Usability Heuristics & Golden Rules
The most-used checklists for evaluating any interface. Use them for design reviews, heuristic evaluations, and as guardrails while generating new UI.
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Nielsen's 10 Usability Heuristics (1990 w/ Molich; refined 1994)
- Visibility of system status — Keep users informed through timely feedback. Every tap, save, upload, or process shows its state.
- Match between system and the real world — Speak the user's language; follow real-world conventions; order information naturally.
- User control and freedom — Provide clearly marked exits, undo, and redo. Users take actions by mistake; make recovery cheap.
- Consistency and standards — Same words/actions mean the same things everywhere; follow platform conventions (see Jakob's Law).
- Error prevention — Eliminate error-prone conditions or confirm before consequential actions. Prevention beats good error messages.
- Recognition rather than recall — Make objects, actions, and options visible. Don't force users to remember information across screens.
- Flexibility and efficiency of use — Accelerators (shortcuts, recents, defaults, customization) let experts speed up without confusing novices.
- Aesthetic and minimalist design — Every extra unit of information competes with the relevant units. Cut what doesn't serve the task.
- Help users recognize, diagnose, and recover from errors — Plain language, precise problem statement, constructive next step.
- Help and documentation — Best if the system needs none; when needed, make it searchable, task-focused, concrete, and short.
Norman's design principles (1988; rev. 2013)
Complementary lens from The Design of Everyday Things — where Nielsen's list is evaluative, Norman's explains why interfaces fail:
- Discoverability — can users tell what actions are possible and where?
- Feedback — every action produces an immediate, informative result.
- Conceptual model — the design projects a coherent model of how the system works; users act on their model, not yours (see Mental Models, Affordances & Learnability).
- Affordances & signifiers — affordance = the action a thing permits; signifier = the perceivable cue that communicates it. Flat-design failures are usually missing signifiers (a button that doesn't look pressable).
- Mapping — controls relate spatially/logically to their effects (stove-burner layout; slider direction matches value direction).
- Constraints — physical, logical, and cultural limits that prevent wrong actions (can't proceed until required field is valid).
- Gulfs of execution and evaluation — the gap between intent and knowing how to act, and between system state and knowing what happened. Most UX problems are one of these two gulfs; name which one when diagnosing.
Shneiderman's Eight Golden Rules (1987, updated through 6th ed.)
- Strive for consistency. 2. Seek universal usability (novice→expert, plasticity for ability/age/tech). 3. Offer informative feedback.
- Design dialogs to yield closure (clear beginning/middle/end of task).
- Prevent errors. 6. Permit easy reversal of actions. 7. Keep users in control (they initiate; the system responds). 8. Reduce short-term memory load.
Krug's laws of usability (2000)
- "Don't make me think": pages should be self-evident; obvious beats clever.
- Users don't read pages, they scan them; they satisfice (pick the first reasonable option, per Herbert Simon's term) rather than optimize; they muddle through rather than learn how things work.
- Remove needless words: cut half, then cut half of what's left (his rule of thumb, not a measured constant).
How to run a heuristic evaluation
3–5 evaluators independently walk key tasks, logging violations against the heuristics with severity (0 none → 4 catastrophic). Nielsen's research found a single evaluator catches roughly a third of problems; ~5 evaluators find around three-quarters, with diminishing returns beyond that (Nielsen & Landauer 1993). Aggregate, de-duplicate, prioritize by severity × frequency. It finds different problems than usability testing (expert-predicted vs. observed) — it complements testing, never replaces it.
How to write a heuristic finding
A finding others can act on has five parts:
- Location — screen/state/element, with screenshot or path.
- Evidence — what the interface does, described neutrally ("the save button gives no feedback for ~3 s"), not opinion ("saving feels broken").
- Heuristic violated — name it; if you can't, it's a preference, not a finding.
- Severity — 0 not a problem / 1 cosmetic / 2 minor / 3 major / 4 catastrophe, rated by frequency × impact × persistence (Nielsen's scale). Rate severity independently after collecting findings.
- Recommendation — direction, not a full redesign; one per finding.
Anti-patterns: bundling several problems into one finding; leading with the solution; severity inflation (if everything is a 4, nothing is); logging deviations from personal taste as violations.
Sources
- Nielsen, J. & Molich, R. (1990). "Heuristic evaluation of user interfaces." Proc. CHI '90.
- Nielsen, J. (1994). "Enhancing the explanatory power of usability heuristics." Proc. CHI '94; and Usability Engineering (1993, Academic Press). Current wording: "10 Usability Heuristics for User Interface Design," Nielsen Norman Group (nngroup.com), updated periodically.
- Nielsen, J. & Landauer, T. K. (1993). "A mathematical model of the finding of usability problems." Proc. INTERCHI '93.
- Norman, D. A. (1988; revised ed. 2013). The Design of Everyday Things. Basic Books.
- Shneiderman, B. et al. Designing the User Interface (1st ed. 1987; 6th ed. 2016, Pearson) — Eight Golden Rules.
- Krug, S. (2000; 3rd ed. 2014). Don't Make Me Think. New Riders.