Human–Computer Interaction: Heuristic Evaluation & Usability Evaluation
Usability Evaluation – Core Ideas
Goal: Systematically assess and improve the usability of an interactive system.
Two broad families of approaches
Testing (real‐user based): direct observation of representative users; expensive but high ecological validity.
Inspection (expert based, or “discounted usability”): experts simulate user behaviour using guidelines, personas, scenarios; cheaper and quicker.
Timeline keywords often used in literature
Exploratory → before design begins (only testing).
Predictive → during conceptual design (inspection only).
Formative → during implementation (testing + inspection; iterative improvement).
Summative → after implementation / before or after release (benchmarking & comparison).
Purpose-Based Typology (4 E/F/P/S)
• Exploratory — “How is / will the product be used?”
Conducted before interface development.
Collect statistical summaries, observational data on current practice.
• Predictive — “How good will it be?”
Uses engineering models of human cognition.
Abstract, quantitative, approximate; estimated from previous experiments.
Advantages: ; identifies not just what but why usability problems may occur.
• Formative — “How can we make it better?”
Continuous feedback loop while building the UI.
Captures process data (qualitative observation of what & why something went wrong).
• Summative — “How good is it?”
Completed (or near-complete) interface.
Bottom-line quantitative metrics: task time, success rate, error counts.
The Modified Soup Analogy
"When the cook tastes other cooks’ soups ➜ exploratory."
"When the cook assesses a recipe ➜ predictive."
"When the cook tastes while cooking ➜ formative."
"When the guests/critics taste ➜ summative."
Method-Based Typology
Who performs? | Method family | Typical concrete methods |
|---|---|---|
Usability specialists | Inspection | Heuristic evaluation, guideline checking, cognitive walkthrough, action analysis, guideline scoring |
Representative users | Testing | Think-aloud, laboratory observation, diary study, software logging, A/B testing, questionnaires, formal experiments |
Additional split
Design-oriented (early): heuristic inspection, cognitive walkthrough.
Implementation-oriented (later): observation, interview/survey, controlled experiment.
Heuristic Evaluation (Nielsen)
• Definition: Small group of experts evaluate an interface against a set of recognized usability heuristics.
• Suitability: Early design stages when any form of prototype (even paper) exists. Quality is bounded by evaluator expertise.
Three-Phase Process
Briefing session
Evaluators + project manager.
Share identical information: goals, prototype, personas, scenarios.
Independent evaluation
Each expert works alone for .
Two passes through UI
1) Global flow, scope, navigation
2) Detailed element‐by‐element check against heuristics.Notes & screen-shots captured.
Debriefing session
Aggregate & discuss findings, prioritise, propose fixes.
Deliverables: problem list, severity ratings, suggested solutions.
Number of Evaluators vs. Problems Found
Empirical curve (Nielsen): ≈ evaluators uncover ≈ of issues; diminishing returns after .
Severity Scale (0–4)
Score | Meaning |
|---|---|
Not a usability problem | |
Cosmetic only | |
Minor problem (low priority) | |
Major problem (high priority) | |
Catastrophe – must fix before release |
Averaging ratings from evaluators yields stable priorities.
Nielsen’s Ten Usability Heuristics (with Examples)
1 Visibility of System Status – “Provide Feedback”
Users know what is happening.
Response-time guidelines
• <0.1\,\text{s} ⇒ perceived instantaneous • ⇒ flow intact but delay noticed • ⇒ attention drifts; provide progress indicator • >10\,\text{s} ⇒ user will multitask; supply cancel or background.Short delays: busy cursor; long: percent-done + time remaining.
2 Match Between System & Real World – “Speak Users’ Language”
Terminology, icons, metaphors map to user mental model.
Avoid cryptic messages (e.g., "Rstrd Info").
Use task language ("Withdraw cash" instead of "Debit transaction").
3 User Control & Freedom – “Clearly Marked Exits”
Undo/redo, Cancel, Escape, Interrupt, Quit, Defaults.
Prevent feeling trapped (e.g., countdown with no exit ⇒ bad).
4 Consistency & Standards – “Be Consistent”
Internal, external, metaphorical consistency.
Same widgets look & act the same; identical commands yield identical effects.
5 Recognition Rather Than Recall – “Minimize Memory Load”
Visible menus/icons instead of memorised commands.
Provide examples, default values, tooltips, calendars.
Short-term memory ~ items; UI should not exceed.
6 Flexibility & Efficiency – “Provide Shortcuts”
Accelerators unseen by novices: , macros, type-ahead, MRU lists.
Web: of page visits are revisits; history/jumps save time.
7 Aesthetic & Minimalist Design – “Keep It Simple”
Every extra element competes with relevant information.
Present exactly what user needs, in natural order; cluster related info; avoid unnecessary modes/windows.
8 Error Prevention
Design so errors cannot occur: constrained widgets, validity checks (
e.g., SSN mask), confirmation before destructive acts (Format ).
9 Help Users Recognise, Diagnose & Recover – “Good Error Messages”
Plain language, precise, constructive fix.
Defensive phrasing (no blame); multilevel; link to help.
Example: Error: Cannot create story card before creating backlog. ➜ Offer button “Create backlog”.
10 Help & Documentation
Necessary when discoverability insufficient.
Should be searchable, task-focused, step-oriented, concise.
Types of Help
Tutorial / Getting Started – conceptual intro & exploration.
Reference Manual – exhaustive lookup (experts).
Reminders – quick cards, tooltips.
Wizards – task walkthrough; risky if user diverges.
Tips – context-aware suggestions, learning path.
Chunking & Alternative Principle Sets
"Meet expectations" chunk: Visibility, Real-World Match, Consistency, Help.
"User is Boss" chunk: Control/Freedom, Flexibility/Efficiency.
"Handle Errors" chunk: Prevention + Recovery.
"Keep it Simple" chunk: Aesthetics/Minimalism.
Other well-known sets
• Shneiderman’s 8 Golden Rules: consistency; shortcuts; informative feedback; dialog closure; error prevention/handling; easy reversal; locus of control; memory load.
• Norman’s 7 Principles: knowledge in world & head, task simplification, visibility, correct mapping, constraints, design for error, standardize.
Performing a Full Heuristic Evaluation – Practical Checklist
Obtain design artefact (verbal description ⇢ paper mock-up ⇢ prototype ⇢ running system).
For paper mock-ups, watch for missing dialogue elements.
Prepare materials
Persona & scenario brief.
Heuristic checklist (+ any domain-specific nuances).
Logging template / spreadsheet.
Individual review (each evaluator)
Pass 1: global look & navigation.
Pass 2: itemised scrutiny vs. heuristics.
Capture screenshots; annotate issues & positive findings.
Aggregation
Evaluation manager merges independent lists into master sheet (spreadsheet recommended).
Columns: Serial #, Problem, Violated Heuristic(s), Suggestion, Severity.
Severity rating
Distribute master list back to evaluators; each rates – alone.
Compute mean per issue; sort descending.
Reporting
Prioritised fix list, rationale, quick wins vs. high-cost fixes.
Include illustrative screenshots & examples.
Example Spreadsheet Skeleton (adapt, extend)
# | Problem | Heuristic | Recommendation | Mean Severity |
|---|---|---|---|---|
1 | "Cancel" missing in XYZ dialog | User control & freedom; Consistency | Add Cancel beside OK | |
2 | Button colour lighter on screen ABC | Consistency | Darken to standard colour |
Severity key reproduced earlier (0–4). Use to prioritise remediation.
Advantages & Limitations of Predictive Evaluation (Model-Based)
No UI prototype required → compare many alternatives quickly.
No real users needed → cheaper; early identification.
Theory explains why a problem arises ⇢ targeted redesign.
− Abstract & approximate → may overlook context-specific nuances.
− Requires validated cognitive models & analyst expertise.
Additional Resources (Links)
usabilitygeek.com/heuristic-evaluation-introduction
uxgorilla.com/heuristic-evaluation
prototypr.io/10-usability-heuristics-with-examples-4a81ada920c
UX case study example: uxdesign.cc/…yuppiechef-com-c92098052ce4
(End of study notes)