SECTION 05 / 7

Design Heuristics — Understanding

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23. Two kinds of interface evaluation

THINK What are ways in which you can evaluate the user interface of your prototype? Pause and write down your responses before reading further.

Ways to evaluate a UI: assess with real users; critique from expert designers — but that can be subjective, so specific guidelines help. Heuristics are strategies derived from previous experiences with similar problems — rules of thumb/guidelines. The most widely used set is Jakob Nielsen's 10 design heuristics; Prof. Scott Klemmer grouped them into Understanding, Action and Feedback.

Figure 23. Two kinds of interface evaluation
Figure 23. Two kinds of interface evaluation
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Illustration: Design Heuristics — Understanding

24. Consistency

Consistent layout — colour, font etc. consistent across all screens; e.g. in your operating system the Yes/No and Minimize/Restore/Close buttons are placed consistently across windows. Consistent names — product and feature names the same throughout.

Figure 24. Consistency
Figure 24. Consistency
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Illustration: Design Heuristics — Understanding

25. Familiar language and metaphors

Use words familiar to end users, not technical jargon — online shopping uses physical-store terms like checkout and shopping cart; paying online uses a 'mobile wallet' with actions like adding or removing money.

Figure 25. Familiar language and metaphors
Figure 25. Familiar language and metaphors
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Illustration: Design Heuristics — Understanding

26. Clean and functional design

Minimal and easy to understand. A cluttered design (many colours, fonts, images, no common theme) makes it hard to find information; a good design has clear navigation describing key features and consistent colours and fonts.

Figure 26. Clean and functional design
Figure 26. Clean and functional design
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Illustration: Design Heuristics — Understanding

27. Overview of heuristic groups

Understanding = consistency, familiar language and metaphors, clean and functional design. Action = freedom, flexibility, recognition over recall. Feedback = show status, prevent errors, support error recovery, provide help.

Design heuristics grouped into Understanding, Action and Feedback.
Design heuristics grouped into Understanding, Action and Feedback.
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Design heuristics grouped into Understanding, Action and Feedback.
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