Heuristic Evaluation of User Interfaces

Heuristic evaluation is a method for finding usability flaws in a design by judging it relative to known principles for what makes user interfaces easier to use. The 10 most fundamental of these principles are called the usability restrikes, which is how the method got his name. Now, heuristic means rule of thumb. So basically a very broad design guideline that applies to a wide range of user interfaces, though not necessarily every single time. There are exceptions, but very few of them. And you should not bet that your design is one of those few exceptions. And I would definitely recommend that you do a lot of user testing. If you think about launching a product that violates any of the top 10 usability heuristics. We have separate articles and videos for each of the 10 heuristics.

But just to give you an example, juristic number one is visibility of system status. This means users should always be able to tell what the computer is doing and what state it’s in. They should not have to guess. I remember things the system should show them and give good feedback. Now, that’s a really general rule. And as with all 10 heuristics, it applies across all types of computer technology. Doesn’t matter whether it’s a mainframe computer, a PC, a mobile phone or a smartwatch. Also doesn’t matter whether you’re designing a video game and enterprise application or consumer website. In any case, you should aim for visibility of system status. Now, of course, if you’re designing an auditory user interface such as the voice assistant, we have to interpret the rule of of this ability a bit differently. It’s more a matter of the status being easily available and noticeable by the user, even if the information is provided by maybe sound effects or spoken words. The top 10 is the bill’s heuristics have remained the same for more than twenty five years. Exactly, because they’re so broad, they come from the basics of human behavior and the basics of what makes any kind of interaction design easy or difficult to use, because the critics have proven themselves again and again with so many different technologies. I predict that they will also be relevant for future generations of user interfaces decades from now because the risks are so durable. It’s well worth investment for you to spend the time to learn all ten of them and think about how they apply to designs you are working on.

See the list of all tendu extra mistakes on the ingroup website.

Leave a comment

Your email address will not be published. Required fields are marked *