WEBVTT

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In this session, I'm going to be talking about&nbsp;something that's referred to

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either as&nbsp;*expert evaluation* 
or *heuristic evaluation*.

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It's an evaluation done by one or more experts&nbsp;
using a set of guidelines,

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and evaluating whether a solution meets those guidelines, how well it&nbsp;meets the guidelines,

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where it is deficient.

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So, expert or heuristic evaluations rely on the&nbsp;experience and the expertise of the evaluator.

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So, you can't really do these things without&nbsp;
understanding some of the basic concepts

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of interaction design and usability.

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I mentioned&nbsp;at the outset that you would be using guidelines,

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but those guidelines are *not* self-explanatory,

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so you have to understand what a good solution to a particular problem, what you're trying&nbsp;to achieve,

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would look like because as you're doing evaluations

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and as the industry changes on a&nbsp;
regular basis,

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then you have to appreciate whether 
or not the solutions you're seeing

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actually&nbsp;conform to the guidelines in front of you.

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Heuristics are these rules of thumb based on *good&nbsp;
practice and known problems in design*.

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And they can be used from the very early design through to&nbsp;finished solutions.

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And you can even do expert or heuristic evaluations on

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just sketches if that&nbsp;would be helpful.

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It probably is more sensible a little bit later in the process,

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but certainly&nbsp;there's no impediment to looking at maybe the general layout of screens

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and saying, well, this&nbsp;screen is quite 
possibly overly complicated for

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the problem in hand and the customers or users&nbsp;that you're trying to target.

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It is relatively inexpensive in that hiring in a consultant for&nbsp;one or two days is actually

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very much cheaper than conducting usability evaluations.

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But immediately&nbsp;following, you'll notice that I mentioned that it's

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*not as effective as testing with real users*. 
And&nbsp;that is certainly the case.

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However, if you had a lot of novel designs and you wanted to get

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some&nbsp;idea about whether they were going to be effective,

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then inviting people in who actually do&nbsp;
usability testing who are experts in the field

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will get you a lot of feedback without nearly so&nbsp;
much cost as a lot of usability testing,

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which can get quite expensive just because of having&nbsp;
to recruit, reward, hire facilities, and so on.

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Jakob Nielsen published his book on User&nbsp;
Interface Engineering back in the early 1990s,

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and these are his 10 basic UI (user interface)&nbsp;
heuristics.

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And they haven't really changed, although when we actually go out to do something&nbsp;like benchmarking,

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we have a very much more detailed set of heuristics.

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But these are a useful&nbsp;starting point, and they're talking about fairly generic concepts like

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*visibility of system status*&nbsp;and making sure that people understand where they are in the process.

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And that, of course, is&nbsp;
a good thing no matter what you're doing.

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And detailed design does actually flow out of that

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– for example, letting people know that they've got things in their shopping basket.

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That is an example&nbsp;of the visibility of system status.

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*Match between the system and the real world* – and that's something&nbsp;I've already alluded to

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when I was referring to terminology. The mapping sometimes is also physical.

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If you're talking about the natural tendency for increasing the quantity of something, it tends&nbsp;to be *up*.

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So, if you've got a slider, then up or to the right is 'more'

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and down or to the left is&nbsp;'less'. 
And that's just what we call *natural mapping*.

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*User control and freedom* – being flexible,&nbsp;allowing people to go back and fix things.

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Bear in mind that when user&nbsp;
interface design was relatively new

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on sort of the large scale back in the 1990s

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when Windows 3.1, which was kind of the very first

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successful version of Windows, and of course the&nbsp;World Wide Web came around about the same time,

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it was uncommon, it was very unusual to have Undo&nbsp;functions.

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If you made a mistake and you needed to fix it, then you had to fix it yourself.

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There&nbsp;was no Control-Z or any kind of undo facility.

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It was something that you had to do, and we take&nbsp;that for granted now, but

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it was not the case in the early days.

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*Consistency and standards* –&nbsp;users should not have to wonder whether

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different words, situations or actions mean the same thing.

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And this&nbsp;continues to be a problem in some areas.

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Certainly on intranets within large organizations, you&nbsp;would find that one department had its own set of

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visual guidelines with its own&nbsp;visual language which was totally&nbsp;different to the next department.

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And if you&nbsp;were unlucky enough to have to move between

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those departments on the intranet, 
then you were in&nbsp;a bit of trouble.

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It doesn't happen so much these days with the web – 
e-commerce, for example;

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people&nbsp;do try very hard to make sure that users are going to have a fairly painless experience,

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and so we&nbsp;do tend to see things laid out with very 
*similar terminology and visual language*

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between totally&nbsp;different e-commerce sites. And to be honest, there,

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Amazon, because they are so large and popular,&nbsp;has been something of a yardstick.

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And most people, when they're asking for advice on how to&nbsp;do something in e-commerce,

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I would refer them to the Amazon site and usually for very good&nbsp;reason.

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*Error prevention* is much more successful than dealing with errors.

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Certainly if you're&nbsp;having to discard data
 or reject data because

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users did not understand how you wanted it&nbsp;formatted,

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you should *not insist that people punctuate things exactly the way you need them*.

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You&nbsp;can do whatever you like with the punctuation once you've got the basic data from them.

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If you&nbsp;want the phone numbers without punctuation,

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then take the punctuation out of the phone number&nbsp;after you've got it.

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If you don't like the spaces in the credit card numbers, then take the spaces&nbsp;out of the credit card numbers.

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So, that isn't something that Jakob talks about here, but it&nbsp;is a different form of error prevention,

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and I wholeheartedly recommended presenting users&nbsp;
with errors and telling them they've done bad

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and should do it over is *not good user experience*.

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*Recognition rather than recall* – and this is the basic premise of *all* user interfaces these days.

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That's the way that we've moved. Back in the 1970s and 1980s, most systems were command line based and

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you had to remember the syntax and spelling 
of the next command you wanted to enter.

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And when&nbsp;Windows and the Mac came along, both having stolen their designs from Xerox PARC,

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then we got what we&nbsp;used to refer to as *WYSIWYG* – What You See Is What You Get.

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We don't talk about that much these days,&nbsp;but it was all about *recognition*, which people are very much better at,

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than recall; so, you can&nbsp;*recognize things much more easily* than you can recall them from scratch.

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*Flexibility and&nbsp;efficiency of use* – and usually there is a trade-off between what you might call

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*design for learning*&nbsp;
and *design for efficiency*.

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That is all tied up with flexibility and efficiency of use.

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By making&nbsp;things *flexible and efficient*, you're often making them *harder to use*.

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So, that's where&nbsp;the tension in the design comes in.

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*Aesthetic and minimalist design* – people like&nbsp;
websites that look attractive

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and that they&nbsp;trust from a visual design perspective.

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And it is&nbsp;important that we *do not put too much in front of users at once*.

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And so, that's what we mean&nbsp;
by minimalist design.

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*Help users recognize, diagnose and recover from errors* – something that's&nbsp;actually these days largely overlooked,

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but it's still extremely important on more complex systems;

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things like Microsoft Office, most of the Adobe apps do have behind them a huge body of

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*help and&nbsp;documentation* – usually pretty awfully organized and presented, I have to say.

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It used to be better ten&nbsp;years ago, and we've just for some reason stopped worrying too much about that.

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So, it used to be that&nbsp;if you were looking at a dialog and you wanted help

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with that dialog, you could click on a button&nbsp;
and you would get help on that dialog.

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The best you can hope for these days is that you click&nbsp;on Help and you get taken to a website,

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and you now have to work out how you're going to find out&nbsp;about this specific issue that you are having

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with this specific dialog. So, things have gone a&nbsp;little bit backwards in recent years on that front.

