문제를 해결함에 있어 그 노력을 줄이기 위해 사용되는 고찰이나 과정을 의미.
제한된 정보와 시간제약을 고려해 실무상 실현 가능한 해답이 바로 휴리스틱 접근법이다.
가장 이상적인 방법을 구하는 것이 아니라 현실적으로 만족할 만한 수준의 해답을 찾는 것이다.
http://www.nngroup.com/articles/ten-usability-heuristics/
Summary: Jakob Nielsen's 10 general principles for interaction design. They are called "heuristics" because they are broad rules of thumb and not specific usability guidelines.
- Visibility of system status
- The system should always keep users informed about what is going on, through appropriate feedback within reasonable time.
- 시스템이 어떤 상태, 상황인지 적절한 시간에 항상 알려라.
- Match between system and the real world
- The system should 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.
- 사용자의 입장/수준/언어로 말하라.
- User control and freedom
- Users often choose system functions 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.
- 사용자 실수 처방용 undo/redo 기능을 제공하라.
- Consistency and standards
- Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions.
- 단어, 상황, 동작 동일하게 일관성, 표준을 유지하라.
- Error prevention
- Even better than good error messages is 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.
- 사용자 실수를 사전에 예방하도록 하라.
- (오류 발생할만한 상황을 제거하기, 동작을 취하기 전에 확인 버튼을 제공 등)
- Recognition rather than recall
- Minimize the user's memory load 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.
(Read full article on recognition vs. recall in UX.) - 기억하게 하지말고, 인지할 수 있게 만들라. 사용자가 기억해야 하는 것은 최소화 하라.
- Flexibility and efficiency of use
- Accelerators -- unseen by the novice 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.
- (숙련자만에게만 보여지는 가속기처럼) 초보자와 숙련자 모두를 충족해줄 수 있는 시스템을 제공하라.
- Aesthetic and minimalist design
- Dialogues should not contain information 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.
- 다이얼로그는 정말 중요한 정보만 넣어라.
- Help users recognize, diagnose, and recover from errors
- Error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution.
- 사용자가 에러를 인지 / 진단 / 고칠 수 있도록 하라. 정확하게 문제를 설명하고 해결책을 제시하라.
- 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.
- 도움말이 필요없어 보여도 필요할 때가 있다. 도움말은 검색하기 쉽고, 사용자의 작업에 초점을 맞추야 하고, 구체적인 단계를 나열해야 하고, 너무 커서는 안된다.
I originally developed the heuristics for heuristic evaluation in collaboration with Rolf Molich in 1990 [Molich and Nielsen 1990; Nielsen and Molich 1990]. I since refined the heuristics based on a factor analysis of 249 usability problems [Nielsen 1994a] to derive a set of heuristics with maximum explanatory power, resulting in this revised set of heuristics [Nielsen 1994b].
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