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Usability Heuristics CMPT 281.

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Presentation on theme: "Usability Heuristics CMPT 281."— Presentation transcript:

1 Usability Heuristics CMPT 281

2 Outline Usability heuristics Heuristic evaluation

3 Usability heuristics Heuristics: As design principles:
rules of thumb that describe features of usable systems As design principles: broad usability statements that guide design efforts derived by evaluating common design problems across many systems As evaluation criteria: the same principles can be used to evaluate a system for usability problems becoming very popular user involvement not required catches many design flaws

4 Usability heuristics Advantages Problems the minimalist approach
a few guidelines can cover many usability problems easily remembered, easily applied with modest effort discount usability engineering cheap and fast way to inspect a system can be done by usability experts and end users Problems principles are at the ‘motherhood’ level can’t be treated as a simple checklist there are subtleties involved in their use

5 Nielsen’s Ten Heuristics
Visibility of system status Match between system and the real world User control and freedom Consistency and standards Error prevention Recognition rather than recall Flexibility and efficiency of use Aesthetic and minimalist design Help users recognize, diagnose, and recover from errors Help and documentation

6 Visibility of system status
The system should always keep users informed about what is going on Appropriate feedback within reasonable time

7 Visibility of system status
What mode am I in now? What did I select? How is the system interpreting my actions?

8 Visibility of system status

9 Match between system and real world
The system should speak the users' language Words, phrases and concepts familiar to the user Not system-oriented terms Follow real-world conventions Put information in a natural and logical order

10 Match between system and real world

11 Match between system and real world

12 User control and freedom
Users often choose system functions by mistake They need clearly marked “emergency exits” Let them get back without extended dialogue Support undo and redo

13 User control and freedom

14 User control and freedom

15 Consistency and standards
Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions

16 Consistency and standards
Ok Cancel Done Never Mind Accept Dismiss

17 Consistency and standards

18 Error prevention Even better than good error messages is a careful design which prevents a problem from occurring in the first place. Two options: Eliminate error-prone conditions Check for them and present users with a confirmation option before they commit

19 Error prevention

20 Error prevention

21 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

22 Recognition rather than recall

23 Recognition rather than recall

24 Flexibility and efficiency of use
Accelerators can speed up interaction for expert users Accelerators are unseen by the novice user The system can cater to both inexperienced and experienced users Allow users to tailor frequent actions.

25 Flexibility and efficiency of use

26 Aesthetic and minimalist design
Dialogues should not contain information that is irrelevant or rarely needed Every extra unit of information in a dialogue competes with relevant units, and diminishes their visibility

27 Help users recognize, diagnose, and recover from errors
Error messages: Should be expressed in plain language (no codes) Should precisely indicate the problem Should constructively suggest a solution

28 Help users recognize, diagnose, and recover from errors

29 Help and documentation
Best if the system can be used without help! May be necessary to provide help and documentation Help should be: Brief Easy to search Focused on the user's task Concrete

30 Help and documentation

31 Help and documentation

32

33 Neilsen’s Nine Heuristics
1. Simple and natural dialog 2. Speak the user’s language 3. Minimize user’s memory load 4. Be consistent 5. Provide feedback 6. Provide clearly marked exits 7. Provide shortcuts 8. Deal with errors in a positive manner 9. Provide help

34 1. Simple and natural dialogue
Use the user’s conceptual model Match the users’ task in a natural way minimize mapping between interface and task

35 1. Simple and natural dialogue
Present exactly the information the user needs less is more less to learn, to get wrong, to distract... information should appear in natural order related information is graphically clustered order of accessing information matches user’s expectations remove or hide irrelevant or rarely needed information competes with important information on screen use windows frugally don’t make navigation and window management excessively complex

36 2. Speak the users’ language
Terminology based on users’ language for task e.g. withdrawing money from a bank machine

37 2. Speak the users’ language
Use meaningful mnemonics, icons, and abbreviations eg File / Save Ctrl + S (abbreviation) Alt FS (mnemonic for menu action) Open folder (toolbar icon)

38 2. Speak the users’ language

39 2. Speak the users’ language

40 3. Minimize user’s memory load
Promote recognition over recall Computers good at remembering things, people aren’t! menus, icons, lists vs. command lines, field formats relies on visibility of objects to the user (but less is more!)

41 3. Minimize user’s memory load
Input formats Indicate required format give example and default entry

42 3. Minimize user’s memory load
Small number of rules applied universally generic commands same command can be applied to all interface objects interpreted in context of interface object copy, cut, paste, drag and drop for characters, words, paragraphs, circles, files

43 4. Be consistent Consistency of effects
the same words, commands, and actions should always have the same effect in equivalent situations increases predictability Consistency of language and graphics same information and controls in the same location forms should follow boiler plate use the same visual appearance across the system e.g. icons, UI widgets Consistency of input consistent syntax across system Ok Cancel Cancel Ok Done Never Mind Accept Dismiss

44 5. Provide feedback Continuously inform the user about:
what the system is doing how the system is interpreting the user’s input The user should always know what is going on What’s it doing? Time for coffee. > Doit > Doit This will take 5 minutes...

45 How is the system interpreting my actions?
5. Provide feedback What mode am I in now? What did I select? How is the system interpreting my actions?

46 5. Provide feedback Be specific, based on user’s input
Interpretation of feedback: Simpler when in the context of the action

47 5. Provide feedback Response time how users perceive delays
0.1 second: perceived as instantaneous 1 second: user’s flow of thought stays uninterrupted, but delay noticed 10 seconds: limit for keeping user’s attention focused on the dialog > 10 seconds: user will want to perform other tasks while waiting

48 5. Provide feedback Dealing with long delays: Cursors/Throbbers
for short transactions Percent done dialogs for longer transactions how much left estimated time what it is doing… Random animation/Throbber for unknown times Contacting host (10-60 seconds) cancel

49 6. Provide clearly marked exits
How do I get out of this?

50 6. Provide clearly marked exits
Users don’t like to feel trapped by the computer! offer an easy way out of as many situations as possible Strategies: Cancel button (for dialogs waiting for user input) Universal Undo (can get back to previous state) Interrupt (especially for lengthy operations) Quit (for leaving the program at any time) Defaults (for restoring a property sheet)

51 7. Provide shortcuts Support experienced users Strategies:
experts should be able to perform frequent actions quickly Strategies: keyboard and mouse accelerators abbreviations command completion menu shortcuts function keys double clicking vs. menu selection type-ahead (entering input before the system is ready for it) navigation jumps and hyperlinks history and bookmark lists e.g. WWW: ~60% of pages are revisits

52 Keyboard accelerators for menus
Customizable toolbars and palettes for frequent actions Split menu, with recently used fonts on top Double-click raises toolbar dialog box Double-click raises object-specific menu Scrolling controls for page-sized increments

53 Alternate representation for quickly doing different tasks
Toolset brought in appropriate to this representation

54 8. Deal with errors positively
People will make errors! Errors we make Mistakes arise from conscious deliberations that lead to an error instead of the correct solution Slips unconscious behaviour that gets misdirected en route to satisfying goal e.g. drive to store, end up at the office shows up frequently in skilled behaviour usually due to inattention often arises from similarities of actions

55 I can’t believe I pressed Yes...
Types of slips Capture error frequently done activity takes charge instead of one intended occurs when common and less common actions have the same initial sequence change clothes for dinner and find oneself in bed (William James, 1890) confirm saving of a file you meant to rename I can’t believe I pressed Yes...

56 Types of slips Description error Data-driven error
intended action has much in common with others that are possible usually occurs when right and wrong objects physically near each other pour juice into bowl instead of glass go jogging, come home, throw sweaty shirt in toilet instead of laundry basket move file to trash instead of to folder Data-driven error the data for the intended action is similar to other data more common data pushes itself forward telephone home instead of correct number

57 Types of slips Loss of activation error Mode errors
forgetting what the goal is while undergoing the sequence of actions start going to room and forget why you are going there navigating menus/dialogs and can’t remember what you are looking for can sometimes continue action to remember (or go back to beginning)! Mode errors people do actions in one mode thinking they are in another insert / edit mode in vi refer to file that’s in a different directory look for commands / menu options that are not relevant

58 Designing for slips General rules Examples
Prevent slips before they occur Detect and correct slips when they do occur User correction through feedback and undo Examples mode errors have as few modes as possible (preferably none) make modes highly visible capture errors instead of confirmation, make actions undoable allows reconsideration of action by user e.g. trash can can be opened and “deleted” file taken back out

59 Designing for slips Examples continued loss of activation errors
if system knows the goal, make it explicit if not, allow person to see path taken so far description errors in icon-based interfaces, make sure icons are not too similar check for reasonable input

60 Design approaches for errors
General idea: forcing functions prevent or mitigate the continuation of wrongful action Gag deals with errors by preventing the user from continuing e.g. cannot get past login screen until correct password entered Warn warn people that an unusual situation is occurring when overused, becomes an irritant e.g., audible bell alert box

61 Design approaches for errors
Do nothing illegal action just doesn’t do anything user must infer what happened enter letter into a numeric-only field (key clicks ignored) put a file icon on top of another file icon (returns it to original position) Self-correct system guesses legal action and does it instead but leads to a problem of trust spelling corrector

62 Design approaches for errors
Let’s talk about it system initiates dialog with user to come up with solution to the problem compile error brings up offending line in source code Teach me system asks user what the action was supposed to have meant action then becomes a legal one

63 A problematic error message to a nuclear power plant operator

64 8. Deal with errors positively
Provide meaningful error messages error messages should be in the user’s language preferably task language don’t make people feel stupid Try again, bonehead! Error 25 Cannot open this document Cannot open “chapter 5” because the application “Microsoft Word” is not on your system Cannot open “chapter 5” because the application “Microsoft Word” is not on your system. Open it with “Teachtext” instead?

65 8. Deal with errors positively
Prevent errors try to make errors impossible modern widgets: only “legal commands” selected, or “legal data” entered Provide reasonableness checks on input data e.g. on entering order for office supplies: “5000 pencils is an unusually large order. Do you really want to order that many?”

66 9. Provide help Help is not a replacement for bad design!
Simple systems: walk up and use; minimal instructions Most other systems: feature rich some users will want to become “experts” rather than “casual” users intermediate users need reminding, plus a learning path

67 Types of help Tutorials and getting started manuals
short guides that people are likely to read when first obtaining their systems encourage exploration and getting to know the system try to give main concepts and essential syntax on-line tours, exercises, and demos demonstrates very basic functionality through working examples

68 Types of help Reference manuals
used mostly for detailed lookup by experts rarely introduces concepts thematically arranged on-line hypertext search / find table of contents index cross-index

69 Types of help Reminders short reference cards keyboard templates
expert user who just wants to check facts novice who wants to get overview of system’s capabilities keyboard templates show shortcuts and syntactic meanings of keys promotes recognition vs. recall tooltips floating text over graphical items indicates their function or purpose

70 Heuristic Evaluation Helps find usability problems in a UI design by systematic inspection Small set (3-5) of evaluators examine UI independently check for compliance with usability principles (“heuristics”) different evaluators will find different problems evaluators only communicate afterwards findings are then aggregated Can perform on working UI or on sketches

71 Inspection methods Systematic inspection of a user interface
Goal is to find usability problems Inspections use inspectors not real users Works for systems at any stage: paper or code prototypes working systems Heuristic evaluation: the most popular inspection technique

72 Phases of Heuristic Evaluation
Pre-evaluation training give evaluators needed domain knowledge & information on the scenario Evaluation individuals evaluates UI & makes list of problems Severity rating determine how severe each problem is Aggregation group meets & aggregates problems (w/ ratings) Debriefing discuss the outcome with design team

73 Heuristic Evaluation Details
Each inspector works alone with the interface A session typically lasts 1-2 hours The two-pass approach first pass: focus on specific interface elements second pass: higher level integration and flow If system is walk-up-and-use or evaluators are domain experts, no assistance needed otherwise might supply evaluators with scenarios Each evaluator produces list of problems explain why with reference to heuristic or other information be specific & list each problem separately

74 Severity Rating Used to allocate resources to fix problems
Estimates of need for more usability efforts Combination of frequency impact persistence (one time or repeating) Should be calculated after all evals. are complete Should be done independently by all judges

75 Severity Rating 0 - don’t agree that this is a usability problem
1 - cosmetic problem 2 - minor usability problem 3 - major usability problem; important to fix 4 - usability catastrophe; imperative to fix

76 Severity Ratings Example
[Heuristic “Consistency”, Severity=3] The interface used the string "Save" on the first screen for saving the user's file, but used the string "Write file" on the second screen. Users may be confused by this different terminology for the same function.


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