Ahmad 2017
Ahmad 2017
PII: S0950-5849(16)30166-5
DOI: 10.1016/j.infsof.2017.10.005
Reference: INFSOF 5892
Please cite this article as: Naveed Ahmad , Aimal Rextin , Um E Kulsoom , Perspectives on usability
guidelines for smartphone applications: an empirical investigation and systematic literature review,
Information and Software Technology (2017), doi: 10.1016/j.infsof.2017.10.005
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Author(2): Aimal Rextin,
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Author(3): Um E Kulsoom
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Department of Computer Science, COMSATS Institute of
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Information Technology, Islamabad 44000, Pakistan
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Abstract
Context: Several usability guidelines have been proposed to improve the usability of smartphone apps.
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These guidelines can be classified into three disjoint sets: platform specific guidelines, genre specific
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guidelines, and generic guidelines. However, smartphone applications are usually developed for multiple
platforms and targeted for a variety of users. Hence the usefulness of existing guidelines is severally
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limited.
Objective: This study aims to develop a comprehensive list of usability guidelines suitable for multiple
Method: A controlled experiment was conducted, and it highlighted that even popular and established
apps have usability problems. In order to identify different perspectives on usability a systematic
Results: Systematic literature review resulted in 148 studies that proposed a total of 359 usability
guidelines. These guidelines were condensed into 25 guidelines in 7 categories by removing redundancy,
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repetition and similarity through a sequential and iterative process. Finally, usefulness of the proposed
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classification of guidelines is established by mapping these to usability issues identified earlier.
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Keywords: Usability; guidelines; Smartphones; platform; genre; apps
1 Introduction
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Today‘s smartphones are so powerful that some authors believe smartphones are replacing personal
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computers [1-4]. Regardless of the platform and device itself, there are a wide range of mobile
applications related to multiple aspects of our life, such as health [1], business [8, 9], entertainment,
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communication [2, 7, 10], learning [3, 4, 5, 6, 12, 15], and personal data management [16].
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Usability is considered a key factor in achieving customer loyalty [10, 13]. However, designing usable
mobile interfaces is usually difficult due to their limited screen size. Therefore, on smaller screen sizes,
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developers need to make additional efforts to facilitate users in interacting with his/her application.
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To aid developers in making usable smartphone applications various researchers have proposed usability
guidelines. These usability guidelines range from general to very specific that are meant for specific
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applications. Generic usability guidelines include: Nielsen‘s general guidelines [12]; Shneiderman's Eight
Golden Rules of Interface Design [14]; Gerhardt-Powel‘s Cognitive Engineering Principles [15]; and
Weinschenk and Barker classification [17] etc. These set of guidelines were developed for desktop
applications, but due to their generic nature they are applicable on smartphones as well. This limitation
led to various smartphone specific usability guidelines which has two main types. The first type is
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platform specific guidelines that are designed by the vendors such as iOS, Android, Windows and Firefox.
The other type is genre specific guidelines that target a specific category of app such as usability
guidelines for health apps [19, 39] and guidelines for news apps [22] etc.
There are various problems with the existing guidelines for example it is difficult to apply generic
guidelines to mobile apps. Similarly, platform specific guidelines may not be applicable to other
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platforms and the problem with genre specific guidelines is that it is difficult to apply them to other types
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of applications [77]. Another problem with existing usability methods is that they are considered whilst
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evaluating the final product, hence often at a time where only minor modifications are possible. Holzinger
et al., proposed the concept of extreme usability which advocates including usability guidelines from the
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very beginning [171]. Hence we believe that a comprehensive set of usability guidelines for smartphone
In order to address these limitations, we first conducted an empirical study to establish its need. Next, we
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aimed at developing comprehensive set of guidelines by starting from a systematic literature review
(SLR). More specifically, we did the following. We first conducted an SLR to review usability guidelines
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vendors and finally, we grouped and merged these to form our final comprehensive list of usability
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smartphones.
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A systematic literature review to compile a comprehensive list of guidelines for smartphone apps
The rest of the paper is organized into five sections. We first give a background of our study in the next
study. In Section 3, we discuss our experiment to validate the need for this study. Section 4 discusses
research method used for comprehensive literature review in detail. Section 5 discusses the results of
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literature review and formulates all guidelines found in literature. We then present our final set of
guidelines and explain how we categorize our guidelines. In the end, we give our conclusions.
2 Background
This section explores existing literature reviews addressing usability in smartphone applications. It is
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important to note that the objective of this study is not to provide genre specific guidelines but to use
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these guidelines to bridge the gap between existing platform specific and generic usability guidelines.
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Moreover, this study does not include such studies for smartphone games. This is because some of the
usability guidelines for smartphone games conflict with other mobile applications. For example, when
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designing games controls are unified to increase screen visibility [170], whereas this is contradicting with
the guideline for other applications i.e. to use clear consistent navigation [1, 4, 7, 12]. Similarly, reducing
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the button size is another option to address smaller screens of smartphones [170], but this also contradicts
with another guideline i.e. to provide visible and well-defined buttons [40, 119, 144].
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Some researchers have performed SLRs to identify usability evaluation techniques [44, 53, 167, 168].
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Zapata et al., performed a systematic literature review on empirical studies regarding usability of mHealth
applications [44]. Another genre specific research to evaluate usability techniques was conducted by
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Hussain and Mkpojiogu [167]. Their findings showed that in heuristic evaluation, formal tests and think
aloud are the most commonly used methods for testing usability of m-commerce applications. These
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studies were genre specific and there scope was also limited to usability evaluation.
In comparison to [44] and [167], Harrison proposed a new usability evaluation model for mobile
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applications by studying existing usability models [53]. This research was different from earlier ones
because it was not meant for a specific genre. Another similar research was conducted to identify
usability evaluation techniques for smartphone applications [168]. It identified experimental study, field
study and hands on measurement as the main methods for evaluating usability. Although, these studies
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were generic in nature but they also only covered literature on evaluating usability. Finally, Baharuddin
reviewed literature published (between 2000 to 2012) on factors affecting usability of smartphone
applications [169]. The authors identified 18 dimensions and placed them in four contextual factors,
namely: user, environment, technology and task. These dimensions can be considered as a unified model
for mobile applications. It can be seen that few reviews have been conducted on usability in smartphone
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applications, but none of them aggregate and classifies guidelines published in literature into a
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framework.
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Following sub-section compares and reviews two other comprehensive sources of usability guidelines: 1)
termed generic as they are independent of type of system being developed, and their use is not only
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limited to developers but also evaluators [128]. Set of usability guidelines which this research considers
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generic include: Nielsen [12]; GerhardtPowals [15]; Shneiderman [14]; and Weinschenk and Barker [17]
guidelines. A total of 11 studies were identified addressing the general usability aspects from which 4
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studies were selected. These studies have comprehensive set of generic guidelines in contrast to others as
they consider only one aspect of usability such as: provide limited options to user [131], provide larger hit
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area [132], building a grid [133], provide simpler solution [134], and make most appealing apps
[135,136]. These studies were proposed for another field [133] but can be useful for app design due to
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These guidelines were originally developed for desktop applications, and their main focus is the visibility
of the system status, guidance about the terms used, and consistent representation of information. These
principles usually discourage system dependency on user, extra burden on human memory for performing
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Flexibility
Information relevancy
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Error message simplicity
Feedback and guidance
Logical presentation
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Simplicity of layout
Avoidance of memory load
Information clustering
Graphics instead of text
Equitable use
User mental model consideration
Attractive design
Focused and committed interface
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Result aware
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As already discussed in Section 1, different platforms also specify usability guidelines for developers.
Since the focus of this research was to gather perspectives on guidelines, so while building our
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comprehensive list of guidelines three well-established platforms (iOS, Android, and Windows) and an
emerging (Firefox OS) platform were also included to identify guidelines. One key observation here is
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that these platforms while specifying guidelines do not consider type of applications being developed.
There are also differences among these platforms in terms of usability guidelines.
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Error Handling
Considering Disabilities
Provide a Return Mechanism
Provide buttons for frequent actions
Provide Filtration Option
Provide Traversal Mechanism Among Screen
Font standard
Provide Large Font For Important Content
Use Color Contrast to Enhance Readability
Provide Visual Alerts
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Colors Guide
Placement Of Input Area
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Clear Consistent And Working Icons
Provide Hidden Controls
Use Full Screen
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Use Of Dynamic Font
Use Of Borderless Buttons For Content Area
Provide Hierarchies For Information
Provide App In Both Orientation
Avoid Setting Change Option For Different User
Provide Edit Option
Start Without Any Delay
Don‘t Ask Rate App Early
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Provide Model Task For Core Functionality
Provide App Description
Windows OS [139] provides very generic guidelines in nature. Window OS guidelines are mainly focused
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to content. Guides about the presentation of content, proper feedback to user, and adopt error avoidance
policy for error handling. Android OS [142] mainly focus on the equitable use of app, so their guidelines
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emphasize on the visual data along with textual data, guidance for navigation, and readability. Firefox OS
[141] is an emerging operating system. Their guidelines mainly focus on use of color, sizes and font in
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different area of app and have limited focus on navigation. Similarly, iOS [138] guidelines contains a
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wide variety of guidelines that are more comprehensive than others. It starts from content presentation,
font and color selection, and layout, however the iOS guidelines do not consider error handling and
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navigation.
In this section, we will investigate if a comprehensive list of usability guidelines is needed. This is done
by a two-step process:
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1. We first conducted a controlled experiment that showed that smartphone apps, even ones with
huge number of users, built using contemporary set of guidelines have usability issues.
2. We then mapped the usability problems found in the experiment discussed above to
The controlled experiment was conducted to find the usability problems in the selected app, while the
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mapping was done to find out if the discovered usability problems are covered by existing usability
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guidelines. We will now discuss the experiment, its results, and the mapping in more detail below.
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3.1 Experiment: Design and Results
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We first selected our two apps; we wanted two well-known apps because it will imply they are widely
accepted by smartphone users. We also decided that the two selected apps should be from a popular genre
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of apps. We selected two notes taking apps: 1) Evernote; and 2) Google Keep as both have more than
500,000 users.
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Next, we selected participants for the experiment. Our only criterion for selecting participants was that
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they should be familiar with smartphones [34, 35]. A total of 40 participants were selected including
graduate and postgraduate students from a local university. Details of our participants are shown in,
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which shows that just 2 participants didn‘t use a smartphone and just 1 participant was an iPhone user.
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3. Adjust the font size;
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4. Erase the note;
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5. Undo the erase operation;
We now discuss the different threats to validity of this experiment and how we handled them. We will
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first discuss some important threats to the internal validity of the experiment and then we will move to the
external validity. Finally, we will discuss construct and conclusion validity threats. Below we discuss
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1. Ordering Effect: To counter the effect of ordering, half participants first performed the given
was conducted at the same time of day and at the same location (a lab). Moreover, all
participants used an Android phone provided by us for the same reason. Since a clear majority of
the participants were users of Android phone and all participants used the same Android phone so
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variation due to OS of smartphone was minimized. Any uncontrolled variation due to the OS of
the participant‘s personal phone was negligible as 93% of the participants were Android users. .
3. Experimenter Bias: The research team were neutral about both application as none of the team
members had any association with either of them. Hence this threat was not present.
4. Selection Bias: Selection procedure for participants was random representing both genders and
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mixed experience levels. We can see from Table 3 that although 62% of the participants used a
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similar app, the participants told us that majority i.e. 60% of them use at most a few times a
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month. Hence any uncontrolled variation due the participant‘s usage history was also small.
We now come to threats to external validity. We ensured training validity by giving a demonstration on
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how to add a note in each app to every participant of our experiment. They were also briefed on the
task(s) they had to perform. They were also informed that they could ask any question during the
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experiment. However, the results of this experiment cannot be generalized as the participants were all
We now discuss conclusion validity. We did not try different hypothesis and our significance level was
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5%, hence the chance of Type I error is small. Hence our experiment has low fishing and error rate
problem. However, we had a sample of size 40 and the sample was not randomly selected. So this is a
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Construct validity is the degree to which an experiment correctly captures the intended measurements.
The purpose of this experiment is to measure usability of apps. We note that although usability is a
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subjective concept, it is generally agreed that efficiency, effectiveness, and satisfaction captures this
subjective concept. Although there are many definitions of usability, we adopted the definition that
usability consists of three independent constructs: efficiency, effectiveness and satisfaction. Hence we
decided to measure usability in terms of these easily measurable constructs. Below we discuss what each
Although there are many definitions of usability, we adopted the definition that usability consists of three
independent constructs: efficiency, effectiveness and satisfaction. Below we discuss what each of these
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Efficiency is a measure of time taken to complete a task, it is calculated usually as the seconds taken by a
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user to complete a task. We define navigational cost as the number of steps (clicks) required to complete
a task. We first note that the benchmark navigational cost for the 7 tasks above. Here we define
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benchmark navigational cost as the minimum number of steps or clicks required to complete the task. We
found that benchmark navigational cost for Evernote and Google Keep was 17 and 13, respectively. As an
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example, the tasks of the participants can be completed with minimum number of clicks by following the
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flow shown in Figure 1. We saw that users missed the bench mark navigation cost by 4.8 steps (s.d=6.19)
and 1.27 steps (s.d.=2.05) for Evernote and Google Keep respectively. Moreover, only 2 participants
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completed the task in benchmark number of steps for Evernote; while for Google Keep only 3
Effectiveness refers to the degree to which a user successfully accomplished a task. We observed how
each participant performed on each of the task and noted if he or she could complete a task or not. Almost
41 percent in average for both apps user could complete all the tasks. More detailed results can be seen in
Figure 2.
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Able to Erase and Undo
Thickness Selection
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Color Selection
Unable to Delete
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Unable to Save GoogleKeep
Unable to Rename Evernote
Selected Wrong Note
Sucessfully added note
0 5
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No. of Participants
Figure 2: Effectiveness Measurements. Note the number of participants who could complete a task is shown on the
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x-axis. The a-axis rages from 0 to 20 as a task was completed by not more than 20 users.
Satisfaction measures the level of satisfaction of different users after using an app. To measure
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satisfaction a questionnaire was given to all the participants (Appendix B). This questionnaire was
designed after conducting two focus group studies of 5 mobile phones users each to understand what a
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usable software means to them. The major themes that came up from these discussions was incorporated
as a questionnaire. It included questions on a wide variety of aspects such as the participants‘ perception
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on overall satisfaction, how fun it was to use, the ease of using the software etc. All these questions were
scored on a five point Likert scale from strongly agree till strongly disagree. The internal consistency of
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this questionnaire was tested by calculating Cronbach Alpha, which resulted in a value 0.772, suggesting
that the survey questions have relatively high internal consistency. So, these set of questions can be
reliably used to measure satisfaction. We then added the positive results of the questionnaire are shown
in Figure 3, where Figure 3(a) shows summarizes the participant responses for Google Keep, whereas
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Figure 3(b) shows the same for Evernote. Looking at these figures we can see that although people
considered these apps useful and some even believed that these apps fulfil expectations, but generally
people were not completely satisfied with these apps. An example of this that when participants were
asked whether ―you are overall satisfied with these apps‖, only 40% and 30% participants responded by
selecting ―strongly agree‖ or ―agree‖ for Evernote and Google Keep respectively.
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Figure 3: User Satisfaction of Evernote and Google Keep. We can see that users generally more negative views
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about different aspects of the two-software system. Note that this figure aggregates Strongly Agree and Agree as
contemporary set of guidelines have usability issues”. We have already discussed the results of
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satisfaction survey in reasonable depth, so here we will only test the hypothesis on effectiveness and
efficiency. We will first discuss effectiveness and then we will talk about efficiency. Note that we used t-
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We define p as the proportional of users who can complete a task. Since our selected apps are generally
considered to be well designed so it is reasonable to assume as our null hypothesis that , i.e. all
users should be able to complete their task. Since not all users in our sample completed the given tasks so
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our alternative hypothesis is that . By testing this hypothesis at significance level we found that
our results are statistically significant for both Evernote (p-value=0.000001) and Google Keep (p-value
=0000001)
Similarly let represent the mean difference between actual navigational cost minus actual navigational
cost. Again, since we selected good quality apps so one would assume that . This leads to the
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following null and alternative hypothesis:
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We applied the right tailed test at significance level and got p-values of 0.000000008 and 0.00005 for
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Evernote and Google Keep respectively. So, null hypothesis for efficiency is also rejected.
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Given the hypothesis tests applied here and the discussion of the satisfaction results earlier, we can
3.3 Mapping
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Several usability problems were identified in the experiment above which were mapped to the guidelines
shown in Table 1 and Table 2 by two coauthors of this paper. The usability problems revealed in the
experiment and the mapping is shown in Table 5.
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Mandatory registration x
Absence of label x
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We can see from the table above that coauthor 1 was unable to map 46.67% of usability problems and
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coauthor 2 was unable to map 53.33 % of the usability problems found. Moreover, both felt that the
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existing guidelines are either too high level in case of generic guidelines; or too low level in case of
platform specific guidelines. Moreover, the problems that were matched didn‘t come from a single source
of guidelines.
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It was not easy to map the usability problems found in the experiment to the existing usability guidelines,
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probably because the platform specific guidelines are very low level while the generic guidelines were
very high level as compared to the usability problems discovered. On the whole, the two step process
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indicated that even reputable apps have usability problems. One reason can be that appropriate usability
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guidelines are not available to the practitioner. Hence a comprehensive list of usability guidelines is
needed. However, we note that since mapping was done by two coauthors, hence it is a risk to the
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construct validity of the mapping. In the rest of the paper, we will present how the comprehensive list was
developed, we will then present the guidelines we developed. In the end, we will show that we could map
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all usability problems identified in the experiment to usability guidelines in our comprehensive list
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In the initial literature search, it was observed that usability guidelines literature is spread across different
genres of mobile applications, and there is a need to consolidate different terms used in literature for
different aspects of usability. Moreover, the result of the experiment discussed in Section 3 also
highlighted usability issues in existing applications further making the case for a comprehensive set of
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guidelines encompassing different genres and platforms. In order to identify usability guidelines in
literature, a systematic literature review following Kitchenham and Charters SLR guidelines [129] was
conducted. Key research question which guided the remaining review process was:
Question: What are the existing usability guidelines for smartphone applications?
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This research question was further decomposed into a search string by identifying keywords from this
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question. Given below is the search strings derived from this research question.
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Usability AND (guidelines OR principles OR heuristics) AND (“mobile application” OR “smartphone
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This search strings was used to search relevant literature from multiple digital sources including: ACM
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Digital Library, IEEE Xplore, Springer, Science Direct and Google Scholar. It resulted in a total of 1952
papers including: full papers, short papers, doctoral consortium, editorials, etc. These papers were
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scrutinized based on inclusion and exclusion criteria, mentioned in Table 5. Inclusion criteria were to
include papers written in English, discussing usability guidelines, with potential to answer research
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question, and focus on smartphone applications guidelines. Exclusion criteria excluded all the papers not
written in English, not discussing usability guidelines, not relevant to smartphone applications, related to
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game development, and duplicate papers. The data used for initial scrutiny included paper title, abstract.
This was followed by full text filtration to identify literature with the potential of answering the research
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questions. After applying these criteria, a total of 131 papers were selected. This search process is
summarized in Figure 4.
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Figure 4: Search process
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Following the search process, guidelines proposed, and the context (app genre) in which these are used
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were identified from these 148 selected studies. Since, this information was not explicitly written in any
specific section of these papers so it was extracted through full text filtration. For instance information
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extracted from Kaur and Haghigh (2016) included: its genre (mobile health) and guidelines (provide error
correction, simple error messages, provide simple and homogeneous information, status should be visible,
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consistent design, and provide control to the user so that they can exit or back at any stage). Similarly,
guidelines were extracted from all the studies and this initial search for genre specific guidelines was
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performed by one author. This resulted in a total of 359 guidelines related to different genres. These
Papers capable of answering research question Papers focusing on smartphone game usability,
usability issues and guidelines
All non-gaming apps papers that focus on usability Grey papers i.e. papers without bibliographic
guidelines information
Papers published between 2000 to 2017 Duplicate papers
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Most of the literature on usability guidelines consists of papers on genre specific guidelines. It was found
that about 104 studies from total 148 studies proposed the usability guidelines for a separate genre of an
app which is 70 percent of total studies. These studies have focused only on one type of app genre. More
than one study may address a genre e.g. mobile learning studies was found in large numbers as compare
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to others. All genre addressed by these studies are shown in Table 6.
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Table 6: Genre specific papers
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S.no App genre Number of studies Number of guidelines
1 Mobile Learning 18 61
2 Web interfaces 18 53
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4
5
6
Mobile Health
Mobile commerce
M-News paper
Web Browser
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12
2
5
144
26
6
9
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7 WAP 2 3
8 Mobile email 2 3
9 Context- aware apps 4 7
10 M-Ticket Reservation 2 6
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11 Tourist guide 3 6
12 Smarter touch base interface for children 2 5
14 Cultural info apps. 1 5
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Mobile Health is a very popular genre of mobile apps. Given the penetration of smartphones and their
increased usage potential usage of such apps have increased. Most popular among such type of
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applications are fitness apps and health monitoring apps (heart rate, blood sugar, blood pressure). Most of
the studies found as a result of SLR were related to Mobile Health. In total 26 studies discussed usability
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related to Mobile-health applications [17, 19, 39, 144, 147, 152]. It also included usability guidelines
related to users with different disabilities, including visual impairment [164, 165], and older users [150].
M-learning is enabled through a variety of apps such as: Moodle, mLearn, MDroid etc. Special attention
is required when designing such apps, heeding to this new trend various researchers have proposed
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usability guidelines for m-learning apps. Out of 148 studies selected for this SLR, 18 were related to m-
learning. Mainly, these guidelines concern simplicity, ease of understanding, and fitness of content [7, 9,
10, 11 26, 43, 80, 86, 119]. We also found 16 studies related to web interface apps (newspapers apps,
browser apps etc.) which mainly deal with presentation of data [11, 18, 126]. More specifically, Serm et
al., and Yu et al., emphasize on providing brief information to minimize scrolling [6, 22]. Dharmasiri et
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al., and Shrestha propose guidelines about how to presentation data in a web browser along with
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navigation guidelines [12,109]. Mobile commerce emphasized on highly focused functions, where content
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and features are focused to a target market only [1, 38,68].
Other than these more studied, we also found guidelines related to other genres including: email [93],
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tourist guides [60], data management apps [106], context aware apps [15], M-Ticket reservation [72],
smarter touch interfaces [81], cultural info apps [13], mobile internet portal apps, data collection apps
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[16], and meta data management apps [106]. We used these genre specific guidelines and guidelines
identified in Section 2.1 and Section 2.2 to build our comprehensive list of guidelines.
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There are three different kinds of guidelines discussed in this article. It includes: 1) generic guidelines in
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guidelines (Section 0); and 3) genre-specific guidelines in literature (Section 4.1). Figure 5 shows the
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Figure 5: Frequency of guidelines from three sources
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In this section, usability guidelines gathered from three sources are used to present perspectives on
usability guidelines. The need to make this comprehensive list of usability guidelines for smartphone
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developers can be attributed to three reasons. Firstly, total number of guidelines is quite large (359 in
total). Secondly, there is repetition and redundancy in these guidelines. Thirdly, there is similarity in
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various guidelines. So, the number of guidelines is reduced by removing redundancy, repetition and
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similarity following a sequential and iterative process. In order to ensure consistency and accuracy all the
authors were involved throughout this process for defining perspectives on usability guidelines. This
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Source 1
Combine and
Platform-
eliminate
specific
redundancy
guidelines
Unique Form
Main categories
guidelines categories
Source 2 Combine and
Start Generic eliminate
Final
guidelines redundancy
Taxonomy
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Iteration 1 - Iteration 3
Source 3 Iteration 2
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Identify guidelines Map Sub categories /
Genre-specific Merge and
from all selected guidelines to Guidelines
guidelines check
studies categories
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Figure 6: Process for defining perspectives on usability guidelines
As mentioned above building the list of guidelines was a sequential and iterative process. A sequence of
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steps was followed to identify key usability guidelines categories from Source 1 (platform-specific
guidelines) and Source 2 (generic guidelines). Following this sequential process, seven main categories
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were identified, namely: 1) Navigation; 2) Content; 3) Error handling; 4) Input method; 5) Equitable use;
6) Cognitive load; and 7) Design. An iterative process was deployed to identify guidelines from Source 3
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(genre-specific guidelines). In the first iteration guidelines were selected from individual studies and
redundancies were removed. These redundancies included repetitive and similar guidelines. In second
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iteration, these guidelines were then grouped together. Finally, in iteration 3 these grouped guidelines
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were mapped to categories identified earlier. Details of these iterations are shown in Appendix C.
5.1 Navigation
Navigation refers to the mechanism of moving from one screen to another and set of actions to complete a
specific task [1]. Navigation includes the usage of buttons, menu tabs, links and images that leads you
from one point to another within an app to perform set of actions. Various researchers emphasize on the
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importance of navigation for making an app useful [7, 26, 41, 1, 4, 126, 12], but ensuring effective
navigation is a challenging task for mobile devices because of display limitations [9, 13, 26, 29, 30].
Many researchers have proposed navigation guidelines to overcome this challenge, which are grouped in
following subsections.
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Navigation methods should be simple and clear enough so the user can easily grasp them [1, 4, 7, 26, 41,
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12, 126, 142, 157]. Navigation can be made easily understandable by using a consistent navigation
method throughout the app [1, 4, 7] e.g. using only swipe throughout the app. It is not difficult to see that
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multiple [1, 4, 12, 126], and redundant navigation methods [101, 102, 104] e.g. usage of swipe and
buttons within same screen, create confusion and drastically reduce usability. Providing the navigation
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method that users are using in their daily routine [18, 20, 33, 59, 112], e.g. back button, according to
human mental model are easily predictable and help users to understand navigation well [83, 84, 97].
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Another example of this is using pinch gesture for zoom [147, 149, 150, 154]. Navigation should be easy
5.1.2 Provide visible and well define buttons for easy navigation
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Buttons are one way to provide easy navigation. Buttons should be distinguishable [40, 119, 144, 147,
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150] e.g. buttons with border to make navigation easy. Similarly, it has been mentioned to highlight
previously visited links [154]. Navigation provided through visible [40, 41, 60, 68, 81] and properly
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labeled [81] buttons enhance usability. In this regard, on-screen keyboard can be used [155]. Considering
the limitation of screen size, buttons should be used carefully and overuse should be avoided. Button
placement is also important, as Johnston and Pickrell suggest avoiding unintuitive button placements
[159].
Most of the smartphone apps have complex and multi-layer functionality. To cope with small display area
for such type of apps develop navigation in the form of hierarchies is the best options e.g. hidden menu
[11, 41, 71, 86, 80, 123, 149, 156, 157]. Providing functionality in multilayer, not only, make navigation
easy but also address screen size limitation and increase user understanding [12, 21, 40, 70]. It is also
important to note that on one hand making hierarchies may increase usability but on the other hand deep
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hierarchies result in increased memory load [19,100, 118].
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5.1.4 Minimize scrolling through search button
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Various researchers propose to minimize content on screen, as this results in less scrolling which
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enhances user satisfaction [6, 7, 8, 9, 36, 60, 69, 71, 86, 96, 123, 126,]. Considering limited display area,
it‘s not possible to avoid scrolling at all. So, some authors suggest used of vertical and horizontal
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scrolling [18, 36, 119, 123]. Search can also be used to avoid extensive scrolling [87, 106, 109, 156].
Another option is to focus on the content important to a user [33, 53, 54, 55].
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5.1.5 Provide complete control to user so that they can exit or back at any stage
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When designing apps it is important to make user feel in control. Controlled here is defined as enabling
the user to close or to go back in an app. Inability to deliver this to the user will reduce user satisfaction.
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Various researchers have identified guidelines to exit a certain stage [9, 17, 19, 21, 26, 40 100, 119], to
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exit altogether [4, 41, 68, 72, 118] and back button should be available all the time [15, 142, 156].
Closing mechanism should be easy and available as a button [2, 20, 27, 98, 160]. This is also in
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accordance with the guideline mentioned in Section 5.1.2. Similarly, some researchers argue the
importance of providing undo, redo, and delete option at every stage [4, 9, 81].
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5.2 Content
Content refers to information communicated to user(s). Content includes all expressive material either in
the form of text or multimedia. Some apps do not require much content, but few apps are specifically
content based apps, such as internet portal [2] and newspaper apps [6, 22] etc. Independent to the amount
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of content on an app, it requires special attention from developers. Different researchers have proposed a
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variety of content-related guidelines, which are grouped into following subcategories.
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5.2.1 Do not use object(s) which provide different meanings
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First characteristic of the content is that it should be consistent in term of their meaning [9, 28, 157, 161].
Using multiple terms to convey something similar may challenge user‘s understanding [33]. Different
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objects should be used to show redundant information [17]. Moreover, information should be presented
Conveying information in the language used by target audience will enhance users‘ understandability [7,
19, 20, 28, 33, 39, 64, 65, 126, 125, 158, 165]. The language should be simple, friendly and have lenient
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tone [41, 42]. Although, terms used in daily life have a greater influence on app‘s usability, but it is
important to not use terms that are considered negative [9, 28, 38, 69, 80, 86, 119, 81]. It is also desirable
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Considering the limitation of small screen, very limited information should be provided on the screen [1,
3, 4, 6, 8, 10, 19, 42, 60, 70, 72, 79, 126, 142, 152, 154, 161]. At the same time, it is important not losing
the important information, so information should be brief and specific [2, 7, 13, 18, 81, 122, 121, 124].
Overloading mobile screen with lots of information may affect user‘s ability to interpret and understand it
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[1, 42, 60, 72]. Key thing to remember here is that reducing amount of information means, only providing
highly relevant information. In data intensive apps this can be achieved by providing visualizations to
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show historical information [144, 145].
time to read the content than providing it is useless [126]. Provide ample time to read the text [19], and
avoid fast moving objects specifically for older adults [19, 161].
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All objects used as content should be prominent specifically active/inactive objects [9, 21, 142, 157]. User
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should be capable to identify the object or links s/he has selected or visited [4, 21, 154]. Mark that link or
object with different color so the user can identify it. It is suggested in literature to use black and white as
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To accommodate the limited view of mobile devices providing less information is one solution but at
times it‘s not an option. In such cases, summary of the detailed content may be provided at the top in form
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of concise description [6 68], short story format [123] or summary [36]. Thumbnails can used to
There is always a chance of error in human developed software. Errors cannot be eliminated at all instead
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they could be minimized by taking some precautionary measures. These measures are referred to as error
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handling.
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5.3.1 Provide error prevention by confirming before commit an action
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Any application that does not deal with errors committed by the user reduce its usability, as users feel that
the app is not handling mistakes from user‘s aspect [142, 156]. Some errors can be avoided by asking
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through alerts before a user can commit an action [160, 161]. This will notify the user about their action,
and may alert them [143, 155]. System should be designed in such a way that it provides alerts [18, 93]
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and feedbacks [17, 40, 119, 79] related to action(s). System should ask before committing any action by
providing conformation specifically for critical actions such as deletion/updating [81, 155].
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In accordance with the guideline mentioned above (4.3.1), alerts should be simple, short and easy to
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understand [19, 40]. They do not lead to any confusion or difficulty. Select simple brief and
comprehensive sentences for alerts [9], avoiding long and confusing phrase [81, 119,126, 142]. Providing
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only error messages is not sufficient, user should also be guided to recover/fix the error [143]. Hence, it is
important to clearly state actions that can lead to error(s) and provide methods to recover [126].
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Due to small keyboards it is very difficult for user to provide input in mobile devices. Input methods
available for mobile devices are different from desktop devices and require certain level of aptitude. This
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5.4.1 Minimize number of keystrokes while taking input
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As mobile input method are limited and can cause the inaccurate input so avoid taking input unless it is
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very critical [18, 41, 52]. Avoidance may not be the solution, so another option is avoiding manual input
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by providing dropdown menu or list [3, 16, 50, 68, 69, 80, 86, 106, 119, 123]. Multiple ways of input may
also be used to enhance usability, as users with different experience may use different methods [159,
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161]. Although, introduction of data loaded automatically reduce the input limitations, but it does mean to
overuse drop down menus and lists [100]. Especially, for data driven applications it is important to clearly
An app cannot be considered useful, if it is not equally usable for all type of users. These differences are
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attributed either to users themselves or mobile devices they are using. An app should be capable to cater
Many users have disabilities or develop disabilities with age (elderly people). So, an inclusive app,
equally usable by people with different abilities, should be able to address different disabilities [157, 163].
This can be in the form of acoustic and graphical assistance with text [13, 17, 19, 26, 41, 42, 67, 68, 71,
86. 155] e.g. screen readers may be used for interaction [155]. Multiple researchers have emphasized on
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the use of colors to tackle color blindness [3, 18, 24, 126]. Equitable use is not only mentioned in terms of
making an inclusive app but also in terms of making an attractive app to attract different types of users
5.5.2 Provide same functionality for different screen orientation and size
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Smartphones allows user to change screen orientation from vertical to horizontal and vice versa.
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Smartphone users, over time, develop a preference for anyone of these orientations, so an app should be
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available in both orientations [8, 39]. It should be adjustable to changing orientations [149]. Moreover,
responsible for processing information [126], it helps in reasoning, learning and understanding process.
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Instructional design should minimize the cognitive load [4, 10, 19, 81], as higher cognitive load may lead
to error(s) [10]. Similarly, minimizing cognitive load can maximize users‘ satisfaction and performance
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[143].
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5.6.1 Provide little and homogenous information in modules to avoid cognitive load
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To minimize cognitive load, an option is to provide very little and homogeneous [4, 9, 10, 17, 18, 19, 49,
80, 81, 126, 157, 160] information that depict some pattern [80, 21]. Another option is to partition the
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information into modules [25, 27, 30, 69, 74, 75, 76, 77, 78, 82, 87, 88, 89, 90] and chunks [91, 92, 94,
95, 115, 120] that are related [7, 21 26, 69, 119, 106]. Similarly, hierarchies can also be used to group
similar things together [60]. At the same time it is important to keep menu structure simple [152, 166].
Another aspect is to group information and presenting different groups on different screens [68] or
interfaces [147].
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5.6.2 Similar and minimal steps or actions should be required to complete a task
Not only the information be little and homogenous, but also the actions required to complete a task should
be minimal [2, 10, 17, 18, 31, 69, 81, 164]. This will avoid extra load on a user‘s working memory. An
interface which enables users to complete different tasks in minimal steps is considered usable as it is
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easier to understand [69, 81]. Moreover, these steps should be consistent, simple and focused [7, 14, 80].
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It is also important to help the user in tracking his/her progress through a task [32, 44, 45, 46, 47, 48, 51,
85, 125].
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5.6.3 System status should be visible through proper feedback
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System should always inform the user, regarding the system status, through proper feedback and within
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appropriate time [4, 10, 17, 43, 66, 79, 81, 86, 108, 110, 126, 142, 143]. It can be achieved through
automated feedback [144]. This is also in accordance with the previous guideline, as it also emphasizes on
guiding the user at each step [10]. It is believed that feedback enhances system status visibility [9, 19, 41
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79, 81,119]. Again, it is important to mention that feedback should be comprehensive, simple, and
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relevant [4, 160, 166]. When designing inclusive apps spoken feedback may be used to enhance usability
[155].
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5.7 Design
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To grasp the user attraction an app should be aesthetically pleasant [157]. The use of color(s) and
object(s) should attract the user. An attractive interface will mean more traction, but it is not limited to
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colors, art work it is also related to integration of app function with its appearance.
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5.7.1 Design should be attractive but avoid using too many colors and animation
To make design attractive colors, graphics and animation should be used rationally [4, 17, 21, 19, 119,
142, 153, 156, 157]. Graphics and animation should be relevant and for relevant assistance [126]. The
goal is to make an easy to learn interface [143], so app users should not be exposed to too many new and
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fancy design elements [145]. For users with visual impairment it is important to use physical landmarks
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such as edges of the screen [155].
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5.7.2 Color contrast of background and front content should be visible
There should be a proper balance between background and foreground content to make an app more
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attractive and useful [152, 156, 157, 159, 162]. Color contrast of background and front content should be
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visible [159, 162], it should enable all types of user to read information presented [19, 21]. Using pure
white colors or changing background(s) may affect readability [19, 126]. Choice of colors should be done
in accordance with app genre [28, 40]. It is important to avoid using annoying colors [142]. An alternative
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is to enable users to configure colors of interface components [155], this is especially applicable for the
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Most of the information in an app is in the form of text, so selection of font style is extremely important.
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It should be selected in a way that it does not hamper the visibility of text [109, 161]. Multiple
researchers have mentioned to not use fancy font styles, as they reduce readability [111, 126]. They
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recommend using simple and standard fonts such as: Arial, Courier, Times New Rom [111,126, 145].
As has been mentioned earlier as well, consistency is very essential for app usability and this is also
imperative while designing apps. Design should be consistent throughout the app [19,119, 160] and also
follow the conventions [69, 81]. This consistency applies to the use of objects, colors and content [19, 69,
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81, 119]. Design should enable user to easily identify features and options provided in an interface [155].
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5.7.5 Limit number of screens and provide title for each
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An app usually consists of many screens. Each screen should have a unique title, this title should be
informative (conveying content of the screen) and unique [2, 21, 118, 119, 126, 156, 161, 165]. Number
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of screen is also very important, for example, in case of health apps it is recommended to use four screens
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(authentication, home, blog/comments, chat) [71].
Maximize the use of touch interface that enable users to directly touch objects. Various researchers have
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recommended providing an interface where user can directly touch objects in comparison to interacting
through buttons [17, 18, 56, 57, 58, 161]. It has also been reported that this will increase the user
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satisfaction [11, 21, 41]. It is important to ensure interface deals with problems such as fat finger allowing
all users to physically interact with apps [142]. In case of users with disabilities it is important to avoid or
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The proposed classification of usability guidelines is shown in Figure 7. Considering the amount of
literature published on smartphone application usability, it was not easy to identify guidelines from
literature. To summarize, initially 359 guidelines were identified by one author, and as explained earlier
all the authors were involved in the process of defining usability perspectives. However, there is a threat
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to conclusion validity because of human bias in the initial search and the authors‘ subjective opinion in
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IP
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US
AN
M
ED
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In this section, we map the usability issues faced by participants during experiment (Section 3), and map
these to the guidelines identified in earlier subsections. These issues were identified by noting the
feedback of our participants and by observing where they are making mistakes. For example, some
usability problems are discussed in detail below, while a more comprehensive list is given in Table 7.
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1. Mandatory registration: Both these apps required registration through email address and a
password. However, most users were irked that it was mandatory. This issue could have been
avoided by following the guideline to minimize input from the user (Section 5.4.1).
2. Absence of label: Notes were added through a ‗plus‘ sign, which was troublesome for some users
as they anticipated a button with a clear label for it. We note that the guidelines mentioned in
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Section 5.5.1 deal with this issue.
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3. Resemblance – Similar icons: Another issue was use of one object for multiple purposes.
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Selecting color and thickness is combined in the same button for Ever note app. Pressing pen icon
opens a hidden menu from which thickness and color can be selected at the same time, labels
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were also missing here. For Google Keep different pen icons are used to present different
categorize, writing, highlighting and marker. Sliding upward provides different colors and
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thickness available for these pens without any label. New users took a lot of time to select desired
colors and adjust thickness. In the proposed list multiple guidelines emphasize on using distinct
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4. Lack of feedback was another issue identified during the experiment, as often users clicked
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multiple time in confusion that icon is selected or not. Although color changed in both apps for
selected items but due to small size of icon color change went unnoticed. Guidelines mentioned in
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Table 7 clearly shows that both apps do not provide sufficient guidance and feedback mechanism.
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Different task performed by users, whether it is saving something or changing or closing of apps, are done
without any status information. We also note that the proposed list of guidelines in Section 5 clearly
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specifies guidelines for issues identified during this experiment, and may serve well to enhance usability
of smartphone apps.
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icons Avoid object provide different meanings (5.2.1)
Use terms that are related to real world (5.2.2)
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Don‘t have proper buttons 8 9 Provide visible and well defined buttons (5.1.2)
Additional clicks required 12 15 Provide similar and minimal steps (5.6.2)
Improper closing 35 38 Provide exit and back mechanism (5.1.5)
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Unable to locate 12 14 Provide title (5.6.1)
Provide thumbnail (5.2.6)
Consistent number of steps (5.6.2)
Lack of guidance and 25 30 System status should be visible through proper
feedback
No option to delete notes
– only done through long
press
12 14
US feedback (5.6.3)
Provide one click delete option (5.1.5)
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User interface issues 23 20 Make app attractive (0)
Option unavailability on 12 11 Provide hierarchies and menu (5.1.3)
same page
Scrolling in note area 12 10 Minimize scrolling as not needed in app (5.1.4)
Undo option limited 12 13 Provide undo, redo and delete option at every stage
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(5.1.5)
Redundant task 11 10 Visited item should be distinguishable (0)
Don‘t ask before commit 40 40 Ask before commit (5.3.1)
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6 Conclusion
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Usability guidelines are developed to help develop software with minimum usability issues. There are
several usability guidelines that are proposed for smartphone apps. These guidelines can be classified into
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three disjoint sets: platform specific guidelines, genre specific guidelines, and generic guidelines. This
study aimed to develop a comprehensive set of guidelines to serve multiple platforms as well as multiple
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genres. We achieved this through three step process: 1) establishing the need for the proposed list of
guidelines; 2) a systematic literature review to gather guidelines from literature and platforms; 3) forming
perspectives based on the gathered guidelines. The results obtained from the literature review reinforced
the importance of generic set of usability guidelines. We found that about 104 studies from total 148
studies proposed the usability guidelines for a separate genre of an app which is 70 percent of total
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studies. Our systematic literature review resulted in a total of 359 usability guidelines. We note that since
we used expert judgement to identify guidelines from the literature, there are chances of some human
bias.
In future, we would like to validate these guidelines, i.e. develop an app using this comprehensive list and
compare it with another version of the same app that was developed without it. Another area of further
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research is to develop heuristics from this classification. These heuristics would be used to test usability
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of applications based on the proposed classification. Once, these heuristics are developed they could be
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automated. This would facilitate developers in testing usability of their apps, and result in more usable
smartphone apps.
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Appendix B: Questionnaire
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Satisfaction Questionnaire
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Name: ________________________________
Sr.
No.
1
Questions
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Navigation should be easy to understand
Extra and bolder navigation cues should be provided
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Clear navigation should be provided
Provide navigation through back buttons
Menus and buttons should be clearly labeled that help user
navigation and information memorization
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Provide physical buttons
Provide submenu and hidden buttons to increase display
Provide clickable link on each page to navigate to internet Provide visible and well define
use the buttons for navigation or performing some actions it buttons for easy navigation
increase usability but button‘s look should be real
Menus and buttons should be clearly labeled that help user
navigation and information memorization
Button‘s look should be real
Provide displayable menu sub menu and button
Minimize hierarchical structure
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AN
Keep navigation simple narrow and straight forward
Provide functionality in multilayer format
Use step by step navigation
Keep navigation simple narrow and straight forward
Use linear navigation and navigation bar
Use navigation tree in depth five and in breath five stages Reduce navigation by providing
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stage
Back and exist options should be available
Navigation should be clear that help user to locate their current
position
Provide a back button and home screen button at each
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page/screen
Back button should be available at each stage
Provide dialogues for exit Provide control to the user so
Ensure presence of back button that they can exist or back at
Provide navigation through back buttons any stage
If user actions is delayed provide exit mechanism
Provide once click cancel button at each stage
Provide a back button
User should be able to move back forth and exit at any stage
Provide clear closing mechanism
Provide undo, redo, and exit at every stage
Provide one click delete input
Delete option should be available
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Writing style of the content should be simple and informal Use terms that are related to
Use simple and friendly language real world
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Unique and well known term should be used that are easily
understandable
Use simplified text format
Use easily understandable daily routine language
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Language should be simple and clear
Provide gestures that are related to daily life
System should me matched to real world
Provide small and consistent information
Avoid unnecessary information
Provide only useful and relevant content.
Provide only location based information
Reduce the amount of information so the user can easily
interpret
Keep interface simple by providing less information
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Content should be consistent,
Content
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Don‘t provide content in table brief and specific
Displayed content should be simplified
Provide accurate content
Layout should be concise
Place most important information or link at the top
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Avoid login unless it is not a critical action
Provide visuals with text
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Provide graphical assistance
Provide voice annotation
Provide same functionality for each user
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Provide visual, textual and auditory feedback
Use pictures to explain content instead of text
Provide relevant graphical and
Provide information in audio form
voice assistance
Provide non-speech information
Use an avatar by combining multiple modals to represent a user Equitable
with different emotions use
Provide sound with each button that notify the user
Do appropriate use of graphic symbols
The older adult should not be expected to double click
Provide both orientation
Accommodate different screen sizes
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AN
Provide same functionality for
Application should be available in both orientations
both types of orientation
Page/interface should be fit to the display area
Provide mechanism of recognition rather than remembrance
Content should be broken into easily understandable chunks to
avoid cognitive load
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Use san serif type font i.e. Helvetica, Arial of 12-14 point size
Avoid fancy font styling
Avoid using fancy font types
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Use following fonts for web apps to provide easy viewing:
Arial, Time New Roman, Courier New
Design should follow conventions
Use elements according to conventions
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Design should be consistent and
Use consistent colors throughout the app
should follow conventions
Applications should follow convention and should provide
consistent set of actions
Provide title of screen
Each screen should display title
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Limit number of screens and
Provide a unique title to each page
provide title for each
Provide informative title
Use minimal screens
Try to maximize direct physical touch
Direct physical touch enhance
Provide direct touch
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user satisfaction
Interface should be responsive to user touch and selection
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