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.
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.
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.
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.
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.
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.
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.
• Approach a person • Ask their availability for testing the product • Ask them to do some tasks • Observe their interaction • Ask about their experience, feedback • Give them some reward (if any)
hard test and you want to express the feeling to your friends • You currently at home and want to work at HUBBA tomorrow • You want to make an arguments with @realDonaldTrump
tasks • Observing their interaction and feedback, try not to hint • Try to remember usability issues and ask them for suggestion • Thank you for participation • Fix it if you can, next person
participants to use the system while continuously thinking out loud — that is, simply verbalizing their thoughts as they move through the user interface.
product • ‘Don’t worry, you can’t do anything wrong. If something goes wrong, it my fault’ • Shut up! and let users talk • Don’t take note, just facilitate • Don’t hint, don’t guide, let user fail • ‘What do you think?’