Ten Usability Heuristics

by Jakob Nielsen 1994

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.
這些是十項使用者界面設計的一般原則。 因為他們有經驗法則性質超過特定的可用性指導方針是更多,稱為 "啟發法" 。

Visibility of system status
The system should always keep users informed about what is going on, through appropriate feedback within reasonable time.
系統狀態的能見度
在合理的時間裡給予適當的回應,系統應該持續讓使用者知道現在的情況。

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.
系統符合真實的世界
系統應該說使用者的語言,採用使用者熟悉的字語和觀念,,而非系統慣用語言。 依照真實是中的慣例,使資料自然又合乎邏輯順序。

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.
使用者控制和自由
使用者時常選擇到錯誤的系統功能並需要一個清楚標示 " 緊急的出口 " 略過廣大的對話直接離開。 支援回復而且重做功能。

Consistency and standards
Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions.
一致性和標準
使用者不想知道不同的字、情形或行動是否意指相同的事物。 跟隨一致的規則。

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.
預防錯誤
好起錯誤訊息是阻止一個問題首先發生的小心的設計。最好是除去容易錯誤的情況或者為他們檢查並在使用者犯錯之前呈現確實選項。

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.
承認,而非取消
藉由讓指定目標、行動和易見選擇將使用者的記憶負荷減到最少。 使用者不需記得從一到另外一部份的資料對話。 系統的操作說明應該是看得見或者容易取得在任何需要的時候。

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.
使用的彈性和效率
快數鍵--新手使用者所未見的--可能時常加速專家使用者的操作使得系統能適用於無經驗及富有經驗的使用者。 讓使用者合適頻繁的行動。

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.
美學的和最低限要求的設計
對話不應該包含不相干的或不太需要的資料。對話中的每一單位的資訊都要洽當並簡化。

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.
幫助使用者認識,診斷,而且從挽回錯誤
錯誤訊息應該以簡單的語言 (沒有程式碼)被表達,精確地指出問題,而且建設性地提出解決方案。

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.
輔助文件
即使系統不需文件就能使用比較好,提供幫忙和文件是必需的。任何資料應該是容易搜尋的,專注在使用者的工作,列出實行的具體步驟,而且容量不太。

I originally developed the heuristics for heuristic evaluation in collaboration with Rolf Molich in 1990. I since refined the heuristics based on a factor analysis of 249 usability problems [Nielsen 1994a] to derive a set of heuristics with maximum explanatory power, resulting in this revised set of heuristics [Nielsen 1994b].
我本來在 1990 年為和 Rolf Molich發展出啟發式的評估。我自從精簡啟發式的評估因素分析249 個可用性問題的以後〔尼爾森 1994 一〕用最大的說明力量源自一組啟發,造成這校訂啟發
〔尼爾森1994〕http://www.useit.com/papers/heuristic/heuristic_list.html
Updated Findings


英文資料
書籍:Usability evaluation in industry 作者:Patrick W. Jordan

Ten Usability Heuristics by Jakob Nielsen
First Principles of Interaction Design by Bruce "Tog" Tognazzini


中文資料
設計研究方法P267
Jakob Nielsen(1993)
1.使用簡單且自然的對話
2.使用使用者熟悉的語言文字
3.減少使用者的記憶負擔
4.一致性的介面設計
5.適當的回饋
6.提供明顯的出口(結束或離開)
7.提供簡便的操作方式(如功能鍵、快捷鍵等)
8.提供錯誤訊息
9.預防錯誤並提供補救的機會(容錯設計)
10.求助功能與操作手冊

優使性筆記本
http://blog.yam.com/usabilitymax/article/10205401
http://www.usabilitymax.com/

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