverability
will serve to increase it
8. Efficiency of the User
Discoverability
2. Anticipation
3. Autonomy
Principles 4. Color
5. Consistency
6. Defaults
q There is no “elegance” 7. Discoverability
exception to discoverability
8. Efficiency of the User
q Controls do not belong in the 9. Explorable Interfaces
middle of the content area 10. Fitts's Law
11. Human-Interface Objects
q Communicate your gestural
12. Latency Reduction
vocabulary with visual diagrams
13. Learnability
q Strive for Balance 14. Metaphors
15. Protect Users' Work
q User-test for discoverability
16. Readability
17. Simplicity
18. State: Track it
19. Visible Interfaces
UI HEURISTICS Workshop
1. Aesthetics
Efficiency
2. Anticipation
3. Autonomy
Explorable
2. Anticipation
3. Autonomy
Interfaces 4. Color
5. Consistency
6. Defaults
q Give users well-marked roads and
7. Discoverability
landmarks, then let them shift into
four-wheel drive 8. Efficiency of the User
9. Explorable Interfaces
q Sometimes you do have to provide 10. Fitts's Law
deep ruts
11. Human-Interface Objects
q Offer users stable perceptual cues for 12. Latency Reduction
a sense of “home” 13. Learnability
Fitts’s
2. Anticipation
3. Autonomy
Law 4. Color
5. Consistency
6. Defaults
q The time to acquire a target is a
7. Discoverability
function of the distance to and size of
the target 8. Efficiency of the User
9. Explorable Interfaces
q Multiple Fitts: The time to acquire 10. Fitts's Law
multiple targets is the sum of the
11. Human-Interface Objects
time to acquire each
12. Latency Reduction
q Fitts’s Law is in effect regardless of 13. Learnability
the kind of pointing device or the
14. Metaphors
nature of the target
15. Protect Users' Work
q Fitts’s Law requires a stop watch test 16. Readability
17. Simplicity
18. State: Track it
19. Visible Interfaces
UI HEURISTICS Workshop
1. Aesthetics
Human-Interface
2. Anticipation
3. Autonomy
Objects 4. Color
5. Consistency
6. Defaults
q Human-interface objects can be seen,
7. Discoverability
heard, felt, or otherwise perceived
8. Efficiency of the User
q Human-interface objects have a standard 9. Explorable Interfaces
way of being manipulated 10. Fitts's Law
q Human-interface objects have standard 11. Human-Interface Objects
resulting behaviors 12. Latency Reduction
q Human-interface objects should be 13. Learnability
understandable, self-consistent, and stable 14. Metaphors
15. Protect Users' Work
q Use a new object when you want a user to
16. Readability
interact with it in a different way or when it
will result in different behavior 17. Simplicity
18. State: Track it
19. Visible Interfaces
UI HEURISTICS Workshop
1. Aesthetics
Latency
2. Anticipation
3. Autonomy
Reduction 4. Color
5. Consistency
6. Defaults
q Wherever possible, use multi-threading to
7. Discoverability
push latency into the background
8. Efficiency of the User
q Reduce the user’s experience of latency 9. Explorable Interfaces
q Keep users informed when they face delay 10. Fitts's Law
q Make it faster to begin with 11. Human-Interface Objects
12. Latency Reduction
Eliminate any element of the application that is not helping. 13. Learnability
Be ruthless.
14. Metaphors
Consider the car hurtling down the road at 27 meters per second 15. Protect Users' Work
while the user, eyes fixed on the flat panel display, waits to learn
which of ACDC’s many fine works he’s currently enjoying. Imagine 16. Readability
the rich irony when the accident report reveals it was “Highway to
Hell.” 17. Simplicity
18. State: Track it
19. Visible Interfaces
UI HEURISTICS Workshop
1. Aesthetics
Learnability
2. Anticipation
3. Autonomy
Principles 4. Color
5. Consistency
6. Defaults
q Limit the Trade-Offs
7. Discoverability
q Avoid only testing for learnability
8. Efficiency of the User
9. Explorable Interfaces
How do you decide whether learnability or usability is most
10. Fitts's Law
important?
11. Human-Interface Objects
The first thing you must do is identify frequency of use: Are you
working on a product or service that will be used only once or 12. Latency Reduction
infrequently, or is it one that will be used habitually?
13. Learnability
If it’s single-use, the answer is clear: Learnability. 14. Metaphors
If someone will use this every day, eight hours a day for the rest of
his or her life, the answer is equally clear: Usability. 15. Protect Users' Work
Next, who is the buyer? If the person who will use it habitually will 16. Readability
also make the buying decision, a product’s reputation for
17. Simplicity
learnability may be a key factor in making the sale. That’s why you
want to identify the most important of the two, then attack both. 18. State: Track it
19. Visible Interfaces
UI HEURISTICS Workshop
1. Aesthetics
Metaphors,
2. Anticipation
3. Autonomy
Use of 4. Color
5. Consistency
6. Defaults
q Choose metaphors that will enable users
7. Discoverability
to instantly grasp the finest details of the
conceptual model 8. Efficiency of the User
9. Explorable Interfaces
q Bring metaphors “alive” by appealing to 10. Fitts's Law
people’s perceptions–sight, sound, touch, 11. Human-Interface Objects
and proprioception/kinesthesia – as well
12. Latency Reduction
as triggering their memories
13. Learnability
q Expand beyond literal interpretation of 14. Metaphors
real-world counterparts 15. Protect Users' Work
16. Readability
q If a metaphor is holding you back,
17. Simplicity
abandon it
18. State: Track it
19. Visible Interfaces
UI HEURISTICS Workshop
1. Aesthetics
2. Anticipation
Protect Users’ 3. Autonomy
Work
4. Color
5. Consistency
6. Defaults
q Ensure that users never lose their work
7. Discoverability
8. Efficiency of the User
Readability
2. Anticipation
3. Autonomy
Principles 4. Color
5. Consistency
6. Defaults
q Text that must be read should have high contrast
7. Discoverability
q Use font sizes that are large enough to be 8. Efficiency of the User
readable on standard displays 9. Explorable Interfaces
10. Fitts's Law
q Favor particularly large characters for the actual
data you intend to display, as opposed to labels 11. Human-Interface Objects
and instructions. 12. Latency Reduction
13. Learnability
q Menu and button labels should have the key
14. Metaphors
word(s) first, forming unique labels
15. Protect Users' Work
q Test all designs on your oldest expected user 16. Readability
population 17. Simplicity
There’s often an inverse relationship between the “prettiness” 18. State: Track it
of a font and its readability.
19. Visible Interfaces
UI HEURISTICS Workshop
1. Aesthetics
Simplicity
2. Anticipation
3. Autonomy
Principles 4. Color
5. Consistency
6. Defaults
q Balance ease of installation vs. ease of use
7. Discoverability
q Avoid the “Illusion of Simplicity” 8. Efficiency of the User
9. Explorable Interfaces
q Use Progressive Revelation to flatten the
learning curve 10. Fitts's Law
11. Human-Interface Objects
q Do not simplify by eliminating necessary 12. Latency Reduction
capabilities
13. Learnability
14. Metaphors
15. Protect Users' Work
16. Readability
17. Simplicity
18. State: Track it
19. Visible Interfaces
UI HEURISTICS Workshop
1. Aesthetics
State:
2. Anticipation
3. Autonomy
Visible
2. Anticipation
3. Autonomy
Navigation 4. Color
5. Consistency
6. Defaults
q Make navigation visible
7. Discoverability
q Limit screen counts by using overlays
8. Efficiency of the User
9. Explorable Interfaces
The World Wide Web, for all its pretty screens and fancy buttons, is, in effect,
an invisible navigation space. 10. Fitts's Law
True, you can always see the specific page you are on, but you cannot see
anything of the vast space between pages.
11. Human-Interface Objects
Once users reach our sites or web-based applications, we must take care to
12. Latency Reduction
reduce navigation to a minimum and make sure the remaining navigation is
clear and natural. 13. Learnability
Ideally, present the illusion that users are always in the same place, with the 14. Metaphors
work brought to them, as is done with the desktop metaphor.
15. Protect Users' Work
16. Readability
17. Simplicity
18. State: Track it
19. Visible Interfaces
UI HEURISTICS
UI HEURISTICS
Workshop
Workshop
Workshop Time
4 - 6 persons per team
8. Preventing errors
q Is "Autosave" implemented? 1 .5 0 -
13. Autonomy
14. Defaults
Error prevention 10 9
Preventing errors 2
Autonomy 0
Defaults 1.5
Latency reduction 0