Psychological Usability Heuristics
Based on the work of Susan Weinschenk
People Don't Want to Work or Think More Than They Have To
- 1.1The system doesn't require more user work than needed.
- 1.2The system shows information in little bits (progressive disclosure).
- 1.3Examples are shown in addition to descriptions.
- 1.4The objects on the screen have correct affordances; clickable things look clickable.
- 1.5The system doesn't provide more features to the user than needed.
- 1.6Good default values are provided.
People Have Limitations
- 2.1In every moment, only indispensable information is provided on the screen.
- 2.2The information is easy to scan.
- 2.3Headers and short blocks of information or text are used.
- 2.4The system doesn't require the user to multi-task.
- 2.5Text lines have a suitable length; shorter is preferable, but people read better with longer ones.
People Make Mistakes
- 3.1The system is prepared for user errors, it anticipates what they will be, and endeavors to prevent them while enabling easy recovery.
- 3.2User confirmation is required before committing actions with severe results in case of error.
- 3.3It's easy to undo and always provides a method of escape without punishing the user.
- 3.4Errors are prevented rather than shown and corrected.
- 3.5Error-prone tasks are broken up into smaller chunks.
- 3.6If the system can correct a user error, it does so and shows what it did.
- 3.7The development of the interface includes several iterations, user feedback and testing.
Human Memory Is Complicated
- 4.1The system is not fully based on users' recall ability.
- 4.2Users aren't required to remember things from one task to another.
- 4.3Users aren't required to remember more than 3-4 items at a time.
People are Social
- 5.1The system supports social uses of its features where applicable.
- 5.2Users can look to others for guidance or recommendation.
- 5.3The system takes advantage of multiple users doing some tasks at the same time.
- 5.4Before asking the users to act or offer information, the system gives them something they want.
- 5.5The system shows people doing something when the users are required to do it.
- 5.6Social uses of the system are based on a maximum of 150 strong ties for a single user, but supports thousands of weak ties.
Attention
- 6.1Users' attention is grabbed and held at the right moments; users aren't distracted when paying attention to something important.
- 6.2The system uses unique, innovative, or novel objects in the interface when it wants the user to pay attention.
- 6.3The system doesn't rely on users noticing every change in the interface.
- 6.4To grab the attention, the system exploits the use of color, font, weight, balance, sound, or other effective principles of design.
- 6.5The system doesn't unnecessarily distract users.
People Crave Information
- 7.1The system takes advantage of users seeking food, relationships, information, etc.
- 7.2The system provides more information to the users when they ask for it.
- 7.3The system provides enough helpful feedback to tell the user what is going on.
Unconscious Processing
- 8.1The system takes unconscious processing into consideration.
- 8.2When users are required to commit a large action, they are first required to commit a smaller one.
- 8.3The system uses food, sex, and danger messages properly to grab user's attention
- 8.4Pictures of people and stories are used to induce emotional responses in the users.
- 8.5The system uses unconscious content properly to affect users' behaviour.
- 8.6The system takes users' unconscious decisions and rationalizations into consideration.
People Create Mental Models
- 9.1The system takes users' mental models into account.
- 9.2Tasks are designed to take previous users' mental models of every task into account.
- 9.3The system matches the users' mental model, or it teaches the users to have the right mental model of the system.
- 9.4Suitable metaphors are employed to help users obtain a correct conceptual model of the system.
- 9.5User research is done to collect information about users' mental models.
Visual System
- 10.1Information is logically grouped to help focus and avoid cluttered interfaces.
- 10.2Related objects are close in proximity.
- 10.3Fonts are sufficiently large and easy to read.
- 10.4The system takes peripheral vision into consideration; the visual environment of important objects in the interface is coherent with it.
- 10.5There is adequate color contrast.
- 10.6Pictures of objects are clear, descriptive and typically better if they have a slightly angled perspective and appear slightly above.
- 10.7When color is used to demonstrate a relationship, another method to show the same information is used.