Nielsen's Heuristics
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Nielsen's Heuristics
A heuristic evaluation is a usability inspection method for computer software that helps to identify usability problems in the user interface (UI) design. It specifically involves evaluators examining the interface and judging its compliance with recognized usability principles (the "heuristics"). These evaluation methods are now widely taught and practiced in the new media sector, where UIs are often designed in a short space of time on a budget that may restrict the amount of money available to provide for other types of interface testing. Introduction The main goal of heuristic evaluations is to identify any problems associated with the design of user interfaces. Usability consultants Rolf Molich and Jakob Nielsen developed this method on the basis of several years of experience in teaching and consulting about usability engineering. Heuristic evaluations are one of the most informal methodsNielsen, J., and Molich, R. (1990). Heuristic evaluation of user interfaces, Pro ...
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Usability Inspection
Usability inspection is the name for a set of methods where an evaluator inspects a user interface. This is in contrast to usability testing where the usability of the interface is evaluated by testing it on real users. Usability inspections can generally be used early in the development process by evaluating prototypes or specifications for the system that can't be tested on users. Usability inspection methods are generally considered to be less costly to implement than testing on users. Usability inspection methods include: * Cognitive walkthrough (task-specific) * Pluralistic walkthrough * Heuristic evaluation (general) or (domain or culture-specific ) *Action Analysis * Guideline scoring or testing References {{reflist See also * Heuristic evaluation * Comparison of usability evaluation methods Usability testing methods aim to evaluate the ease of use of a software product by its users. As existing methods are subjective and open to interpretation, scholars have been studying ...
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Rolf Molich
Rolf is a male given name and a surname. It originates in the Germanic name ''Hrolf'', itself a contraction of ''Hrodwulf'' ( Rudolf), a conjunction of the stem words ''hrod'' ("renown") + ''wulf'' ("wolf"). The Old Norse cognate is ''Hrólfr''. An alternative but less common variation of ''Rolf'' in Norway is ''Rolv''. The oldest evidence of the use of the name Rolf in Sweden is an inscription from the 11th century on a runestone in Forsheda, Småland. The name also appears twice in the Orkneyinga sagas, where a scion of the jarls of Orkney, Gånge-Rolf, is said to be identical to the Viking Rollo who captured Normandy in 911. This Saga of the Norse begins with the abduction of Gói daughter by a certain Hrolf of Berg, (the Mountain). She is the daughter of Thorri, a Jotun of Gandvik, and sister of Gór and Nór. The latter is regarded as a first king and eponymous anchestor of Nórway. After a fierce duell (Holmgang) where none is able to overcome the other, Hrolf and Nór b ...
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Cognitive Bias
A cognitive bias is a systematic pattern of deviation from norm or rationality in judgment. Individuals create their own "subjective reality" from their perception of the input. An individual's construction of reality, not the objective input, may dictate their behavior in the world. Thus, cognitive biases may sometimes lead to perceptual distortion, inaccurate judgment, illogical interpretation, or what is broadly called irrationality. Although it may seem like such misperceptions would be aberrations, biases can help humans find commonalities and shortcuts to assist in the navigation of common situations in life. Some cognitive biases are presumably adaptive. Cognitive biases may lead to more effective actions in a given context. Furthermore, allowing cognitive biases enables faster decisions which can be desirable when timeliness is more valuable than accuracy, as illustrated in heuristics. Other cognitive biases are a "by-product" of human processing limitations, resulting ...
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Progressive Disclosure
Progressive disclosure is an interaction design pattern used to make applications easier to learn and less error-prone. It does so by deferring some advanced or rarely-used features to a secondary screen. A classic example of this pattern is the print dialog in macOS. While printing a page, the print dialog shows only a small subset of choices. If the user wants more advanced options, they can click the "Show Details" button to reveal these features in a secondary screen. In the physical world, progressive disclosure is used by modern theme park designers. Long waiting lines for rides can scare away visitors, so only a small segment of the line is made visible from any vantage point. As people move ahead in line, they only get to see discrete portions of the entire line. This design makes the waiting a bit more bearable. History Kristina Hooper Woolsey, a founding member of the Apple Human Interface Group, wrote in 1985 what could be considered as the seminal idea for selectivel ...
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Usability Inspection
Usability inspection is the name for a set of methods where an evaluator inspects a user interface. This is in contrast to usability testing where the usability of the interface is evaluated by testing it on real users. Usability inspections can generally be used early in the development process by evaluating prototypes or specifications for the system that can't be tested on users. Usability inspection methods are generally considered to be less costly to implement than testing on users. Usability inspection methods include: * Cognitive walkthrough (task-specific) * Pluralistic walkthrough * Heuristic evaluation (general) or (domain or culture-specific ) *Action Analysis * Guideline scoring or testing References {{reflist See also * Heuristic evaluation * Comparison of usability evaluation methods Usability testing methods aim to evaluate the ease of use of a software product by its users. As existing methods are subjective and open to interpretation, scholars have been studying ...
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Modality (human–computer Interaction)
In the context of human–computer interaction, a modality is the classification of a single independent channel of sensory input/output between a computer and a human. A system is designated unimodal if it has only one modality implemented, and multimodal if it has more than one. When multiple modalities are available for some tasks or aspects of a task, the system is said to have overlapping modalities. If multiple modalities are available for a task, the system is said to have redundant modalities. Multiple modalities can be used in combination to provide complementary methods that may be redundant but convey information more effectively. Modalities can be generally defined in two forms: human-computer and computer-human modalities. Computer–Human modalities Computers utilize a wide range of technologies to communicate and send information to humans: * Common modalities ** Vision – computer graphics typically through a screen ** Audition – various audio outputs ** Tacti ...
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Susan Weinschenk
Susan Weinschenk (born December 24, 1953) is an American behavioral psychologist who has been working in the field of design and user experience since 1985. She has published five books on user experience in computer systems and has spoken at many conferences She also is the founder of the Weinschenk Institute. Bibliography * Weinschenk, Susan. ''How To Get People To Do Stuff"' Berkeley, CA: New Riders, 2013. London : Pearson Education * Weinschenk, Susan. ''100 Things Every Designer Needs To Know About People" Berkeley, CA: New Riders, 2011. London : Pearson Education * Weinschenk, Susan. ''Neuro Web Design: What Makes Them Click?'' Berkeley, CA: New Riders, 2009. * Weinschenk, Susan, and Dean T. Barker. ''Designing Effective Speech Interfaces.'' New York: Wiley, 2000. * Weinschenk, Susan, Pamela Jamar, and Sarah C. Yeo. ''GUI Design Essentials.'' New York: Wiley Computer Pub, 1997. * Weinschenk, Susan, and Sarah C. Yeo. ''Guidelines for Enterprise-Wide GUI Design''. New ...
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Ben Shneiderman
Ben Shneiderman (born August 21, 1947) is an American computer scientist, a Distinguished University Professor in the University of Maryland Department of Computer Science, which is part of the University of Maryland College of Computer, Mathematical, and Natural Sciences at the University of Maryland, College Park, and the founding director (1983-2000) of the University of Maryland Human-Computer Interaction Lab. He conducted fundamental research in the field of human–computer interaction, developing new ideas, methods, and tools such as the direct manipulation interface, and his eight rules of design. Early life and education Born in New York, Shneiderman, attended the Bronx High School of Science, and received a BS in Mathematics and Physics from the City College of New York in 1968. He then went on to study at the State University of New York at Stony Brook, where he received an MS in Computer Science in 1972 and graduated with a PhD in 1973. Career Shneiderman s ...
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Progressive Disclosure
Progressive disclosure is an interaction design pattern used to make applications easier to learn and less error-prone. It does so by deferring some advanced or rarely-used features to a secondary screen. A classic example of this pattern is the print dialog in macOS. While printing a page, the print dialog shows only a small subset of choices. If the user wants more advanced options, they can click the "Show Details" button to reveal these features in a secondary screen. In the physical world, progressive disclosure is used by modern theme park designers. Long waiting lines for rides can scare away visitors, so only a small segment of the line is made visible from any vantage point. As people move ahead in line, they only get to see discrete portions of the entire line. This design makes the waiting a bit more bearable. History Kristina Hooper Woolsey, a founding member of the Apple Human Interface Group, wrote in 1985 what could be considered as the seminal idea for selectivel ...
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Software Performance Testing
In software quality assurance, performance testing is in general a testing practice performed to determine how a system performs in terms of responsiveness and stability under a particular workload. It can also serve to investigate, measure, validate or verify other quality attributes of the system, such as scalability, reliability and resource usage. Performance testing, a subset of performance engineering, is a computer science practice which strives to build performance standards into the implementation, design and architecture of a system. Testing types Load testing Load testing is the simplest form of performance testing. A load test is usually conducted to understand the behavior of the system under a specific expected load. This load can be the expected concurrent number of users on the application performing a specific number of transactions within the set duration. This test will give out the response times of all the important business critical transactions. The da ...
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Usability
Usability can be described as the capacity of a system to provide a condition for its users to perform the tasks safely, effectively, and efficiently while enjoying the experience. In software engineering, usability is the degree to which a software can be used by specified consumers to achieve quantified objectives with effectiveness, efficiency, and satisfaction in a quantified context of use. The object of use can be a software application, website, book, tool, machine, process, vehicle, or anything a human interacts with. A usability study may be conducted as a primary job function by a ''usability analyst'' or as a secondary job function by designers, technical writers, marketing personnel, and others. It is widely used in consumer electronics, communication, and knowledge transfer objects (such as a cookbook, a document or online help) and mechanical objects such as a door handle or a hammer. Usability includes methods of measuring usability, such as needs analysis and t ...
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Feedback
Feedback occurs when outputs of a system are routed back as inputs as part of a chain of cause-and-effect that forms a circuit or loop. The system can then be said to ''feed back'' into itself. The notion of cause-and-effect has to be handled carefully when applied to feedback systems: History Self-regulating mechanisms have existed since antiquity, and the idea of feedback had started to enter economic theory in Britain by the 18th century, but it was not at that time recognized as a universal abstraction and so did not have a name. The first ever known artificial feedback device was a float valve, for maintaining water at a constant level, invented in 270 BC in Alexandria, Egypt. This device illustrated the principle of feedback: a low water level opens the valve, the rising water then provides feedback into the system, closing the valve when the required level is reached. This then reoccurs in a circular fashion as the water level fluctuates. Centrifugal governors were ...
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