Supp Notes: HEURISTIC EVALUATION
Kelly Booth

 

 
introduction
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The material here was mostly prepared by John Crawford of Interface Intelligence, mostly compiled from material available on the Web (sources are cited in each section).

A heuristic evaluation is a systematic inspection (or "evaluation") of a user interface based on a set of usability principles (or "heuristics"). This type of usability test is valuable and cost effective because it can be performed early in the development cycle and can be executed without users.

The main goal of heuristic evaluation is to find usability problems as early as possible so they can be attended to as part of an iterative design process. By defining and solving usability problems early on, this type of assessment ensures that these problems find solutions early on and save time and money. However, a heuristic evaluation can take place during almost any cycle in the design and development phase — from paper prototypes to a high-fidelity prototype.

While there are many types of usability evaluations — such as cognitive walkthroughs, usability lab testing and contextual enquiry — heuristic evaluation is one of most cost-effective assessments with a high return on investment (a 5 to 1 return according to Nielsen, who evaluated multiple heuristic tests in 1994).

method
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To ensure a thorough evaluation, it is important to have multiple evaluators. The numbers of evaluators is chosen based on the scope of the project and the budget. For a medium size project, for example, we recommend between 3 and 5, which is consistent with the findings of Nielsen, who conducted studies that indicate that with more than about 5 evaluators few new problems are discovered. Evaluators are traditionally usability or user interface experts. Based on the complexity and domain knowledge required for the project, domain experts may be used. For optimal results, evaluators should not be close to the development of the product. Generally, this type of evaluation lends itself to using an outside source.

Once the evaluators are determined, the set of heuristics to be used should be outlined. There are different sets of heuristics available. Though evaluators may use a proprietary set of principles, evaluators more commonly use an industry standard set. It is important to limit the set of heuristics to a manageable number — generally, between 10 and 20. Much success has been achieved performing evaluations using a set of 10 heuristics originally created by Jakob Nielsen and then modified for the web by Keith Instone.

You will notice that the list in Appendix 1 is somewhat different from the nine given in the text, which are Neilsen's original set. He later added "Help and Documentation" and reorganized his list based on a factor analysis of 249 usability problems that were found in his studies.

Once the group of evaluators agrees upon the set of heuristics, they begin the evaluation. Each evaluator performs the inspection in isolation. During the inspection, each evaluator goes through the user interface several times, examining each screen and dialogue and comparing these elements to the list of heuristics. Non-compliance to the heuristics is rated by the "severity" and "extent" of non-compliance based on the following scale.

Severity scale:

3 = Major usability problem
2 = Minor usability problem
1 = Cosmetic problem or nuisance issue

Extent scale:

3 = Widespread
2 = Several places
1 = Single case

After the evaluators have completed their independent evaluations, the entire group meets to compare and aggregate the results. The evaluators then categorize the problems based on consensus ratings of severity and extent, and generate a report.

The results of a heuristic evaluation are a list of usability problems that reference the heuristics assessed and provide rationale. The problems are recorded in as much detail as possible, and each is noted separately. The results may highlight very simple and obvious fixes that have been overlooked, or may point to significant issues to be addressed by the product design team.

Once the report is complete, all of the evaluators involved present the results to the client. The results of the evaluation do not include a redesign of your product; however, during the presentation of the results, the evaluators will likely offer possible solution ideas for certain problems, which can be incorporated into your redesign.

The most important process in the heuristic evaluation is what you do after you have receive the results. Once you receive the results and meet with your consultants, work on a plan for fixing the problems and improving your design.

appendix I: usability heuristics
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[Based on the standard list developed by Jakob Nielsen. Additional web-oriented discussion (indented) is by Keith Instone, from http://webreview.com/97/10/10/usability/sidebar.html, however this link is currently broken. You can still see the original on the Way-Back Machine, however.]

1. visibility of system status

The system should always keep users informed about what is going on, through appropriate feedback within reasonable time.

Probably the two most important things that users need to know at your site are "Where am I?" and "Where can I go next?"

Make sure each page is branded and that you indicate which section it belongs to. Links to other pages should be clearly marked. Since users could be jumping to any part of your site from somewhere else, you need to include this status on every page.

2. 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.

On the Web, you have to be aware that users will probably be coming from diverse backgrounds, so figuring out their "language" can be a challenge.

3. 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.

Many of the "emergency exits" are provided by the browser, but there is still plenty of room on your site to support user control and freedom. Or, there are many ways authors can take away user control that is built into the Web. A "home" button on every page is a simple way to let users feel in control of your site.

Be careful when forcing users into certain fonts, colors, screen widths or browser versions. And watch out for some of those "advanced technologies": usually user control is not added until the technology has matured. One example is animated GIFs. Until browsers let users stop and restart the animations, they can do more harm than good.

4. consistency and standards

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

Within your site, use wording in your content and buttons consistently. One of the most common cases of inconsistent wording I see deals with links, page titles and page headers. Check the titles and headers for your pages against the links that point to them. Inconsistent wording here can confuse users who think they ended up in the wrong spot because the destination page had a title that differed vastly from the link that took them there.

"Platform conventions" on the Web means realizing your site is not an island. Users will be jumping onto (and off of) your site from others, so you need to fit in with the rest of the Web to some degree. Custom link colors is just one example where it may work well for your site but since it could conflict with the rest of the Web, it may make your site hard to use.

And "standards" on the Web means following HTML and other specifications. Deviations form the standards will be opportunities for unusable features to creep into your site.

5. 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.

Errors will happen, despite all your efforts to prevent them. Every error message should offer a solution (or a link to a solution) on the error page.

For example, if a user's search yields no hits, do not just tell him to broaden his search. Provide him with a link that will broaden his search for him.

6. error prevention

Even better than good error messages is a careful design which prevents a problem from occurring in the first place.

Because of the limitations of HTML forms, inputting information on the Web is a common source of errors for users. Full-featured, GUI-style widgets are on their way; in the meanwhile you can use JavaScript to prevent some errors before users submit, but you still have to double-check after submission.

7. 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.

For the Web, this heuristic is closely related to system status. If users can recognize where they are by looking at the current page, without having to recall their path from the home page, they are less likely to get lost.

Certainly the most invisible objects created on the Web are server-side image maps. Client-side image maps are a lot better, but it still takes very well-crafted images to help users recognize them as links.

Good labels and descriptive links are also crucial for recognition.

8. 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.

Some of the best accelerators are provided by the browser. Like bookmarks.

Make pages at your your site easy to bookmark. If a user is only interested in one corner of your site, make it easy for him to get there. Better that than have him get frustrated trying to get from your home page to what he is looking for.

Do not use frames in a way that prevent users from bookmarking effectively.

Support bookmarking by not generating temporary URLs that have a short lifespan. If every week you come out with a new feature article for your site, make sure your URL lives on, even after the content is taken down. Web Review uses long-term locations by putting date information into the URLs. Or, you could re-use your URLs for the newer content.

Consider using GET instead of POST on your forms. GET attaches the paramters to the URL, so users can bookmark the results of a search. When they come back, they get their query re-evaluated without having to type anything in again.

All of these rules for "design to be bookmarked" also help you design to be linked to. If the contents of your site can easily be linked to, others can create specialized views of your site for specific users and tasks. Amazon.com's associates program is just one example of the value of being easy to link to.

9. 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.

Extraneous information on a page is a distraction and a slow-down. Make rarely needed information accessible via a link so that the details are there when needed but do not interfere much with the more relevant content.

The best way to help make sure you are not providing too much (or too little) information at once is to use progressive levels of detail. Put the more general information higher up in your hierarchy and let users drill down deeper if they want the details. Likewise, make sure there is a way to go "up" to get the bigger picture, in case users jump into the middle of your site.

Make sure your content is written for the Web and not just a repackaged brochure. Break information into chunks and use links to connect the relevant chunks so that you can support different uses of your content.

10. 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.

Some of the more basic sites will not need much documentation, if any. But as soon as you try any complicated tasks, you will need some help for those tasks.

For the Web, the key is to not just slap up some help pages, but to integrate the documentation into your site.  There should be links from your main sections into specific help and vice versa. Help could even be fully integrated into each page so that users never feel like assistance is too far away.
 
appendix II: interface design principles (A-Z)
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By Bruce Tognazzini, from http://www.asktog.com/basics/firstPrinciples.html

The following principles are fundamental to the design and implementation of effective interfaces, whether for traditional GUI environments or the web. Of late, many web applications have reflected a lack of understanding of many of these principles of design, to their great detriment. Because an application or service appears on the web, the principles do not change. If anything, applying these principles become even more important.

Effective interfaces are visually apparent and forgiving, instilling in their users a sense of control. Users quickly see the breadth of their options, grasp how to achieve their goals, and do their work.

Effective interfaces do not concern the user with the inner workings of the system. Work is carefully and continuously saved, with full option for the user to undo any activity at any time.

Effective applications and services perform a maximum of work, while requiring a minimum of information from users.

  anticipation autonomy color blindness
  consistency defaults efficiency of the user
  explorable interfaces Fitt's law human-interface objects
  latency reduction learnability metaphors, use of
  protect user's work readability track state
  visible interfaces    

 

anticipation

Applications should attempt to anticipate the user’s wants and needs. Do not expect users to search for or gather information or evoke necessary tools. Bring to the user all the information and tools needed for each step of the process.

autonomy

  • The computer, the interface, and the task environment all "belong" to the user, but user-autonomy doesn’t mean we abandon rules.

Give users some breathing room. Users learn quickly and gain a fast sense of mastery when they are placed "in charge." Paradoxically, however, people do not feel free in the absence of all boundaries (Yallum, 1980). A little child will cry equally when held too tight or left to wander in a large and empty warehouse. Adults, too, feel most comfortable in an environment that is neither confining nor infinite, an environment explorable, but not hazardous.

  • Use status mechanisms to keep users aware and informed.

No autonomy can exist in the absence of control, and control cannot be exerted in the absence of sufficient information. Status mechanisms are vital to supplying the information necessary for workers to respond appropriately to changing conditions. As a simple example, workers, failing status information, will tend to maintain heightened pressure on themselves during slow periods, until the moment the work actually runs out. This will stress and fatigue them unnecessarily, so that when the next rush occurs, they may be lacking the physical and mental reserves to handle it.

  • Keep status information up to date and within easy view

Users should not have to seek out status information. Rather, they should be able to glance at their work environment and be able to gather at least a first approximation of state and workload. Status information can be quite subtle: the inbox icon could be switched to show an empty, somewhat full, or stuffed state. This, however, should not be overdone. The Macintosh, for years, showed an icon of a trashcan of imminent danger of explosion if a single document was placed therein. Users quickly formed the habit of emptying the trashcan as soon as the first document hit. This not only turned a single-step operation into a two-step operation (drag to the trash, then empty the trash), it negated the entire power of the trashcan, namely, undo.

As another positive example, a search field icon can change color and appearance to indicate that the search is in progress or has been completed with too many matches, too few matches, or just enough. (Like any element of the interface, just color is not enough; 10% of males show some indication of color blindness. Even a higher percentage may have temporary alterations in perception of blue under varying conditions.)

color blindness

  • Any time you use color to convey information in the interface, you should also use clear, secondary cues to convey the information to those who won't be experiencing any color coding today.

The cones in the eye are the source of color vision. We have cones separately sensitive to red, green, and blue. If the red ones are not functioning that is called protanopia. If the green are not functioning, that is called deuteranopia. Absence of blue, extremely rare, is called tritanopia.

Protonopia and deuteranopia are the most popular forms of color blindness, collectively called red/green blindness. (There are, in fact, significant differences in their effects, but those differences have no real effect on design.) While tritanopia is far more rare, it nonetheless rules out dependence on yellow-blue differentiation without secondary cues.

Secondary cues can consist of anything from the subtlety of gray scale differentiation to having a different graphic or different text label associated with each color presented.

consistency

The following principles, taken together, offer the designer tremendous latitude in the evolution of a product without seriously disrupting those areas of consistency most important to the user:

  • Levels of consistency: The importance of maintaining strict consistency varies. The following list is ordered from those interface elements demanding the most faithful consistency effort to those demanding the least. Paradoxically, many people assume that the order of items one through five should be exactly the reverse, leading to applications that look alike, but act completely different in unpredictable ways:
  1. Interpretation of user behavior, e. g., shortcut keys maintain their meanings.
  2. Invisible structures.
  3. Small visible structures.
  4. The overall "look" of a single application or service--splash screens, design elements.
  5. A suite of products.
  6. In-house consistency.
  7. Platform-consistency.

"Invisible structures" refers to such invisible objects as Microsoft Word's clever little right border that has all kinds of magical properties, if you ever discover it is there. It may or may not appear in your version of Word. And if it doesn't, you'll never know for sure that it isn't really there, on account of it's invisible. Which is exactly what is wrong with invisible objects and why consistency is so important. Other objects are, strictly speaking, visible, but do not appear to be constrols, so users, left to their own devices, might never discover their manipulability. The secret, if you absolutely insist on one, should be crisp and clean, for example, "you can click and drag the edges of current Macintosh windows to size them," not, "You can click and drag various things sometimes, but not other things other times."

"Small visible structures" refers to icons, size boxes, scroll arrows, etc. The appearance of such objects needs to be strictly controlled if people are not to spend half their time trying to figure out how to scroll or how to print. Location is only just slightly less important than appearance. Where it makes sense to standardize location, do so.

  • Inconsistency: It is just important to be visually inconsistent when things must act differently as it is to be visually consistent when things act the same.

Avoid uniformity. Make objects consistent with their behavior. Make objects that act differently look different.

  • The most important consistency is consistency with user expectations.

The only way to ascertain user expectations is to do user testing. No amount of study and debate will substitute.

defaults

  • Do not use the word "default" in an application or service. Replace with "Standard," "Use Customary Settings," "Restore Initial Settings," or some other more specific terms describing what will actually happen.
  • Defaults should be easy to "blow away:" Fields containing defaults should come up selected, so users can replace the default contents with new material quickly and easily.
  • Defaults should be "intelligent" and responsive.

efficiency of the user

  • Look at the user's productivity, not the computer's.

People cost a lot more money than machines, and while it might appear that increasing machine productivity must result in increasing human productivity, the opposite is often true. In judging the efficiency of a system, look beyond just the efficiency of the machine.

For example, which of the following takes less time? Heating water in a microwave for one minute and ten seconds or heating it for one minute and eleven seconds?

From the standpoint of the microwave, one minute and ten seconds is the obviously correct answer. From the standpoint of the user of the microwave, one minute and eleven seconds is faster. Why? Because in the first case, the user must press the one key twice, then visually locate the zero key, move the finger into place over it, and press it once. In the second case, the user just presses the same key—the one key—three times. It typically takes more than one second to acquire the zero key. Hence, the water is heated faster when it is "cooked" longer.

Other factors beyond speed make the 111 solution more efficient. Seeking out a different key not only takes time, it requires a fairly high level of cognitive processing. While the processing is underway, the main task the user was involved with—cooking their meal—must be set aside. The longer it is set aside, the longer it will take to reacquire it.

Additionally, the user who adopts the expedient of using repeating digits for microwave cooking faces fewer decisions. They soon abandon figuring out, for example, whether bacon should be cooked for two minutes and ten seconds or two minutes and twenty-three seconds. They do a fast estimate and, given the variability of water content and bacon thickness, end up with as likely a successful result with a lot less dickering up front, again increasing human efficiency.

  • Keep the user occupied

Since, typically, the highest expense in a business is labor cost. Any time the user must wait for the system to respond before they can proceed, money is being lost.

  • To maximize the efficiency of a business or other organization you must maximize everyone’s efficiency, not just the efficiency of a single group.

Large organizations tend to be compartmentalized, with each group looking out for its own interests, sometimes to the detriment of the organization as a whole. Information resource departments often fall into the trap of creating or adopting systems that result in increased efficiency and lowered costs for the information resources department, but only at the cost of lowered productivity for the company as a whole.

For example, one large California corporation used floppy disks as the medium for collecting benefit enrollment information. At the beginning of open enrollment, each employee would receive a disk with the enrollment applications on which he or she would insert into their computer and run. After asking for the employee’s name, address, phone number, department name, etc., the employee would be permitted to step through all the various benefits, ultimately returning the disk which now contained all their answers and decisions. The IR department then sucked the data off each disk and entered it into their system, all automatically. The IR department saved a great deal of money over the old system, where they had to key in the employee’s decisions from a paper form.

What was the problem? Instead of the IR department bearing the burden of keying in the employees’ decisions, each and every employee now bore the burden of typing in his or her name, address, phone number, department name, etc. The system was just as inefficient as before, but now the cost was borne by all departments, rather than having it concentrated in the IR department’s budget.

  • The great efficiency breakthroughs in software are to be found in the fundamental architecture of the system, not in the surface design of the interface.

This simple truth is why it is so important for everyone involved in a software project to appreciate the importance of making user productivity goal one and to understand the vital difference between building an efficient system and empowering an efficient user. This truth is also key to the need for close and constant cooperation, communication, and conspiracy between engineers and human interface designers if this goal is to be achieved.

  • Write help messages tightly and make them responsive to the problem: good writing pays off big in comprehension and efficiency.
  • Menu and button labels should have the key word(s) first.

Example from a fictitious word processor:

Wrong:

    • Insert page break
    • Add Footnote
    • Update Table of Contents

Right:

Insert:

    • Page break
    • Footnote
    • Table of contents

Here, the first example, with its leading words, is actually more informative and more accurate: one does not "insert" a footnote if it is to be placed after all the other footnotes. And one does not insert a table of contents if there is already a table of contents there. Instead, one updates it. Still, the second example will prove much more efficient in time-trials. Why? Because the extra information the first example offers does not outweigh the advantage of being able to scan only the first word in each menu item to find the specific menu item you are after.

 

explorable interfaces

  • Give users well-marked roads and landmarks, then let them shift into four-wheel drive.

Mimic the safety, smoothness, and consistency of the natural landscape. Don’t trap users into a single path through a service, but do offer them a line of least resistance. This lets the new user and the user who just wants to get the job done in the quickest way possible and "no-brainer" way through, while still enabling those who want to explore and play what-if a means to wander farther afield.

  • Sometimes, however, you have to provide deep ruts.

The closer you get to the naive end of the experience curve, the more you have to rein in your users. A single-use application for accomplishing an unknown task requires a far more directive interface than a habitual-use interface for experts.

  • Offer users stable perceptual cues for a sense of "home."

Stable visual elements not only enable people to navigate fast, they act as dependable landmarks, giving people a sense of "home."

  • Make Actions reversible

People explore in ways beyond navigation. Sometimes they want to find out what would happen if they carried out some potentially dangerous action. Sometimes they don’t want to find out, but they do anyway by accident.

By making actions reversible, users can both explore and can "get sloppy" with their work.

  • Always allow "Undo."

The unavoidable result of not supporting undo is that you must then support a bunch of dialogs that say the equivalent of, "Are you really, really sure?" Needless to say, this slows people down.

In the absence of such dialogs, people slow down even further. A study a few years back showed that people in a hazardous environment make no more mistakes than people in a supportive and more visually obvious environment, but they worked a lot slower and a lot more carefully to avoid making errors.

  • Always allow a way out.

Users should never feel trapped. They should have a clear path out.

  • However, make it easier to stay in.

Early software tended to make it difficult to leave. With the advent of the web, we've seen the advent of software that makes it difficult to stay. Web browsers still festoon their windows with objects and options that have nothing to do with our applications and services running within. Our task can become akin to designing a word process which, oh, by the way, will be using Photoshop's menu bar. Having 49 options on the screen that lead directly to destruction of the user's work, along with one or two that just might help is not an explorable interface, it is the interface from hell. If you are working with complex transactions using a standard web browser, turn of the menu bar and all of the other irrelevant options, then supply our own landmarks and options.

Fitts’s Law

  • The time to acquire a target is a function of the distance to and size of the target.

While at first glance, this law might seem patently obvious, it is one of the most ignored principles in design. Fitts's law dictates the Macintosh pull-down menu acquisition should be approximately five times faster than Windows menu acquisition, and this is proven out. Fitt's law dictates that the windows task bar will constantly and unnecessarily get in people's way, and this is proven out. Fitt's law indicates that the most quickly accessed targets on any computer display are the four corners of the screen, because of their pinning action, and yet they seem to be avoided at all costs by designers.

Use large objects for important functions (Big buttons are faster).

Use the pinning actions of the sides, bottom, top, and corners of your display: A single-row toolbar with tool icons that "bleed" into the edges of the display will be many times faster than a double row of icons with a carefully-applied one-pixel non-clickable edge along the side of the display.

human-interface objects

Human-interface objects are not necessarily the same as objects found in object-oriented systems. Our objects include folders, documents, and the trashcan. They appear within the user's environment and may or may not map directly to an object-oriented object. In fact, many early gui's were built entirely in non-object-oriented environments.

  • Human-interface objects can be seen, heard, touched, or otherwise perceived.
  • Human interface objects that can be seen are quite familiar in graphic user interfaces. Objects that play to another sense such as hearing or touch are less familiar. Good work has been done in developing auditory icons (Gaver).
  • Human-interface objects have a standard way of interacting.
  • Human-interface objects have standard resulting behaviors.
  • Human-interface objects should be understandable, self-consistent, and stable.

latency reduction

  • Wherever possible, use multi-threading to push latency into the background.

Latency can often be hidden from users through multi-tasking techniques, letting them continue with their work while transmission and computation take place in the background.

  • Reduce the user’s experience of latency.
    • Acknowledge all button clicks by visual or aural feedback within 50 milliseconds.
    • Display an hourglass for any action that will take from 1/2 to 2 seconds.
    • Animate the hourglass so they know the system hasn't died.
    • Display a message indicating the potential length of the wait for any action that will take longer than 2 seconds.
    • Communicate the actual length through an animated progress indicator.
    • Offer engaging text messages to users informed and entertained while they are waiting for long processes, such as server saves, to be completed.
    • Make the client system beep and give a large visual indication upon return from lengthy (>10 seconds) processes, so that users know when to return to using the system.
    • Trap multiple clicks of the same button or object. Because the Internet is slow, people tend to press the same button repeatedly, causing things to be even slower.
  • Make it faster

Eliminate any element of the application that is not helping. Be ruthless.

learnability

Ideally, products would have no learning curve: users would walk up to them for the very first time and achieve instant mastery. In practice, all applications and services, no matter how simple, will display a learning curve.

  • Limit the Trade-Offs

Usability and learnability are not mutually exclusive. First, decide which is the most important; then attack both with vigor. Ease of learning automatically coming at the expense of ease of use is a myth.

metaphors, use of

  • Choose metaphors well, metaphors that will enable users to instantly grasp the finest details of the conceptual model.

Good metaphors are stories, creating visible pictures in the mind.

  • Bring metaphors alive by appealing to people’s perceptions—sight, sound, touch, and kinesthesia—as well as triggering their memories.

Metaphors usually evoke the familiar, but often add a new twist. For example, Windows 95 has an object called a briefcase. Like a real-world briefcase, its purpose is to help make electronic documents more portable. It does so, however, not by acting as a transport mechanism, but as a synchronizer: Documents in the desktop briefcase and the briefcase held on portable media are updated automatically when the portable media is inserted in the machine.

protect users’ work

  • Ensure that users never lose their work as a result of error on their part, the vagaries of Internet transmission, or any other reason other than the completely unavoidable, such as sudden loss of power to the client computer.

(Even here, it has become completely inexcusable that today's computers and operating systems do not support and encourage continuous-save. That, coupled with a small amount of power-protected memory could eliminate the embarrassment of $5000 machines offering the reliability of 10-cent toys.)

readability

  • Text that must be read should have high contrast. Favor black text on white or pale yellow backgrounds. Avoid gray backgrounds.
  • Use font sizes that are large enough to be readable on standard monitors. Favor particularly large characters for the actual data you intend to display, as opposed to labels and instructions. For example, the label, "Last Name," can afford to be somewhat small. Habitual users will learn that that two-word gray blob says "Last Name." Even new users, based on the context of the form on which it appears, will have a pretty good guess that it says "Last Name." The actual last name entered/displayed, however, must be clearly readable. This becomes even more important for numbers. Human languages are highly redundant, enabling people to "heal" garbled messages. Numbers, however, unless they follow a very strict protocol, have no redundancy, so people need the ability to examine and comprehend every single character.
  • Pay particular attention to the needs of older people. Presbyopia, the condition of hardened, less flexible lenses, coupled with reduced light transmission into the eye, affects most people over age 45. Do not trust your young eyes to make size and contrast decisions.

track state

  • Because many of our browser-based products exist in a stateless environment, we have the responsibility to track state as needed.

We may need to know:

    • Whether this is the first time the user has been in the system
    • Where the user is
    • Where the user is going
    • Where the user has been during this session
    • Where the user was when they left off in the last session

and myriad other details.

In addition to simply knowing where they’ve been, we can also make good use of what they’ve done.

  • State information should be held in a cookie on the client machine during a session with a transaction service, then stored on the server when they log off.

Users should be able to log off at work, go home, and take up exactly where they left off.

A private service for doctors, Physicians On Line, does an excellent job with this. Doctors can be 95% of the way through a complex transaction, log off, log in again six weeks later from another part of the world, and the service will ask them if they want to be taken right back to where they were.

visible interfaces

  • Avoid invisible navigation.

Most users cannot and will not build elaborate mental maps and will become lost or tired if expected to do so.

The World Wide Web, for all its pretty screens and fancy buttons, is, in effect, an invisible navigation space. True, you can always see the specific page you are on, but you cannot see anything of the vast space between pages. Once users reach our applications, we must take care to reduce navigation to a minimum and make that navigation that is left clear and natural. Present the illusion that users are always in the same place, with the work brought to them. This not only eliminates the need for maps and other navigational aids, it offers users a greater sense of mastery and autonomy.

As with the inherent statelessness of the web (see Track State, above), our job is not to accept blindly what the architects have given us, but to add the layers of capability and protection that users want and need. That the web's navigation is inherently invisible is a challenge, not an inevitability.

 

references and sources
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web sites

books

  • Usability Inspection Methods by Nielsen, J. (1994)
  • Usability Engineering by Jakob Nielsen
  • Handbook of Usability Testing: How to Plan, Design, and Conduct Effective Tests by Jeffrey Rubin