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As you may can guess, we fixed the problems we found in our heuristic evaluation. The first one was important but simple. We just had to implement a high score display into the actual game. For second problem we found we used the same „load function“ as in the other menues of our application. The user has to put his hands over the „photobutton“ as it changes the color. After about three seconds a photo will be made. This prevents the user from accidantally taking a photo.
Even though we just found two problems with our heuristic evaluation we are still glad that we have done it because, as you can also see in the ratings, the problems we found were very serrios.
In our heuristic evaluation we found two problems, after a long discussion. The first one is located in „the visibility of the system status“. There is no High-Score display during the game. Even though we had it in our Storyboard we just forgot it. Furtunately we made a heuristic evaluation ;).
The second one is a problem of „Recognition rather than recall“ and of „Flexibility and efficiency of use“. The issue is about the photo the user makes for the high score at the end of the game. Sometimes the user accidently triggers the „photobutton“ because his/her hand graces over it.
For the rating of these problems we used Jakob Nielsen’s rating scale to rate the severity:
0 = I don’t agree that this is a usability problem at all
1 = Cosmetic problem only: need not be fixed unless extra time is available on project
2 = Minor usability problem: fixing this should be given low priority
3 = Major usability problem: important to fix, so should be given high priority
4 = Usability catastrophe: imperative to fix this before product can be released
Since we all did the heuristic evaluation we decided to take the highest rating into account. For the first problem the ratings were
So we fixed it immediately!
For the second problem the ratings were
so we gave it a high priority.
We used Nielsen’s updated list of Ten Usability Heuristics as our basic set of heuristics.
• Visibility of system status
• Match between system and the real world
• User control and freedom
• Consistency and standards
• Error prevention
• Recognition rather than recall
• Flexibility and efficiency of use
• Aesthetic and minimalist design
• Help users recognize, diagnose, and recover from errors
• Help and documentation
In addition, after a long discussion, we found two more project specific heuristics.
The first one is
That is because in our application it is very important that the sound-sample comes directly with the triggering of the respective Icon/button, so that the user gets points and plays on the beat.
The second on is
• arrest attention
MoveTheBeat is made for public places. The user and his frinds should come closer when they see/hear it. When somebody plays the game other people should stop and be amazed.