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: No prototypecompare alternatives early; no real users required\text{No prototype} \Rightarrow \text{compare alternatives early; no real users required}; 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

  1. Briefing session

    • Evaluators + project manager.

    • Share identical information: goals, prototype, personas, scenarios.

  2. Independent evaluation

    • Each expert works alone for 12h1\text{–}2\,\text{h}.

    • Two passes through UI
      1) Global flow, scope, navigation
      2) Detailed element‐by‐element check against heuristics.

    • Notes & screen-shots captured.

  3. Debriefing session

    • Aggregate & discuss findings, prioritise, propose fixes.

    • Deliverables: problem list, severity ratings, suggested solutions.

Number of Evaluators vs. Problems Found
  • Empirical curve (Nielsen): ≈55 evaluators uncover ≈75%75\% of issues; diminishing returns after 1010.

Severity Scale (0–4)

Score

Meaning

00

Not a usability problem

11

Cosmetic only

22

Minor problem (low priority)

33

Major problem (high priority)

44

Catastrophe – must fix before release

Averaging ratings from 353\text{–}5 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 • 1s1\,\text{s} ⇒ flow intact but delay noticed • 10s10\,\text{s} ⇒ 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., 20s20\,\text{s} 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 ~7±27\pm2 items; UI should not exceed.

6 Flexibility & Efficiency – “Provide Shortcuts”

  • Accelerators unseen by novices: Ctrl+C\text{Ctrl+C}, macros, type-ahead, MRU lists.

  • Web: 60%\approx60\% 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 C:C:).

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
  1. Tutorial / Getting Started – conceptual intro & exploration.

  2. Reference Manual – exhaustive lookup (experts).

  3. Reminders – quick cards, tooltips.

  4. Wizards – task walkthrough; risky if user diverges.

  5. 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

  1. Obtain design artefact (verbal description ⇢ paper mock-up ⇢ prototype ⇢ running system).

    • For paper mock-ups, watch for missing dialogue elements.

  2. Prepare materials

    • Persona & scenario brief.

    • Heuristic checklist (+ any domain-specific nuances).

    • Logging template / spreadsheet.

  3. Individual review (each evaluator)

    • Pass 1: global look & navigation.

    • Pass 2: itemised scrutiny vs. heuristics.

    • Capture screenshots; annotate issues & positive findings.

  4. Aggregation

    • Evaluation manager merges independent lists into master sheet (spreadsheet recommended).

    • Columns: Serial #, Problem, Violated Heuristic(s), Suggestion, Severity.

  5. Severity rating

    • Distribute master list back to evaluators; each rates 0044 alone.

    • Compute mean per issue; sort descending.

  6. 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

33

2

Button colour lighter on screen ABC

Consistency

Darken to standard colour

11

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)