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Intro to Usability Heuristics 
Samples of good and bad design
Kseniya Koltun 
UX Specialist 
kseniya.koltun
10 Usability Heuristics by Nielsen & Molich, 1993 
1 Visibility of system status 
2 Match between system and the real world 
3 User control and freedom 
4 Consistency and standards 
5 Error prevention 
6 Recognition rather than recall 
7 Flexibility and efficiency of use 
8 Aesthetic and minimalist design 
9 Help users recognize, diagnose, and recover from errors 
10 Help and documentation
Eight Golden Rules of Interface Design by 
Shneiderman & Plaisant, 2005 
1 Strive for consistency 
2 Enable frequent users to use shortcuts 
3 Offer informative feedback 
4 Design dialog to yield closure 
5 Offer simple error handling 
6 Permit easy reversal of actions 
7 Support internal locus of control 
8 Reduce short-term memory load
UI Design Guidelines by D. Stone and others, 2005 
1 Visibility: First step to goal should be clear 
2 Affordance: Control suggests how to use it 
3 Feedback: Should be clear what happened or is happening 
4 Simplicity: as simple as possible & task-focused 
5 Structure: content organized sensibly 
6 Consistency: similarity for predictability 
7 Tolerance: prevent errors, help recovery 
8 Accessibility: usable by all intended users, despite handicap, access device, or 
environmental conditions
UI Guidelines are based on how people 
perceive, think, learn, act
Basic Usability Heuristics
10 Usability Heuristics by Nielsen & Molich, 1993 
1 Visibility of system status 
2 Match between system and the real world 
3 User control and freedom 
4 Consistency and standards 
5 Error prevention 
6 Recognition rather than recall 
7 Flexibility and efficiency of use 
8 Aesthetic and minimalist design 
9 Help users recognize, diagnose, and recover from errors 
10 Help and documentation
1 Visibility of system status
1 Visibility of system status 
Sample of good design
1 Visibility of system status 
Sample of bad design
2 Match between system and the real world
2 Match between system and the real world 
Sample of good design
2 Match between system and the real world 
Sample of bad design
2 Match between system and the real world 
Sample of 
bad design
3 User control and freedom
3 User control and freedom 
Sample of good design
3 User control and freedom 
Sample of bad design
4 Consistency and standards
4 Consistency and standards 
Sample of good design
4 Consistency and standards 
http://sixtiespress.co.uk Sample of bad design
5 Error prevention
5 Error prevention 
Sample of good design
5 Error prevention 
Sample of good design
5 Error prevention 
Sample of bad design
6 Recognition rather than recall
Sample of good design 
Yelp app 
6 Recognition rather than recall
6 Recognition rather than recall 
Sample of good design
7 Flexibility and efficiency of use
7 Flexibility and efficiency of use 
Sample of good design
8 Aesthetic and minimalist design
8 Aesthetic and minimalist design 
Sample of good design
Sample of good design 
Moogly app 
8 Aesthetic and minimalist design
8 Aesthetic and minimalist design 
Sample of bad design
9 Help users recognize, diagnose, 
and recover from errors
9 Help users recognize, diagnose and recover from errors 
Sample of good design
9 Help users recognize, diagnose and recover from errors 
Sample of bad design
10 Help and documentation
10 Help and documentation 
Sample of good design
10 Help and documentation 
Sample of bad design
Conclusion 
1 UI Design Guidelines 
2 Good as arguments for issues 
3 More samples on http://epa.ms/Usability 
kseniya.koltun

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Introduction to usability heuristics

  • 1. Intro to Usability Heuristics Samples of good and bad design
  • 2. Kseniya Koltun UX Specialist kseniya.koltun
  • 3. 10 Usability Heuristics by Nielsen & Molich, 1993 1 Visibility of system status 2 Match between system and the real world 3 User control and freedom 4 Consistency and standards 5 Error prevention 6 Recognition rather than recall 7 Flexibility and efficiency of use 8 Aesthetic and minimalist design 9 Help users recognize, diagnose, and recover from errors 10 Help and documentation
  • 4. Eight Golden Rules of Interface Design by Shneiderman & Plaisant, 2005 1 Strive for consistency 2 Enable frequent users to use shortcuts 3 Offer informative feedback 4 Design dialog to yield closure 5 Offer simple error handling 6 Permit easy reversal of actions 7 Support internal locus of control 8 Reduce short-term memory load
  • 5. UI Design Guidelines by D. Stone and others, 2005 1 Visibility: First step to goal should be clear 2 Affordance: Control suggests how to use it 3 Feedback: Should be clear what happened or is happening 4 Simplicity: as simple as possible & task-focused 5 Structure: content organized sensibly 6 Consistency: similarity for predictability 7 Tolerance: prevent errors, help recovery 8 Accessibility: usable by all intended users, despite handicap, access device, or environmental conditions
  • 6. UI Guidelines are based on how people perceive, think, learn, act
  • 8. 10 Usability Heuristics by Nielsen & Molich, 1993 1 Visibility of system status 2 Match between system and the real world 3 User control and freedom 4 Consistency and standards 5 Error prevention 6 Recognition rather than recall 7 Flexibility and efficiency of use 8 Aesthetic and minimalist design 9 Help users recognize, diagnose, and recover from errors 10 Help and documentation
  • 9. 1 Visibility of system status
  • 10. 1 Visibility of system status Sample of good design
  • 11. 1 Visibility of system status Sample of bad design
  • 12. 2 Match between system and the real world
  • 13. 2 Match between system and the real world Sample of good design
  • 14. 2 Match between system and the real world Sample of bad design
  • 15. 2 Match between system and the real world Sample of bad design
  • 16. 3 User control and freedom
  • 17. 3 User control and freedom Sample of good design
  • 18. 3 User control and freedom Sample of bad design
  • 19. 4 Consistency and standards
  • 20. 4 Consistency and standards Sample of good design
  • 21. 4 Consistency and standards http://sixtiespress.co.uk Sample of bad design
  • 23. 5 Error prevention Sample of good design
  • 24. 5 Error prevention Sample of good design
  • 25. 5 Error prevention Sample of bad design
  • 26. 6 Recognition rather than recall
  • 27. Sample of good design Yelp app 6 Recognition rather than recall
  • 28. 6 Recognition rather than recall Sample of good design
  • 29. 7 Flexibility and efficiency of use
  • 30. 7 Flexibility and efficiency of use Sample of good design
  • 31. 8 Aesthetic and minimalist design
  • 32. 8 Aesthetic and minimalist design Sample of good design
  • 33. Sample of good design Moogly app 8 Aesthetic and minimalist design
  • 34. 8 Aesthetic and minimalist design Sample of bad design
  • 35. 9 Help users recognize, diagnose, and recover from errors
  • 36. 9 Help users recognize, diagnose and recover from errors Sample of good design
  • 37. 9 Help users recognize, diagnose and recover from errors Sample of bad design
  • 38. 10 Help and documentation
  • 39. 10 Help and documentation Sample of good design
  • 40. 10 Help and documentation Sample of bad design
  • 41. Conclusion 1 UI Design Guidelines 2 Good as arguments for issues 3 More samples on http://epa.ms/Usability kseniya.koltun

Editor's Notes

  • #10: Видимость статуса системы Система должна всегда держать пользователя в курсе того, что происходит, через соответствующий интерфейс и в реальном времени.
  • #13: Соответствие между системой и реальным миром Система должна говорить на языке пользователя, словами и понятиями знакомыми ему.
  • #14: Map – navigation
  • #17: Контроль над системой и свобода действий Пользователь часто делает ошибки и нуждается в "аварийном выходе". Всегда проверяйте, есть ли в вашей системе простой и эффективный путь исправления ошибок пользователя.
  • #20: Единообразие и стандарты Не путайте пользователя, описывая одни и те же вещи разными словами и терминами. Придерживайтесь единообразия и следуйте стандартам.
  • #23: Предотвращение ошибок Даже самые понятные сообщения об ошибках не смогут сделать сайт настолько дружелюбным, насколько это сделает продуманная логика работы, позволяющая их предотвращать.
  • #27: Распознавание лучше чем запоминание Не заставляйте пользователя запоминать большое количество объектов, действий и опций. Посетитель не должен держать в голове информацию, перемещаясь из одной части системы в другую.
  • #30: Гибкость и эффективность в использовании Система должна включать способы быстрого взаимодействия с интерфейсом которые не видны неопытным пользователям, но позволяют продвинутым быстрее взаимодействовать с системой.
  • #32: Эстетичный и минималистичный дизайн Тексты не должны содержать бесполезной или устаревшей информации. Каждое лишнее слово делает восприятие все более трудным и лишает посетителя возможности найти то, за чем он пришел на сайт. Тоже самое и с элементами интерфейса
  • #36: Понимание проблем и их решение Сообщения об ошибках должны быть выражены на понятном пользователю языке, как можно более точно описывать проблему и предоставлять возможные варианты ее решения.
  • #39: Хелп и документация Даже если система может использоваться без документации, стоит её предоставить.