USABILITY HUREISTICS
Definition:
Heuristic evaluation is a usability inspection method used in HCI to identify usability issues in
an interface.It involves a small group of evaluators (often 3-5 experts in usability or interface
design) who examine a product (website, application, etc.) against a set of predefined usability
principles known as "heuristics."
Heuristics:
General rules of thumb or best practices for creating user-friendly designs.
Goals of Heuristic Evaluation in HCI:
1. Identify Usability Issues: The primary goal is to uncover usability problems that might
hinder users' ability to navigate and interact with the system effectively.
2. Improve User Experience (UX): By identifying issues early in the design process, heuristic
evaluation helps improve the overall user experience by making the interface more intuitive and
efficient.
3. Cost-Effective Assessment: Unlike usability testing with actual users, heuristic evaluation is
relatively low-cost and can be done quickly by experts, which is useful when time or budget is
limited.
4. Prioritize Design Fixes: By evaluating the interface against established principles, evaluators
can prioritize which usability issues are most critical to address, often leading to a better
allocation of resources.
5. Validate Design Decisions: It helps ensure that the design choices align with user-centered
design principles and are likely to meet user needs.
Jacab Norman’s Golden Rules:
1. Visibility of system status:
Designs should keep users informed about what is going on, through appropriate, timely
feedback.
Ex: Interactive mall maps have to show people where they currently are, to help them understand
where to go next.
2. Match b/w system & real world:
The design should speak the users' language. Use words, phrases, and concepts familiar to the
user, rather than internal jargon.
Ex: Users can quickly understand which stovetop control maps to each heating element.
3. User Control and Freedom:
Users oen perform actions by mistake. They need a clearly marked "emergency exit" to leave the
unwanted action. Support undo and redo.
Ex: pause & stop buttons.
4. Consistency and Standards:
don't keep users wondering whether different words/actions mean the same thing. Follow
platform conventions.
Ex: Check-in counters are usually located at the front of hotels, which meets expectations
5. Error prevention:
careful design which prevents a problem from occurring in the first place is always better than
any good error message.
Ex: Guard rails on curvy mountain roads prevent drivers from falling o cliffs.
6. Recognition rather than recall:
Instructions for use of the system should be visible or easily. retrievable whenever appropriate
make objects, actions and options visible, the users should not have to remember information
from one part of the dialogue to another
7. Flexibility and efficiency to use:
Shortcuts — hidden from novice users — may speed up the interaction for the expert user.
Encourage use of shortcuts by both experience and inexperienced users.
Ex: Regular routes are listed on maps, but locals with more knowledge of the area can take
shortcuts
8. Aesthetic and minimalistic design:
Interfaces should not contain information which is irrelevant. Every extra unit of information in
an interface competes with the relevant units of information
Ex: A minimalist three-legged stool is still a place to sit.
9. Help users recognize, diagnose and recover from errors:
Error messages should be expressed in plain language (no error codes), precisely indicate the
problem, and constructively suggest a solution.
Ex: Wrong-way signs on the road remind drivers that they are heading in the wrong direction
10.Help and documentation:
It’s best if the design doesn’t need any additional explanation. However, it may be necessary to
provide documentation to help users complete their tasks. Also novoice users can use system by
using adittional explanation by using documentation.
Ex: Information kiosks at airports are easily recognizable and solve customers' problems in
context and immediately.
SCHNEIDERMAN’S GOLDEN RULES
1. Strive for consistency:
Consistency should be maintained in fonts, colors, layout, and action sequences across all
screens. Users should perform actions the same way every time to ensure ease of use and
learning.
Ex: If the login button in screen 1 is placed at the left bottom of the screen and in screen 2 it is
placed at the center of the bottom. This leads to positional inconsistency which is not a good
practice.
2. Enable frequent users to use shortcuts:
Enable frequent users to use shortcuts by establishing good hierarchy in menus & making things
clear for quicker methods of completing tasks
Ex: keyboard shortcuts in Windows (WIN+D, ALT+TAB, ALT+SHIFT, SHIFT+DEL, CTRL+C,
CTRL+X, CTRL+V, ALT+ENTER, CTRL+5, ALT+F4, F5, CTRL+H, ALT+A, CTRL+A, TAB,
ESC, SHIFT+L/R/UP...)
3. Offer informative feedback:
Every user action should have feedback—modest for frequent actions, and more substantial for
infrequent ones. This ensures users know they’re on the right track and their actions are
correct.
4. Design dialogue to yield closure:
Don't keep users guessing, tell them what their action has led them to. Dialogs should have a
clear beginning, middle, and end, providing feedback to signal completion and a sense of
accomplishment. This closure prepares users for the next action, ensuring a smooth, step-by-
step process.
Ex: thank you / any popup msg
5. Offer simple error handling:
Systems should be designed to be as fool-proof as possible, but when unavoidable errors occur,
design the interface to provide clear, specific instructions for recovery.
Ex: if an error occurs, allow users to correct only the mistake without re-entering other details.
6. Permit easy reversal of actions:
Ensure actions are easily reversible, allowing users to explore without anxiety. Provide a clear
path to retrace steps, enabling users to undo mistakes or changes.
7. Support internal locus of control:
Users should always feel in control of the system, with clear awareness of their actions. Avoid
unexpected changes to familiar features, as it can frustrate users and disrupt their experience.
8. Reduce short-term memory load:
interfaces should be as simple as possible with proper information hierarchy and choosing
recognition over recall. Interface design should minimize memory load by avoiding the need for
users to remember large amounts of information across displays. This reduces overwhelm and
enhances usability.
DONALD NORMAN’S DESIGN PRINCIPLES
Following are the design principles of usability
1. Visibility (Can I see it?):
The more visible functions are, the more likely users will be able to know what to do next.
In contrast, when functions are "out of sight," it makes them more difficult to find and know how
to use.
Importance:
To indicate what parts operate & how.
To indicate how the user interact with the device
Example:
A plate naturally says “ push me” and a vertical handle naturally says “pull me”.
2. Feedback (What is it doing now?):
Feedback involves sending back info to user about what has done, that include sound, highlights
and animation etc.
Importance:
increase customer satisfaction
Example:
“click” sound when we press a button, red highlight on error etc.
3. Constraints (What can’t I do that?):
Constraints involve restricting the possible actions that can be performed.
Importance:
Help prevent users from selecting incorrect options.
Types:
Physical constrain refers to designing products with physical limitations that prevent
incorrect usage.
For example: notched corners of SIM card slot.
Logical constraints Refers to designing a product to exploit people’s reasoning about
relationship between objects in world.
For example: colour coding, drawing small symbols.
Cultural constraints refers to learning arbitrary conventions that help to use the technology.
For example: trash icon for delete, ctrl+c for copy.
4. Consistency:
Consistency means using similar actions, elements throughout the system.
Importance:
Easy to learn, easy to use and reduce errors.
Types:
Internal consistency refers to designing similar operations within an application
It is difficult to achieve with complex inferences.
For example: ctrl+c for copy and ctrl+s for save.
External consistency refers to designing similar operations across applications and devices. It is
very rarely the case.
For example: undo/ redo options in MS word & google documents.
5. Mapping (What can’t I do that?):
Refers to the relationship between controls and their effects in the world.
Example:
An example of a good mapping between control and effect is the up and down arrows used to
represent the up and down movement of the cursor, respectively, on a computer keyboard.
6. Affordance (How do I use it?)
Refer to an attribute of an object that allows people to know how to use it. For example we use
chair for support and sitting purpose.
Norman in 1988 used this term to discuss the design of everyday object.
Types:
Physical affordance which is a property of physical object that suggest its intended use. For
example, door handle afford pulling, knobs afford turning.
Virtual affordance which is a property of digital inference element that suggest its intended use.
For example trash bar afford deletion, scroll bar afford scrolling.
Relation b/w usability principles:
Usability principles are interconnected:
1. Visibility informs affordance + feedback
2. Feedback reinforce affordance + mapping
3. Constraints enhance affordance + consistency
Mapping relies on visibility and consistency
USABILITY TESTING:
Evaluating a product or system by testing it with real users to identify usability issues, improve
user experience, and optimize product design.
TYPES OF USABILITY TESTING:
1. Moderated Usability Testing
o Definition: A facilitator guides participants through tasks.
o Working: Facilitator explains tasks, observes, and asks follow-up questions.
o Example: Testing a website's checkout process while a moderator observes and
asks questions.
o Advantages: Real-time insights, clarifies confusion.
o Disadvantages: Potential moderator bias, time-consuming.
2. Unmoderated Usability Testing
o Definition: Participants complete tasks on their own without a facilitator.
o Working: Users perform tasks on their own, often remotely.
o Example: User navigating a mobile app to sign up for a service.
o Advantages: More scalable, cost-effective, no moderator bias.
o Disadvantages: Limited insights, no real-time interaction for clarification.
3. Qualitative Usability Testing
o Definition: Focuses on user opinions, behaviors, and emotions.
o Working: Observing user actions and gathering detailed feedback (e.g.,
interviews, open-ended questions).
o Example: Users describing their experience after using a new product.
o Advantages: Provides in-depth understanding of user experience.
o Disadvantages: Subjective, harder to analyze.
4. Quantitative Usability Testing
o Definition: Focuses on numerical data (metrics like time, success rates).
o Working: Collecting data such as task completion time and error rates.
o Example: Measuring how long users take to complete an online form.
o Advantages: Provides measurable, objective data.
o Disadvantages: Lacks in-depth context or understanding of user emotions.
5. Lab Usability Testing
o Definition: Testing conducted in a controlled, dedicated lab environment.
o Working: Users perform tasks while researchers observe, often with eye-tracking
or screen recording.
o Example: Testing a new software interface in a usability lab.
o Advantages: Controlled setting, detailed observations.
o Disadvantages: Can feel artificial to participants, expensive.
6. Guerrilla Usability Testing
o Definition: Quick, low-cost testing with users in public places.
o Working: Researchers approach people in public spaces and ask for quick
feedback.
o Example: Asking passersby to try out a new app in a coffee shop.
o Advantages: Inexpensive, fast, diverse users.
o Disadvantages: Limited control, less in-depth feedback.
7. Card Sorting
o Definition: Users organize information into categories that make sense to them.
o Working: Users group and label items to inform information architecture.
o Example: Organizing a website's navigation menu.
o Advantages: Helps improve information organization, user-friendly design.
o Disadvantages: May not be representative of all users.
8. A/B Testing
o Definition: Comparing two versions of a product to see which performs better.
o Working: Users are randomly shown Version A or B to measure preferences or
performance.
o Example: Testing two variations of a webpage design to see which leads to more
sign-ups.
o Advantages: Direct, measurable results.
o Disadvantages: Needs a large sample size, doesn’t provide in-depth feedback.
9. Remote Usability Testing
o Definition: Testing done by users from different locations, typically unmoderated.
o Working: Participants perform tasks on their own, while researchers observe
remotely.
o Example: User testing an app from home, with feedback gathered via screen
recordings.
o Advantages: Flexible, users can test in real environments.
o Disadvantages: Lack of control over user conditions, technical issues.
10.Eye Tracking
o Definition: Tracking where users look on a screen during tasks.
o Working: Specialized equipment tracks eye movements and gaze patterns.
o Example: Analyzing where users look first when they visit a website.
o Advantages: Provides detailed attention data.
o Disadvantages: Expensive, requires special equipment.
TESTING ENVIORNMENT FOR USABILITY TESTS
Testing environments for usability tests refer to the settings where usability tests are
conducted. The environment can greatly affect how users interact with a product and the quality
of feedback gathered.
Types of Testing Environments:
1. Laboratory Environment
o Description: A controlled, dedicated space with equipment like cameras, screens,
and sometimes eye trackers to monitor users' interactions.
o Example: A usability lab where participants perform tasks while researchers
observe.
o Advantages: High control, detailed data collection.
o Disadvantages: Can feel artificial to users, may affect natural behavior.
2. Field Environment
o Description: Testing is done in the user’s natural environment (e.g., home, office,
public space).
o Example: Observing how users interact with an app on their phone at home.
o Advantages: Real-world conditions, authentic user behavior.
o Disadvantages: Less control, potential distractions, harder to collect consistent
data.
3. Remote Testing Environment
o Description: Participants test the product from their own location, either
moderated or unmoderated.
o Example: A user accessing a website from their home to complete tasks, with
researchers observing remotely.
o Advantages: Flexible, users are in their natural environment.
o Disadvantages: Difficult to manage technical issues, less control over the setting.
4. Online/Virtual Environment
o Description: Testing is done online using specific software or tools, where
participants interact with a product or system over the internet.
o Example: A participant completes tasks on a website while a moderator observes
through a video call.
o Advantages: Cost-effective, scalable, convenient for remote users.
o Disadvantages: Limited to digital products, less in-depth observation.
DATA RECORDING TECHNIQUES:
1. Screen Recording
o Definition: Captures everything a user does on their screen during the test.
o Explanation: Records mouse movements, clicks, and scrolling for later review.
2. Click Tracking
o Definition: Tracks where users click on a screen or page.
o Explanation: Shows which areas users interact with most, highlighting potential
problem spots.
3. Heatmaps
o Definition: Visual representation of where users click, scroll, or focus most on a
page.
o Explanation: Helps identify popular areas of a page and areas that are ignored.
4. Session Replay
o Definition: Records the entire user session, including interactions and navigation.
o Explanation: Allows you to replay the user's experience to analyze their behavior
in detail.
5. Audio Recording
o Definition: Records the user's spoken feedback during the test.
o Explanation: Captures verbal reactions, thoughts, and confusion that may not be
visible in screen actions.
6. Video Recording
o Definition: Records the user's facial expressions and body language during the
test.
o Explanation: Provides non-verbal cues that help interpret how the user feels
about the interface.
7. Eye Tracking
o Definition: Records where users look on the screen using specialized equipment.
o Explanation: Shows which parts of the screen users focus on, helping to optimize
layout and content placement.
8. Surveys and Questionnaires
o Definition: Collects feedback from users before or after testing.
o Explanation: Gathers opinions, ratings, and experiences, helping to assess user
satisfaction and identify improvement areas.
ESSENTIAL TOOLS AND SOFTWARES:
1. Screen Recording Software: Captures user interactions with the product interface.
2. Survey and Feedback Tools: Collects participant opinions and feedback after tests.
3. Task Management Tools: Organizes and tracks the tasks users complete during testing.
4. Heatmaps: Visualizes user activity, like clicks and scrolls, on a webpage.
5. Eye-Tracking Software: Tracks and analyzes where users look on the screen.
6. Usability Testing Platforms: Platforms that streamline usability testing, including task
management and feedback collection.
7. Prototyping Tools: Creates interactive product prototypes for testing before
development.
8. Collaboration Tools: Enhances team communication and feedback sharing during
testing.
9. Video Conferencing Tools: Enables real-time, moderated usability testing through video
calls.
GOALS OF USABILITY TESTING:
1. Identify User Problems: Find issues users face when using the product, like confusion
or difficulty completing tasks.
2. Improve User Experience: Gather feedback to make the product more enjoyable and
easier to use for users.
3. Validate Design Decisions: Check if the design choices, like layout or features, work
well for users.
4. Measure Task Efficiency: See how quickly and easily users can complete tasks using the
product.
5. Ensure Accessibility: Make sure the product is usable by people with different abilities
or needs.
TYPES OF DATA REQUIRED FOR TESTING:
1. Quantitative Data
o Definition: Numerical data used to measure user performance.
o Includes: Task completion time, success rate, error rates, and the number of clicks
or actions.
2. Qualitative Data
o Definition: Descriptive data based on user feedback and insights.
o Includes: User opinions, comments, emotions, and suggestions gathered from
interviews or surveys.
3. Behavioural Data
o Definition: Data about how users interact with the product.
o Includes: Clicks, scrolls, mouse movements, navigation paths, and user actions.
4. Contextual Data
o Definition: Information about the user's environment and circumstances during
testing.
o Includes: Device type, location, and any external factors affecting user behavior.
5. Task-Oriented Data
o Definition: Data that focuses on users completing specific tasks.
o Includes: Task success/failure, time taken, and any difficulties encountered
during task completion.
6. Post-Test Data
o Definition: Data collected after the test to gather user feedback.
o Includes: Post-test surveys, interviews, or follow-up questions about the user's
experience.
7. Session Replay Data
o Definition: A recording of the user's interaction with the product.
o Includes: Video recordings of user actions on the screen, showing clicks,
scrolling, and navigation.
8. Audio and Video Call Data
o Definition: Audio and video recordings of moderated usability testing sessions.
o Includes: Recorded conversations between users and moderators, showing facial
expressions, gestures, and verbal feedback.
BASIC PRINCIPLES OF SCREEN DEIGN & LAYOUT:
1. Grouping of Items:
What it does: Organizes related elements together to help users quickly understand the
structure of the content.
Techniques:
o Visual Clustering: Group similar items by color, size, or proximity.
o Card Sorting: A technique where users categorize information to improve layout
structure.
Example: Grouping related items like "Add to Cart" and "View Cart" buttons near a
product listing.
2. Structure
What it does: Defines the layout and hierarchy of content, ensuring that users can easily
follow and navigate through the screen.
Techniques:
o Grid Systems: Divide the screen into columns or rows to create order and
consistency.
o Content Hierarchy: Use headings, subheadings, and bullet points to create clear
sections.
Example: A website’s homepage that divides content into distinct sections such as
navigation, featured products, and footer.
3. Order of Items
What it does: Establishes a logical flow, helping users understand what to do next and
ensuring the most important items are noticed first.
Techniques:
o Z-Pattern: Users naturally scan a page in a Z-shaped pattern. Place key elements
(like a call-to-action) along this path.
o F-Pattern: Users often read websites in an F-shape. Place important elements in
the top-left and left column areas.
Example: A form where the most important fields (name, email) are at the top, with less
important fields (address, phone number) lower down.
4. Alignment
What it does: Ensures that elements are lined up properly, making the screen look neat
and easy to read.
Techniques:
o Edge Alignment: Aligning items to a common edge (left, right, center) to create a
tidy and organized layout.
o Vertical and Horizontal Spacing: Ensure even spacing between aligned
elements to create balance.
Example: A navigation menu with each item perfectly aligned to the left, creating a
clean, structured look.
5. Whitespace
What it does: Uses empty space to separate elements and improve readability, reducing
visual clutter.
Techniques:
o Padding: Adding space around buttons or text to avoid crowding.
o Margin: Adding space between different sections of the layout to create breathing
room.
Example: A website that has large margins around text and buttons, making it easier to
focus on the content without distractions.
USABILITY TASK ANALYSIS IN HCI:
Usability Task Analysis in HCI is the process of studying the tasks users perform when
interacting with a system. It helps identify difficulties, improve the design, and ensure that the
system supports users in achieving their goals efficiently.
Hierarchical Task Analysis (HTA):
HTA is a method used to break down tasks into a hierarchy of sub-tasks. It focuses on
understanding how users perform a task by dividing it into main tasks and smaller, detailed
actions.
How it works:
Top-level tasks: Broad actions or goals the user wants to achieve (e.g., "Complete a
purchase").
Sub-tasks: These are smaller actions that help complete the top-level task (e.g., "Add
items to cart," "Enter shipping details").
Sub-sub-tasks: Even smaller actions that are part of the sub-tasks (e.g., "Select product,"
"Click 'Add to Cart'").
Example:
Main Task: "Complete an online purchase"
Sub-task 1: "Browse products"
o Sub-sub-task 1: "Search for a product"
o Sub-sub-task 2: "Filter by category"
Sub-task 2: "Add to cart"
o Sub-sub-task 1: "Select quantity"
o Sub-sub-task 2: "Click 'Add to Cart'"
Sub-task 3: "Enter payment details"
o Sub-sub-task 1: "Enter credit card number"
o Sub-sub-task 2: "Submit payment"
Why it's important:
Helps designers understand the user's journey and potential pain points.
Breaks down complex tasks into simpler, manageable actions.
Ensures that the interface supports users in completing tasks smoothly.