heuristics for human-computer interaction
The Concept
Section titled “The Concept”There are many loose rules for building software that is generally useable, allowing your users to achieve their goals without frustration, data loss, inaccuracies, etc. Here are some I’ve found useful.
Nilsen’s 10 Heuristics (1990)
Section titled “Nilsen’s 10 Heuristics (1990)”- Visibility of system status
- Match between system and the real world
- User control and freedom
- Consistency and standards
- Error prevention
- Recognition rather than recall
- Flexibility and efficiency of use
- Aesthetic and minimalist design
- Help users recognize, diagnose, and recover from errors
- Help and documentation
Schneiderman’s 8 “Golden Rules” (1987)
Section titled “Schneiderman’s 8 “Golden Rules” (1987)”- Strive for consistency
- Enable frequent users to use shortcuts
- Cater to universal usability
- Offer informative feedback
- Design dialog to yield closure
- Offer simple error handling
- Prevent errors
- Permit easy reversal of actions
- Support internal locus of control
- Reduce short-term memory load
Tog’s First Principles (1978, revised 2014)
Section titled “Tog’s First Principles (1978, revised 2014)”[http://asktog.com/atc/principles-of-interaction-design/]
- Aesthetics
- Anticipation
- Autonomy
- Colour
- Consistency
- Defaults
- connecting ideas
- Efficiency of the User
- Explorable Interfaces
- Fitts’s Law
- Human-Interface Objects
- Latency Reduction
- Learnability
- Metaphors
- Protect Users’ Work
- [Readability](read better)
- Simplicity
- State Tracking
- Visible Navigation