UX Researcher
The ultimate UX principles and heuristics checklist
Before you start
â–¢ User opportunity / problem
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â–¢ Business goals + relevancy
â–¢ User journey
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â–¢ Context of user
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â–¢ Begin with the end in mind
Design with intent
1. Is it…
â–¢ Useful
â–¢ Usable
â–¢ Desirable
â–¢ Findable
â–¢ Accessible
â–¢ Credible
â–¢ Contextual
â–¢ Learnable
â–¢ Efficient
â–¢ Intuitive
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2. No need = no build
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3. Data matters
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What data do you have to backup / inform design decisions?
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4. Zoom out to see the big picture. Zoom in and think about each step
Cognitive Load
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1. Miller’s Law
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The average person can only keep 7 (+/- 2) items in their working memory
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2. Serial Position Effect
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Users have a propensity to best remember the first + last items in a series
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3. Reduce need to recall information
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'Don’t make me think'
Information Architecture
1. Ask…
â–¢ Where am I?
â–¢ What can I find here?
â–¢ Where can I go from here?
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2. Sense of…
â–¢ Scale
â–¢ Direction
â–¢ Location
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3. Funnel Optimisation
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Reduce minimum steps
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Simplest, fastest, logical route
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Linked resources should not pull user out of funnel
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4. How do you want to guide user?
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Flexibility + efficiency of use
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Each step in sequence is apparent to user
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Fitt’s Law
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Time to target = distance x size
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Hick’s Law
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Time to make a decision = number x complexity
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Jakob’s Law
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Learnt usability patterns = user experience expectations
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Occam’s Razor Law
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On an equal playing field - the one with the fewest assumptions should be selected
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Pareto Principle
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Most common / important functions = easiest to find
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80/20 principle
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5. Is the user in control?
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Postel’s Law
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Robustness principle = Accept liberally + Send/Do conservatively
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UX Copywriting
1. Simpler + shorter!
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BASKET! principle = to the point
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Titles are clear + descriptive
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Avoid vague + obtuse language
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2. Only the information needed is shown
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Additional info available on demand
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Minimal explanatory text
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3. Consistent + familiar terminology
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4. Be human
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Show some character
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Personalise the experience
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No kitchey / inauthentic tropes
UI, Visual + Interaction Design
1. Aesthetic Visibility Effect
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Usable design = user perception x aesthetically pleasing design
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2. UI is appropriate to user context
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3. Design Standards / Patterns vs Creativity
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4. Function vs Aesthetics
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5. Consistency
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6. Minimal = Less is more
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7. Visual cues
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Law of Prägnanz
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Ambiguous / complex images = simple interpretation = least cognitive effort
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Visual hierarchy
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Contextual to system
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Clear for new users
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8. Affordance
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Cue / sign communicated by the object
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9. Gestalt Law
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Hierarchy of influence between elements is apparent
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Law of Common Region
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Elements seen as groups = sharing area w/ clearly defined boundary
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Law of Proximity
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Objects near / proximate each other = grouped together
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Law of Similarity
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Similar elements = complete picture group even if separated
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Law of Uniform Connectedness
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Visually connected elements = more related than elements w/ no connection
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Von Restorff Effect
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The black sheep in a flock
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“Isolation effect” = the one that differs most from the rest = most likely to be remembered
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10. Scannability
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11. Accessibility
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Symbol / text meets minimum size, space and contrast requirements
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Consider the environment and context of user interacting w/ product
Feedback Loops
1. Clear metaphor between control + real world
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2. Visibility of system status
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Tesler’s Law
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Law of conservation of complexity = certain amount of complexity cannot be reduced
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Can the user understand the error?
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Clear and effective
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3. Doherty Threshold
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Productivity = (computer + user interacting) - waiting time
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4. Parkinson’s Law
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Task completion = inflation of time x available time
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5. Zeigarnik Effect
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Uncompleted / Interrupted task memorability vs completed
Error Handling
1. Leave room for user error
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2. Design for error prevention​
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Provide easy reversal of actions
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Help user recognise + recover from errors
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3. Help + support are readily available