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    Nielsen heuristic principles

    anyone knows these Nielsen Heuristic principles to find faults in user interfaces with mobile applications ....

    do reply if u know....

    i gotta a game to find faults with it using Nielsen Heuristic principles....

    do help me...reply...
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    From a quick search, I think that this is the page to start with. A(n over)simplified version of the heuristics could be stated as:
    • Show what's happening inside the program
    • Talk like a user, not like a programmer
    • Don't make the user jump through hoops to do simple things
    • Do familiar things in a familiar way
    • Avoid errors before they come up, or at least try to fix them rather than just dumping them in the users' laps
    • Let the user see what to do rather than having to memorize a lot of details
    • Give the users shortcuts, and let them set up their own shortcuts
    • Keep It Simple, Stupid
    • If something goes wrong, tell the user about it in a way that makes sense to them, and try to help them fix it
    • Give the user good, clear and useful documentation

    Several of these can be seen as an extension of the Principle of Least Astonishment, though the specific rules are valid in themselves, from what I'm reading. The second heuristic is something I've been trying to address in my own work on Notational Design, but Nielsen states it as a general principle going far beyond what I'd been doing.
    Last edited by Schol-R-LEA; May 4th, 2009 at 08:59 AM.
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