Heuristic Evaluation Articles & Videos

  • Design Guidance: Principles, Patterns, Heuristics, and Team Charters

    Design teams rely on a combination of principles, patterns, heuristics, and charters to create consistent and usable experiences in a collaborative way.

  • How to Increase the Visibility of Error Messages

    Error messages can be a crucial point in the user experience. To be effective, they must be clearly visible, which can be accomplished by displaying them close to the error's source, using noticeable, redundant, and accessible indicators, designing them based on their impact, and avoiding displaying them prematurely.

  • How to Conduct a Heuristic Evaluation

    Learn how to systematically review your product to find potential usability and experience problems.

  • Usability Heuristics Applied to Board Games

    Usability heuristics suggest what influences the design of successful board games.

  • Memory Recognition and Recall in User Interfaces

    Recalling items from scratch is harder than recognizing the correct option in a list of choices because the extra context helps users retrieve information from memory.

  • How to Conduct a Heuristic Evaluation

    Step-by-step instructions to systematically review your product to find potential usability and experience problems. Download a free heuristic evaluation template.

  • An Error Messages Scoring Rubric

    Identify UX problems with error messages consistently and effectively using a scoring rubric based on established usability best practices for error messages.

  • Error-Message Guidelines

    Design effective error messages by ensuring they are highly visible, provide constructive communication, and respect user effort.

  • The UX of Phone Trees

    Phone trees are notoriously frustrating for 4 main reasons. There are many small ways to make them more usable and less miserable, however.

  • Discount Usability Revisited (Jakob Nielsen Keynote)

    3 methods for cheap and fast UX work are still good advice to emphasize iterative design and accelerate UX maturity improvements (This was Jakob Nielsen's keynote at the in-person Washington DC UX Conference)

  • How to Conduct a Cognitive Walkthrough Workshop

    Step-by-step directions for running a cognitive-walkthrough workshop with examples and templates included.

  • Support Recall Instead of Recognition in UI Design

    To strengthen people’s memory skills, we should design interfaces that help users practice recall.

  • Evaluate Interface Learnability with Cognitive Walkthroughs

    Learnability is a crucial component of UX for complex and novel interfaces. Cognitive walkthroughs can identify design problems that derail new users.

  • 10 Usability Heuristics Applied to Complex Applications

    Nielsen’s 10 usability heuristics can be used to analyze the UX of applications that support domain-specific, complex workflows.

  • 10 Usability Heuristics Applied to Virtual Reality

    Jakob Nielsen’s 10 usability heuristics can improve the user experience of VR applications.

  • Maintain Consistency and Adhere to Standards (Usability Heuristic #4)

    Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform and industry conventions.

  • Help and Documentation (Usability Heuristic #10)

    Interface help comes in two forms: proactive and reactive. Proactive help is intended to get users familiar with an interface while reactive help is meant for troubleshooting and gaining system proficiency.

  • User Control and Freedom (Usability Heuristic #3)

    Users often make mistakes or change their minds. Allow them to exit a flow or undo their last action and go back to the system’s previous state.

  • Flexibility and Efficiency of Use (Usability Heuristic #7)

    Shortcuts— unseen by the novice user — speed up the interaction for the expert users such that the system can cater to both inexperienced and experienced users.

  • Firm Rules and Goals for UX vs. Balancing Goals

    To what extent do we have unwavering goals and definitive answers for user experience work? When can (or should) we compromise the design?