Heuristic Evaluation Traditional Heuristics Error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution. 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. (Nielsen) The heuristic evaluation of HCI was first introduced in 1990 by Jakob Nielsen and Rolf Molich. Their evaluation method consisted of The advantages of this evaluation method are having three to five expert users (people who is many. It is a relatively inexpensive, easy and familiar with the system) compare the system to a quick, and can be used to evaluate non-finished set of common usability principles known as the products (Nielson 1990). This makes heuristics a heuristics. The evaluator rates the system on a one choice form of evaluation, used often in when to five scale, one indicating that the system does testing interfaces. not adhere to the principle, and 5 indicating that the system does adhere. The generally accepted Ambient Interface Heuristics heuristics used for this evaluation, as defined by Jakob Nielsen, are the following: While the traditional heuristics are effective in Visibility of system status - The system should always keep evaluating many user interfaces, some of these users informed about what is going on, through appropriate heuristics do not apply to ambient displays, while feedback within reasonable time. other key design principles for ambient displays are Match between system and the real world - The system missing from the heuristics. This is due to the should speak the users' language, with words, phrases and different nature of ambient displays. In 2003, a concepts familiar to the user, rather than system-oriented terms. Follow real-world conventions, making information new revised set of 12 heuristics were developed to appear in a natural and logical order. accommodate the special needs of ambient User control and freedom- Users often choose system displays. The following are revised heuristics, functions by mistake and will need a clearly marked including descriptions of the new heuristics: "emergency exit" to leave the unwanted state without having to go through an extended dialog. Support undo and redo. Sufficient information design - The display should Consistency and standards - Users should not have to wonder whether different words, situations, or actions mean be designed to convey “just enough” information. Too the same thing. Follow platform conventions. Error prevention - Even better than good error messages is much information cramps the display, and too little a careful design which prevents a problem from occurring in makes the display less useful. the first place. Either eliminate error-prone conditions or check for them and present users with a confirmation option Consistent and intuitive mapping Match between system and real world before they commit to the action. Visibility of State - An ambient display should make the Recognition rather than recall - Minimize the user's memory load by making objects, actions, and options visible. states of the system noticeable. The transition from one state The user should not have to remember information from one to another should be easily perceptible. part of the dialog to another. Instructions for use of the system Aesthetic and Pleasing design – The display should be should be visible or easily retrievable whenever appropriate. pleasing when it is placed in the intended setting. Flexibility and efficiency of use - Accelerators -- unseen by Useful and Relevant Information – The information should the novice user -- may often speed up the interaction for the be useful and relevant to the user and the intended settings Visibility of System Status expert user such that the system can cater to both User Control and Freedom inexperienced and experienced users. Allow users to tailor Easy Transition to More In-Depth Information - If the frequent actions. display offers multi-leveled information, the display should Aesthetic and minimalist design - Dialogs should not make it easy and quick for users to find out more detailed contain information which is irrelevant or rarely needed. Every extra unit of information in a dialog competes with the information. “Peripherality” of Display – The display should be relevant units of information and diminishes their relative unobtrusive and remain so unless it requires the user's visibility. Help users recognize, diagnose, and recover from errors - attention. User should be able to easily monitor the display. Error Prevention Flexibility and Efficiency of Use Research has shown that these revised methods of evaluation are 9% more effective at identifying usability problems per an evaluator. These new heuristics have become a standard for heuristic evaluation of ambient displays (Altosaar). Since only the heuristics are revised, all the benefits of heuristic evaluation are preserved and no additional costs are incurred in this process.