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Week2LectureContent 90189

The document discusses Human Computer Interaction theories including Shneiderman's 8 Golden Rules of Interface Design and Jakob Nielsen's 10 Usability Heuristics. It provides details on each of Shneiderman's 8 rules and examples to illustrate them. The goal is to understand and apply these foundational HCI principles in interface design.

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0% found this document useful (0 votes)
17 views64 pages

Week2LectureContent 90189

The document discusses Human Computer Interaction theories including Shneiderman's 8 Golden Rules of Interface Design and Jakob Nielsen's 10 Usability Heuristics. It provides details on each of Shneiderman's 8 rules and examples to illustrate them. The goal is to understand and apply these foundational HCI principles in interface design.

Uploaded by

np03cs4s230155
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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5CS020-HCI (Human Computer Interaction)

Week - 2

HCI, HCI Theories and Usability Principles


March, 2024
1. HCI/Usability
Introduction
Introduction
2. Shneidermanʼs 8
Golden Rules of ● What is HCI/ Usability
Interface Design

3. Jakob Nielsenʼs 10
● Shneidermanʼs 8 Golden Rules of Interface Design
Usability Heuristics
● Jakob Nielsenʼs 10 Usability Heuristics
4. Overlap between
Schneidermanʼs
and Nielsenʼs

5. Differences
between
Schneidermanʼs
and Nielsenʼs

6. Conclusion
1. HCI/Usability What is HCI/
Introduction
Usability
2. Shneidermanʼs 8
Golden Rules of
Interface Design ● HCI is concerned with the
3. Jakob Nielsenʼs 10
design of (computer-
Usability Heuristics based) user interfaces and
how human beings
4. Overlap between
interact with them
Schneidermanʼs
● Overlaps with Accessibility
and Nielsenʼs
(Week 5), and Evaluating
5. Differences Interfaces (Week 7)
between
Schneidermanʼs https://unsplash.com/photos/lMEMH5Rd30U
and Nielsenʼs

6. Conclusion
1. HCI/Usability What is HCI/
Introduction
Usability
2. Shneidermanʼs 8
Golden Rules of
Interface Design ● Our applications and
interfaces can have
3. Jakob Nielsenʼs 10
Usability Heuristics
countless use cases
● User Interface need to be
4. Overlap between fit for purpose, allowing
Schneidermanʼs users to achieve their
and Nielsenʼs
objectives in the least
frustrating (maybe https://www.dreamstime.com/young-male-warehouse-worker-tablet-checking-som
5. Differences ething-male-warehouse-worker-tablet-image108248388

between pleasurable) way


Schneidermanʼs
and Nielsenʼs

6. Conclusion
1. HCI/Usability What is HCI/
Introduction
Usability
2. Shneidermanʼs 8
Golden Rules of
Interface Design ● Theories of HCI are based
on human psychology
3. Jakob Nielsenʼs 10
Usability Heuristics
which is an ever changing
field
4. Overlap between ● Countless theories have
Schneidermanʼs popped up over the years
and Nielsenʼs
and can be overwhelming
5. Differences
● We will be relying on two
between of those https://www.kapwing.com/explore/confused-math-lady-meme-maker
Schneidermanʼs ○ Shneidermanʼs Rules
and Nielsenʼs
○ Nielsenʼs Usability
6. Conclusion
1. HCI/Usability Schneiderman’s 8 Golden Rules
Introduction
In Interface Design
2. Shneidermanʼs 8
Golden Rules of
Interface Design ● Created back in 1987 by Ben
3. Jakob Nielsenʼs 10
Shneiderman
Usability Heuristics ● Despite the age, the rules are as
4. Overlap between relevant today as they were back
Schneidermanʼs then
and Nielsenʼs
● Consists of eight ʻbest practiceʼ
5. Differences steps, which if applied, should
between
Schneidermanʼs
result in well designed interfaces
and Nielsenʼs http://www.cs.umd.edu/users/ben/

6. Conclusion
1. HCI/Usability
Introduction

2. Shneidermanʼs 8 1. Strive for consistency


Golden Rules of
Interface Design 2. Enable frequent users to use
shortcuts
The 8 rules
3. Jakob Nielsenʼs 10
Usability Heuristics
3. Offer informative Feedback
4. Overlap between 4. Design dialog to yield closure
Schneidermanʼs
and Nielsenʼs 5. Offer simple error handling
6. Permit easy reversal of actions
5. Differences
between 7. Support internal locus of control
Schneidermanʼs 8. Reduce short-term memory load
and Nielsenʼs

6. Conclusion
2. Shneidermanʼs 8 Golden
Rules of Interface Design
Strive for
2.1. Strive for Consistency
Consistency
2.2. Enable frequent users
to use shortcuts
● Consistent layout/
2.3. Offer informative navigational elements
Feedback
● Tried and tested UI patterns
2.4. Design dialog to yield (drop down menus, carousels,
closure
underlined hyperlinks, etc.)
2.5. Offer simple error
handling
● Use a style guide or a design
guide - set of standards for
2.6. Permit easy reversal of
actions writing/ designing documents
(typically, public-facing) https://www.framer.com/templates/material-design/
2.7. Support internal locus
of control

2.8. Reduce short-term


memory load
2. Shneidermanʼs 8 Golden
Rules of Interface Design

2.1. Strive for Consistency

2.2. Enable frequent users


to use shortcuts

2.3. Offer informative


Feedback

2.4. Design dialog to yield


closure

2.5. Offer simple error


handling

2.6. Permit easy reversal of


actions

2.7. Support internal locus


https://www.kindpng.com/imgv/momwiJ_the-history-of-windows-start-menu-windows-xp/
of control https://www.thespinningdonut.com/the-windows-vista-start-menu/
https://www.dummies.com/article/technology/computers/operating-systems/windows/windows-10/getting-to-know-the-windows-7-start-menu-195481

2.8. Reduce short-term


memory load
2. Shneidermanʼs 8 Golden
Rules of Interface Design

2.1. Strive for Consistency

2.2. Enable frequent users


to use shortcuts

2.3. Offer informative


Feedback

2.4. Design dialog to yield


closure

2.5. Offer simple error


handling

2.6. Permit easy reversal of


actions

2.7. Support internal locus


of control
https://www.cnet.com/tech/computing/how-to-get-the-start-menu-back-in-windows-8/
2.8. Reduce short-term
memory load
2. Shneidermanʼs 8 Golden
Rules of Interface Design

2.1. Strive for Consistency

2.2. Enable frequent users


to use shortcuts

2.3. Offer informative


Feedback

2.4. Design dialog to yield


closure

2.5. Offer simple error


handling

2.6. Permit easy reversal of


actions

2.7. Support internal locus


of control

https://www.windowslatest.com/2021/06/20/microsoft-doc-hints-at-new-gesture-experience-on-windows-11/
2.8. Reduce short-term
memory load
2. Shneidermanʼs 8 Golden
Rules of Interface Design

2.1. Strive for Consistency

2.2. Enable frequent users


to use shortcuts

2.3. Offer informative


Feedback
Recommended Browsing
2.4. Design dialog to yield
closure

2.5. Offer simple error m3.material.io


handling

2.6. Permit easy reversal of


actions

2.7. Support internal locus


of control

2.8. Reduce short-term


memory load
2. Shneidermanʼs 8 Golden
Rules of Interface Design
Enable shortcuts
2.1. Strive for Consistency
for frequent users
2.2. Enable frequent users
to use shortcuts
● As the frequency of use
2.3. Offer informative increases, so do the user's
Feedback
desires to reduce the number of
2.4. Design dialog to yield interactions and to increase the
closure
pace of interaction.
2.5. Offer simple error
handling
● Abbreviations, function keys,
hidden commands, and macro
2.6. Permit easy reversal of
actions facilities are very helpful to an
expert user.”
2.7. Support internal locus
of control https://medium.com/@goldtree/please-stop-using-these-images-to-compare-ui-design-vs-ux-design-ec514d291a9a

2.8. Reduce short-term


memory load
2. Shneidermanʼs 8 Golden
Rules of Interface Design
Enable shortcuts
2.1. Strive for Consistency
for frequent users
2.2. Enable frequent users
to use shortcuts

2.3. Offer informative


● This dates back to when
Feedback user interfaces were
2.4. Design dialog to yield text-based
closure
● However, use of
2.5. Offer simple error shortcuts can be
handling
applied to ʻmodernʼ
2.6. Permit easy reversal of
actions
user interfaces
2.7. Support internal locus https://www.pcmag.com/news/the-forgotten-world-of-dumb-terminals#3

of control

2.8. Reduce short-term


memory load
Enable shortcuts
2. Shneidermanʼs 8 Golden
Rules of Interface Design

2.1. Strive for Consistency for frequent users


2.2. Enable frequent users
to use shortcuts

2.3. Offer informative


Some examples:
Feedback
● ʻRememberʼ most/ last
2.4. Design dialog to yield
closure visited pages/ products (eg:
daraz)
2.5. Offer simple error
handling ● Google allows
2.6. Permit easy reversal of personalization of Search
actions
ʻhomeʼ page
2.7. Support internal locus ● Navigation structures
of control
(Week 9) i.e. ʻBreadcrumbsʼ
2.8. Reduce short-term
memory load
can act as ʻshortcutsʼ
2. Shneidermanʼs 8 Golden
Rules of Interface Design
Offer Informative
2.1. Strive for Consistency
Feedback
2.2. Enable frequent users
to use shortcuts
● For every operator
2.3. Offer informative
Feedback action, there should be
some system feedback.
2.4. Design dialog to yield
closure ● For frequent and minor
2.5. Offer simple error actions, the response
handling
can be modest, while
2.6. Permit easy reversal of for infrequent and
actions
major actions, the
2.7. Support internal locus
of control
response should be
https://wethegeek.com/how-to-recover-deleted-facebook-account/
more substantial
2.8. Reduce short-term
memory load
2. Shneidermanʼs 8 Golden
Rules of Interface Design
Offer Informative
Feedback
2.1. Strive for Consistency

2.2. Enable frequent users


to use shortcuts
● Display a “please wait”
2.3. Offer informative message or an animated
Feedback
picture when your
2.4. Design dialog to yield
closure system is “doing
2.5. Offer simple error
something” eg. a search
handling
https://www.youtube.com/watch?v=qxOkaU6RVz4

2.6. Permit easy reversal of


actions
If users see an indication that
something is going on, theyʼre
2.7. Support internal locus
of control much more patient.

2.8. Reduce short-term Tidwell, 2005, Progress indicator –


memory load Designing Interfaces
2. Shneidermanʼs 8 Golden
Rules of Interface Design

2.1. Strive for Consistency

2.2. Enable frequent users


to use shortcuts

2.3. Offer informative


Feedback

2.4. Design dialog to yield


closure

2.5. Offer simple error


handling

2.6. Permit easy reversal of


actions

2.7. Support internal locus


of control https://www.easeus.com/partition-manager-software/fix-diskpart-i-o-device-error.html

2.8. Reduce short-term


memory load Informative Feedback
2. Shneidermanʼs 8 Golden
Rules of Interface Design

2.1. Strive for Consistency

2.2. Enable frequent users


to use shortcuts

2.3. Offer informative


Feedback

2.4. Design dialog to yield


closure

2.5. Offer simple error


handling

2.6. Permit easy reversal of


actions

2.7. Support internal locus


of control https://www.easeus.com/partition-manager-software/copying-files-stuck-at-99.html

2.8. Reduce short-term


memory load Informative Feedback
2. Shneidermanʼs 8 Golden
Rules of Interface Design

2.1. Strive for Consistency

2.2. Enable frequent users


to use shortcuts

2.3. Offer informative


Feedback

2.4. Design dialog to yield


closure

2.5. Offer simple error


handling

2.6. Permit easy reversal of


actions https://medium.com/swlh/the-ten-most-ridiculous-error-messages-in-the-history-of-software-4198d710ea8e

2.7. Support internal locus


of control Please, for the love of god and all things pure, donʼt do this
2.8. Reduce short-term
memory load
2. Shneidermanʼs 8 Golden
Rules of Interface Design
Design dialog to
2.1. Strive for Consistency
yield course
2.2. Enable frequent users
to use shortcuts
● Sequences of actions should be
2.3. Offer informative
Feedback
organized into groups with a
beginning, middle, and end.
2.4. Design dialog to yield ● The informative feedback at the
closure completion of a group of actions
gives the users the satisfaction of
2.5. Offer simple error
accomplishment, a sense of
handling
relief.
2.6. Permit easy reversal of ● It is a signal to drop contingency
actions plans and options from their
minds, and an indication that the
2.7. Support internal locus way is clear to prepare for the
of control
next group of actions.
2.8. Reduce short-term
memory load
2. Shneidermanʼs 8 Golden
Rules of Interface Design
Design dialog to
yield course
2.1. Strive for Consistency

2.2. Enable frequent users


to use shortcuts
● Instagram gives you visual
2.3. Offer informative feedback when the file is
Feedback
being uploaded and verbal
2.4. Design dialog to yield input about what process is
closure
taking place and helps to
2.5. Offer simple error create closure
handling

2.6. Permit easy reversal of


actions
https://uxplanet.org/8-golden-rules-of-interface-design-e80a17a1312f
2.7. Support internal locus
of control

2.8. Reduce short-term


memory load
2. Shneidermanʼs 8 Golden
Rules of Interface Design Offer Simple error
2.1. Strive for Consistency
Handling
2.2. Enable frequent users
to use shortcuts
● As much as possible,
2.3. Offer informative
Feedback
the system should be
designed so that the
2.4. Design dialog to yield user canʼt make serious
closure
errors.
2.5. Offer simple error ● If an error is made, the
handling
system should be able
https://uxplanet.org/how-to-write-good-error-messages-858e4551cd4
2.6. Permit easy reversal of to detect the error and
actions offers simple,
2.7. Support internal locus comprehensible
of control mechanism for
2.8. Reduce short-term
handling the error
memory load
2. Shneidermanʼs 8 Golden
Rules of Interface Design

2.1. Strive for Consistency

2.2. Enable frequent users


to use shortcuts
Proper error handling
2.3. Offer informative
should ideally
Feedback

2.4. Design dialog to yield


closure ● Identify the problem
2.5. Offer simple error ● Identify the cause for the problem
handling
● Solution for the problem
2.6. Permit easy reversal of
actions

2.7. Support internal locus


of control

2.8. Reduce short-term


memory load
2. Shneidermanʼs 8 Golden
Rules of Interface Design
Offer Simple error Handling
2.1. Strive for Consistency

2.2. Enable frequent users


to use shortcuts ● Emotional Design is a growing trend
2.3. Offer informative ● It suggests that the interfaces should not just be functional
Feedback
and usable, but also enjoyable and fun. User satisfaction
2.4. Design dialog to yield should be a usability goal
closure
● More specifically, incidents that would normally stress users
2.5. Offer simple error
handling (eg. error messages) are now ʻsomehow enjoyableʼ as well as
informative
2.6. Permit easy reversal of
actions

2.7. Support internal locus


of control

2.8. Reduce short-term


memory load
Offer Simple error Handling
2. Shneidermanʼs 8 Golden
Rules of Interface Design

2.1. Strive for Consistency

2.2. Enable frequent users ● When aiming for a clever error message, make sure that the tone of the joke fits
to use shortcuts in with the overall message, places the blame off the user, and provides users a
way forward.
2.3. Offer informative
Feedback

2.4. Design dialog to yield


closure

2.5. Offer simple error


handling

2.6. Permit easy reversal of


actions

2.7. Support internal locus


of control

2.8. Reduce short-term


https://kinsta.com/blog/502-bad-gateway/
memory load
2. Shneidermanʼs 8 Golden
Rules of Interface Design
Permit easy
2.1. Strive for Consistency
reversal of actions
2.2. Enable frequent users
to use shortcuts
● This feature is there to
2.3. Offer informative
relieve anxiety and
Feedback
encourages exploration
2.4. Design dialog to yield ● When the user knows that
closure
errors can be undone, it
2.5. Offer simple error encourages exploration of
handling
options and minor risk
2.6. Permit easy reversal taking
of actions
● The units of reversibility https://www.howtogeek.com/679976/how-to-skip-the-recycle-bin-for-deleting-file
s-on-windows-10/
2.7. Support internal locus can be a single action, a
of control
data entry, or a complete
2.8. Reduce short-term group of actions
memory load
2. Shneidermanʼs 8 Golden
Rules of Interface Design
Permit easy
reversal of actions
2.1. Strive for Consistency

2.2. Enable frequent users


to use shortcuts
● In web design, reversal of
2.3. Offer informative actions can be incorporated
Feedback
through the navigation
2.4. Design dialog to yield structure used
closure ● Example:
2.5. Offer simple error ○ Breadcrumbs
handling ○ Mega Menu https://www.sastodeal.com/home-and-living/furnitures/shoe-racks.html

2.6. Permit easy reversal


○ Hierarchical Menu
of actions

2.7. Support internal locus


of control

2.8. Reduce short-term


memory load
2. Shneidermanʼs 8 Golden

Permit easy
Rules of Interface Design

2.1. Strive for Consistency


reversal of actions
2.2. Enable frequent users
to use shortcuts
● In web design, reversal of
2.3. Offer informative actions can be incorporated
Feedback
through the navigation
2.4. Design dialog to yield structure used
closure
● Example:
2.5. Offer simple error ○ Breadcrumbs
handling ○ Mega Menu
2.6. Permit easy reversal ○ Hierarchical Menu https://www.sastodeal.com/home-and-living/furnitures/shoe-racks.html

of actions

2.7. Support internal locus


of control

2.8. Reduce short-term


memory load
2. Shneidermanʼs 8 Golden
Rules of Interface Design
Permit easy
2.1. Strive for Consistency
reversal of actions
2.2. Enable frequent users
to use shortcuts
● In web design, reversal of
2.3. Offer informative actions can be incorporated
Feedback
through the navigation
2.4. Design dialog to yield structure used
closure
● Example:
2.5. Offer simple error ○ Breadcrumbs
https://www.sastodeal.com/home-and-living/furnitures/shoe-racks.html
handling ○ Mega Menu
2.6. Permit easy reversal ○ Hierarchical Menu
of actions

2.7. Support internal locus


of control

2.8. Reduce short-term


memory load
2. Shneidermanʼs 8 Golden
Rules of Interface Design
Permit easy
reversal of actions
2.1. Strive for Consistency

2.2. Enable frequent users


to use shortcuts
● In web design, reversal of
2.3. Offer informative
actions can be incorporated
Feedback
through the navigation
2.4. Design dialog to yield structure used
closure
● Example:
2.5. Offer simple error ○ Breadcrumbs
handling
○ Mega Menu
2.6. Permit easy reversal ○ Hierarchical Menu
of actions
https://www.sastodeal.com/home-and-living/furnitures/shoe-racks.html

2.7. Support internal locus


of control

2.8. Reduce short-term


memory load
2. Shneidermanʼs 8 Golden
Rules of Interface Design
Support internal
locus of control
2.1. Strive for Consistency

2.2. Enable frequent users


to use shortcuts
● Experienced operators
2.3. Offer informative
strongly desire the sense
Feedback
that they are in charge of
2.4. Design dialog to yield
the system and that the
closure
system responds to their
2.5. Offer simple error
actions.
handling
● Design the system to make
2.6. Permit easy reversal of
users the initiators of
actions
actions rather than the
2.7. Support internal
responders https://www.reddit.com/r/assholedesign/comments/6ajmqe/theres_no_way_to_shut_dow
locus of control n_windows_10_without/

2.8. Reduce short-term


memory load
2. Shneidermanʼs 8 Golden
Rules of Interface Design
Reduce short term
memory load
2.1. Strive for Consistency

2.2. Enable frequent users


to use shortcuts
The limitation of human information processing in short-term
2.3. Offer informative
Feedback memory requires that:
2.4. Design dialog to yield
closure
Displays be kept simple
2.5. Offer simple error
handling
● multiple page displays be consolidated
2.6. Permit easy reversal of ● window-motion frequency be reduced
actions
● sufficient training time be allotted for codes, mnemonics, and
2.7. Support internal locus
of control sequences of actions.
2.8. Reduce short-term
memory load
Sano Exercise
145327498
Next
251 096 478
Compare
2. Shneidermanʼs 8 Golden
Rules of Interface Design
Reduce short term
memory load
2.1. Strive for Consistency

2.2. Enable frequent users


to use shortcuts
Simplicity is King
2.3. Offer informative
Feedback ● Keep the design to the strict
minimum
2.4. Design dialog to yield ● Do not use an element if not
closure
needed
2.5. Offer simple error
● Use icons to de-clutter your pages
handling ● Think of the dominion of google
on the search market: Google,
2.6. Permit easy reversal of Bing, Yahoo
actions https://www.google.com

2.7. Support internal locus


of control

2.8. Reduce short-term


memory load
2. Shneidermanʼs 8 Golden
Rules of Interface Design
Reduce short term
memory load
2.1. Strive for Consistency

2.2. Enable frequent users


to use shortcuts Example:
2.3. Offer informative
Feedback “Reader View” in browsers. It
2.4. Design dialog to yield
simplifies the clutter of a
closure web page
2.5. Offer simple error
handling

2.6. Permit easy reversal of


actions

2.7. Support internal locus


of control

2.8. Reduce short-term


memory load
2. Shneidermanʼs 8 Golden
Rules of Interface Design

2.1. Strive for Consistency


Reduce short term memory load
2.2. Enable frequent users
to use shortcuts ● Visual Structure: Break information into smaller elements which in turn
2.3. Offer informative
are easier to process
Feedback ● Use of white space
2.4. Design dialog to yield ○ Active White Space: White space used deliberately (within
closure
information blocks)
2.5. Offer simple error ○ Passive White Space: Areas around/ outside information blocks
handling

2.6. Permit easy reversal of


actions

2.7. Support internal locus


of control

2.8. Reduce short-term


memory load
Reduce Short Term Memory Load
2. Shneidermanʼs 8 Golden
Rules of Interface Design

2.1. Strive for Consistency

2.2. Enable frequent users


to use shortcuts

2.3. Offer informative


Feedback

2.4. Design dialog to yield


closure

2.5. Offer simple error


handling

2.6. Permit easy reversal of


actions

2.7. Support internal locus


of control

2.8. Reduce short-term


memory load Passive White Space
Reduce Short Term Memory Load
2. Shneidermanʼs 8 Golden
Rules of Interface Design

2.1. Strive for Consistency

2.2. Enable frequent users


to use shortcuts

2.3. Offer informative


Feedback

2.4. Design dialog to yield


closure

2.5. Offer simple error


handling

2.6. Permit easy reversal of


actions Active White Space
2.7. Support internal locus
of control

2.8. Reduce short-term


memory load
Reduce Short Term Memory Load
2. Shneidermanʼs 8 Golden
Rules of Interface Design

2.1. Strive for Consistency

2.2. Enable frequent users


to use shortcuts

2.3. Offer informative


Feedback

2.4. Design dialog to yield


closure

2.5. Offer simple error


handling

2.6. Permit easy reversal of


actions

2.7. Support internal locus


of control

2.8. Reduce short-term


memory load
2. Shneidermanʼs 8 Golden
Rules of Interface Design
Reduce Short Term Memory Load
2.1. Strive for Consistency

2.2. Enable frequent users


to use shortcuts
● Most adults can store between 5 and 9 items in their short-term
memory.
2.3. Offer informative
Feedback ● This idea was put forward by Miller (1956) and he called it the
2.4. Design dialog to yield magic number 7.
closure
● He thought that short term memory could hold 7 (plus or minus 2
2.5. Offer simple error
handling
items) because it only had a certain number of “slots” in which
items could be stored.
2.6. Permit easy reversal of
actions

2.7. Support internal locus


of control

2.8. Reduce short-term


memory load
2. Shneidermanʼs 8 Golden
Rules of Interface Design

2.1. Strive for Consistency

2.2. Enable frequent users

Aim for
to use shortcuts

2.3. Offer informative


Feedback

recognition,
2.4. Design dialog to yield
closure

2.5. Offer simple error


handling

2.6.

2.7.
Permit easy reversal of
actions

Support internal locus


not recall
of control

2.8. Reduce short-term


memory load
2. Shneidermanʼs 8 Golden
Rules of Interface Design

2.1. Strive for Consistency


Reduce short-term memory load
2.2. Enable frequent users
to use shortcuts

2.3. Offer informative


Feedback

2.4. Design dialog to yield


closure

2.5. Offer simple error


handling

2.6. Permit easy reversal of


actions

2.7. Support internal locus


of control

2.8. Reduce short-term


memory load
2. Shneidermanʼs 8 Golden
Rules of Interface Design

2.1. Strive for Consistency


Reduce short-term memory load
2.2. Enable frequent users
to use shortcuts

2.3. Offer informative


Feedback

2.4. Design dialog to yield


closure

2.5. Offer simple error


handling

2.6. Permit easy reversal of


actions

2.7. Support internal locus


of control

2.8. Reduce short-term


memory load
1. HCI/Usability Nielsen’s list of 10 Usability
Introduction
Heuristics
2. Shneidermanʼs 8
Golden Rules of
Interface Design ● One of the most used usability
framework
3. Jakob Nielsenʼs 10
Usability ● Developed in 1990, published in
Heuristics
Nielsenʼs book Usability
4. Overlap between
Engineering in 1993
Schneidermanʼs
and Nielsenʼs

5. Differences
https://en.wikipedia.org/wiki/Jakob_Nielsen_(usability_consultant)#/media/File:Jakob_Nielsen_1.jpg
between
Schneidermanʼs
and Nielsenʼs

6. Conclusion
1. HCI/Usability
Introduction
1. Visibility of system status
2. Shneidermanʼs 8 2. Match between system and the
Golden Rules of
Interface Design real world
3. Jakob Nielsenʼs 10
Usability
Nielsen’s list 3. User control and freedom
4. Consistency and standards
Heuristics
5. Error prevention
4. Overlap between 6. Recognition rather than recall
Schneidermanʼs
7. Flexibility and efficiency of use
and Nielsenʼs
8. Aesthetic and minimalist design
5. Differences 9. Help users recognize, diagnose,
between
Schneidermanʼs
and recover from errors
and Nielsenʼs 10. Help and documentation
6. Conclusion
3.Jakob Nielsenʼs 10 Usability
Heuristics

3.1. Visibility of System


Nielsen’s List
Status
3.2. Match between
system and the real
● Visibility of System Status ● Consistency and Standards
world ○ Keep users informed about ○ Follow platform standards
3.3. User control and
what is going on (Windows, Android, Linux,
freedom
3.4. Consistency and ● Match between system and etx.)
Standards ● Error Prevention
3.5. Error Prevention
the real world
3.6. Recognition rather ○ Use the terminology of the ○ Try to anticipate/ prevent
than recall
users rather than technical users
3.7. Flexibility and
efficiency of use jargons ● Recognition rather than
3.8. Aesthetic and ● User control and freedom recall
minimalist design
3.9. Help users recognize, ○ User has control over the ○ Simplicity is king
diagnose, and recover system, eg: undo/ redo, etc.
from errors
3.10. Help and
documentation
3.Jakob Nielsenʼs 10 Usability
Heuristics
Nielsen’s List
3.1. Visibility of System
Status
3.2. Match between system
and the real world Flexibility and efficiency of
3.3. User control and
freedom
use
3.4. Consistency and
Standards ○ With a little bit of
3.5. Error Prevention
3.6. Recognition rather
background AI,
than recall System should cater
3.7. Flexibility and
efficiency of use
to expert and novice
3.8. Aesthetic and users alike
minimalist design
3.9. Help users recognize, ○ Google Search -
diagnose, and recover Autocomplete
from errors
3.10. Help and ○ Clippy https://www.google.com

documentation
3.Jakob Nielsenʼs 10 Usability
Heuristics
Nielsen’s List
3.1. Visibility of System
Status
3.2. Match between system
and the real world Flexibility and efficiency of
3.3. User control and
freedom use
3.4. Consistency and
Standards ○ With a little bit of
3.5. Error Prevention
3.6. Recognition rather background AI,
than recall System should cater
3.7. Flexibility and
efficiency of use to expert and novice
3.8. Aesthetic and users alike
minimalist design
3.9. Help users recognize, ○ Google Search -
diagnose, and recover
from errors
Autocomplete
3.10. Help and ○ Clippy
documentation
3.Jakob Nielsenʼs 10 Usability
Heuristics

3.1. Visibility of System


Status
3.2. Match between system
and the real world
3.3. User control and
freedom
3.4. Consistency and
Standards
3.5. Error Prevention
3.6. Recognition rather
than recall
3.7. Flexibility and
efficiency of use
3.8. Aesthetic and
minimalist design
3.9. Help users recognize,
diagnose, and recover
from errors
3.10. Help and
documentation
3.Jakob Nielsenʼs 10 Usability
Heuristics

3.1. Visibility of System


Status
3.2. Match between system
and the real world
3.3. User control and
freedom
3.4. Consistency and
Standards
3.5. Error Prevention
3.6. Recognition rather
than recall
3.7. Flexibility and
efficiency of use
3.8. Aesthetic and
minimalist design
3.9. Help users recognize,
diagnose, and recover
from errors
3.10. Help and
documentation
3.Jakob Nielsenʼs 10 Usability
Heuristics
Nielsen’s List
3.1. Visibility of System
Status
3.2. Match between system
and the real world Aesthetic and Minimalist
3.3. User control and
freedom Design
3.4. Consistency and

3.5.
Standards
Error Prevention
○ Reduce on screen
3.6. Recognition rather
than recall
noise and error
3.7. Flexibility and
efficiency of use
3.8. Aesthetic and
minimalist design
3.9. Help users recognize,
diagnose, and recover
from errors
3.10. Help and
documentation
3. Jakob Nielsenʼs 10 Usability
Heuristics
Nielsen’s List
3.1. Visibility of System
Status
3.2. Match between system
and the real world Help users recognize, diagnose
3.3. User control and
freedom and recover from errors
3.4. Consistency and

3.5.
Standards
Error Prevention
○ Error messages in plain
3.6. Recognition rather
than recall
english
3.7. Flexibility and
efficiency of use
3.8. Aesthetic and
minimalist design
3.9. Help users recognize, Help and Documentation
diagnose, and recover
from errors
3.10. Help and
documentation
1. HCI/Usability Overlap between Schneiderman’s and Nielsen’s
Introduction

2. Shneidermanʼs 8
Golden Rules of
● Strive for consistency ● Visibility of system status
Interface Design ● Enable frequent users to use ● Match between system and the
shortcuts real world
3. Jakob Nielsenʼs 10 ● User control and freedom
Usability Heuristics ● Offer informative Feedback ● Consistency and standards
4. Overlap between
● Design dialog to yield closure ● Error prevention
Schneidermanʼs ● Offer simple error handling ● Recognition rather than recall
and Nielsenʼs ● Permit easy reversal of actions ● Flexibility and efficiency of use
● Support internal locus of control ● Aesthetic and minimalist design
5. Differences ● Help users recognize, diagnose,
between ● Reduce short-term memory load and recover from errors
Schneidermanʼs ● Help and documentation
and Nielsenʼs

6. Conclusion
1. HCI/Usability
Introduction
Overlap between Schneiderman’s and Nielsen’s
2. Shneidermanʼs 8
Golden Rules of
● Strive for consistency ● Visibility of system status
Interface Design ● Enable frequent users to use ● Match between system and the
real world
3. Jakob Nielsenʼs 10
shortcuts
● User control and freedom
Usability Heuristics ● Offer informative Feedback ● Consistency and standards
4. Overlap between
● Design dialog to yield closure ● Error prevention
Schneidermanʼs ● Offer simple error handling ● Recognition rather than recall
and Nielsenʼs ● Permit easy reversal of actions ● Flexibility and efficiency of use
● Aesthetic and minimalist design
● Support internal locus of
5. Differences ● Help users recognize, diagnose,
between control and recover from errors
Schneidermanʼs ● Reduce short-term memory load ● Help and documentation
and Nielsenʼs

6. Conclusion
1. HCI/Usability
Introduction
Overlap between Schneiderman’s and Nielsen’s
2. Shneidermanʼs 8
Golden Rules of
● Strive for consistency ● Visibility of system status
Interface Design ● Enable frequent users to use ● Match between system and the
shortcuts real world
3. Jakob Nielsenʼs 10 ● User control and freedom
Usability Heuristics ● Offer informative Feedback
● Design dialog to yield closure
● Consistency and standards
4. Overlap between ● Error prevention
● Offer simple error handling
Schneidermanʼs ● Recognition rather than recall
● Permit easy reversal of actions ● Flexibility and efficiency of use
and Nielsenʼs
● Support internal locus of control ● Aesthetic and minimalist design
5. Differences ● Reduce short-term memory load ● Help users recognize, diagnose,
between and recover from errors
Schneidermanʼs ● Help and documentation
and Nielsenʼs

6. Conclusion
1. HCI/Usability Overlap between Schneiderman’s and Nielsen’s
Introduction

2. Shneidermanʼs 8
● Strive for consistency ● Visibility of system status
Golden Rules of
Interface Design ● Enable frequent users to use ● Match between system and the
real world
3. Jakob Nielsenʼs 10
shortcuts ● User control and freedom
Usability Heuristics ● Offer informative Feedback ● Consistency and standards
● Error prevention
● Design dialog to yield closure
4. Overlap between ● Recognition rather than recall
Schneidermanʼs ● Offer simple error handling ● Flexibility and efficiency of use
and Nielsenʼs ● Permit easy reversal of actions ● Aesthetic and minimalist design
● Help users recognize,
● Support internal locus of control
5. Differences diagnose, and recover from
between ● Reduce short-term memory load errors
Schneidermanʼs ● Help and documentation
and Nielsenʼs

6. Conclusion
1. HCI/Usability
Introduction
Overlap between Schneiderman’s and Nielsen’s
2. Shneidermanʼs 8 ● Visibility of system status
Golden Rules of
● Strive for consistency
● Match between system and the
Interface Design ● Enable frequent users to use real world
shortcuts ● User control and freedom
3. Jakob Nielsenʼs 10 ● Consistency and standards
Usability Heuristics ● Offer informative Feedback
● Error prevention
● Design dialog to yield closure ● Recognition rather than
4. Overlap between ● Offer simple error handling recall
Schneidermanʼs ● Flexibility and efficiency of use
● Permit easy reversal of actions ● Aesthetic and minimalist
and Nielsenʼs
● Support internal locus of design
control ● Help users recognize,
5. Differences diagnose, and recover from
between ● Reduce short-term memory errors
Schneidermanʼs load ● Help and documentation
and Nielsenʼs

6. Conclusion
1. HCI/Usability Differences between Schneiderman’s and Nielsen’s
Introduction

2. Shneidermanʼs 8
Golden Rules of
● Strive for consistency ● Visibility of system status
Interface Design ● Enable frequent users to use ● Match between system and the
shortcuts real world
3. Jakob Nielsenʼs 10 ● User control and freedom
Usability Heuristics ● Offer informative Feedback ● Consistency and standards
4. Overlap between
● Design dialog to yield closure ● Error prevention
Schneidermanʼs ● Offer simple error handling ● Recognition rather than recall
and Nielsenʼs ● Permit easy reversal of actions ● Flexibility and efficiency of use
● Support internal locus of control ● Aesthetic and minimalist design
5. Differences ● Help users recognize, diagnose,
between ● Reduce short-term memory load and recover from errors
Schneidermanʼs ● Help and documentation
and Nielsenʼs

6. Conclusion
1. HCI/Usability
Introduction
Conclusion
2. Shneidermanʼs 8
Golden Rules of What is HCI/ Usability?
Interface Design
● Concerned with UI design
3. Jakob Nielsenʼs 10
Usability Heuristics ● How human beings interact with UI
4. Overlap between
Schneidermanʼs Focused on Today
and Nielsenʼs
● Shneidermanʼs 8 Golden Rules
5. Differences ● Jakob Nielsenʼs 10 ʻUsability Heuristicsʼ
between
Schneidermanʼs
and Nielsenʼs As with the other ʻtheoriesʼ, both the above are regarded as ʻBest Practiceʼ for
Interface Design
6. Conclusion

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