Showing posts with label HCI. Show all posts
Showing posts with label HCI. Show all posts

8 July 2007

Ten Usability Heuristics

by Jakob Nielsen
These are ten general principles for user interface design. They are called "heuristics" because they are more in the nature of rules of thumb than specific usability guidelines.

  1. Visibility of system status
    The system should always keep users informed about what is going on, through appropriate feedback within reasonable time.
  2. Match between system and the real world
    The system should speak the users' language, with words, phrases and concepts familiar to the user, rather than system-oriented terms. Follow real-world conventions, making information appear in a natural and logical order.
  3. User control and freedom
    Users often choose system functions by mistake and will need a clearly marked "emergency exit" to leave the unwanted state without having to go through an extended dialogue. Support undo and redo.
  4. Consistency and standards
    Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions.
  5. Error prevention
    Even better than good error messages is a careful design which prevents a problem from occurring in the first place. Either eliminate error-prone conditions or check for them and present users with a confirmation option before they commit to the action.
  6. Recognition rather than recall
    Minimize the user's memory load by making objects, actions, and options visible. The user should not have to remember information from one part of the dialogue to another. Instructions for use of the system should be visible or easily retrievable whenever appropriate.
  7. Flexibility and efficiency of use
    Accelerators -- unseen by the novice user -- may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions.
  8. Aesthetic and minimalist design
    Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility.
  9. Help users recognize, diagnose, and recover from errors
    Error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution.
  10. Help and documentation
    Even though it is better if the system can be used without documentation, it may be necessary to provide help and documentation. Any such information should be easy to search, focused on the user's task, list concrete steps to be carried out, and not be too large.

http://www.useit.com/papers/heuristic/heuristic_list.html


HCI 수업 때 알게 된 내용입니다. HCI의 관점에서 소프트웨어를 평가할 때 위의 열 가지 내용을 토대로 소프트웨어의 Usability를 평가합니다. 위의 내용을 고려하여 사용자에게 친숙하고 사용이 용이한 프로그램을 개발할 수 있습니다.

24 October 2006

An Origami

네가 오랜 시간 공을 들여 어렵사리 만들어 놓은 Application을 보여주었어. 그런데 그가 어떻게 다뤄야 하는지 어떻게 반응해야 하는지 알아채지 못하고 계속 이리저리 헤매이고 있으면 넌 섭섭해 질거야. 조금 후엔 답답해지기도 할테고,

'어떻게 모를 수 있어. 혹시 바보 아니야?'

라며 화를 낼 수도 있겠지. 도와준다는 미명아래 그의 손을 잡고 내가 의도했던 길로 이끌고 싶어 견딜 수 없어질수도 있겠고..
그렇지만 그에게 익숙해 질 수 있는 얼마간의 시간을 주어야해. 사실은 그에게 건네주기 전에 그에게 더 친숙하고 그가 쉽게 이해할 수 있도록 배려하여 만들었어야겠지.

이건 비단 Computer Scientist 만을 위한 교훈은 아니야.
다른 사람에게 네 마음을 보여 주는 것도 마찬가지 일거야.

- After observing a girl who tried to make an origami with a little poor instruction in HCI Lab

13 September 2006

After Reading an article for HCI

This is from Norman's "The Psychology of Everyday Things" which is an article for Human Computer Interaction Tutorials.

"Well-designed objects are easy to interpret and understand .

They contain visible clues to their operation. Poorly designed objects can be difficult and frustrating to use. They provide no clues or sometimes false clues."

Well, What type of person am I? Who is well designed and makes people feel comfortable or makes them panic?

The answers should be given by the design, without any need for words or symbols, certainly without any need for trial and error.


I would not beat about the bush or pretend not to be, and at the same time talk elegantly!!

This is for "Hyunjung and Human Communication"

I don't like to take a lot of trial and error with people who I love.