Interaction Design
Course Map
Interaction design is the design of interactive products that support how people communicate, work, and act in everyday life. The course takes a user-centred design view: understand users and stakeholders, derive requirements, explore alternative designs, prototype, implement, evaluate, and iterate.
- Identify users, stakeholders, contexts, and goals.
- Collect user research data and interpret it.
- Represent users through personas, scenarios, and journey maps.
- Develop business, user, functional, quality, and constraint requirements.
- Explore alternatives with brainstorming, concepts, storyboards, and prototypes.
- Evaluate with expert methods and user studies, then redesign.
- You are not the user; evidence is needed.
- Data alone is not empathy; it must be interpreted.
- Design choices should be traced back to user goals, context, and requirements.
- Iteration matters because users respond better to concrete artefacts than abstract questions.
- Evaluation method choice depends on cost, risk, stage, and desired evidence.
User-Centred Design
UCD provides a structured way to build empathy for people affected by software. It helps with building the right software by discovering useful purpose and priorities, and building the software right by making the product usable for the intended users.
UCD fits into normal software engineering. It informs what to build, who it is for, why it matters, how features should work, whether they are usable, and which features deserve priority.
Its return on investment comes from early correction: misunderstandings become increasingly expensive as a product moves from idea to backlog, implementation, staging, and release.
Types Of Design Context
| Context | Typical Concern | Design Implication |
|---|---|---|
| Consumer apps | Users can leave at any time. | Prioritise walk-up-and-use usability, clear onboarding, and immediate value. |
| Enterprise/government apps | Users may be required to use the system. | Prioritise productivity, reliability, and support for trained expert use. |
| Socio-technical services | Users may have little alternative access to a service. | Balance usability, fairness, access, stakeholder effects, and operational constraints. |
User Research Methods
User research uses empirical methods to learn about people, their activities, contexts, needs, and constraints. It can collect quantitative data such as counts, timings, ratings, and demographics, and qualitative data such as words, images, observations, stories, and explanations.
| Method | Useful For | Risks / Limits |
|---|---|---|
| Interviews | Experiences, opinions, knowledge, goals, pain points. Semi-structured interviews often balance richness and focus. | Large data volume, interviewer bias, leading questions, off-target discussion. |
| Focus groups | Similarities/differences between people, group reactions, comparing stakeholder views. | Dominant participants, group pressure, conflict between stakeholder groups. |
| Observation | Actual behaviour, context, workarounds, tacit activity. Can be field or lab based. | Intrusion, privacy issues, artificial lab context, large data volume. |
| Questionnaires | Specific answers from many participants; closed questions support quantitative analysis. | Rigid, impersonal, question order effects, ambiguous wording. |
| Card sorting | Terminology, categories, relationships, information architecture. | Needs careful item choice; categories may not translate directly into final navigation. |
| Documentation study | Procedures, rules, legislation, background when stakeholder access is limited. | May be idealised, incomplete, or outdated; insufficient alone. |
| Similar-product research | Features, competitor differences, reviews, pain points, design opportunities. | Can prompt requirements but may constrain creativity. |
Interviews, focus groups, and observation collect primarily qualitative data and give a holistic understanding of users and their context; questionnaires and card sorting can yield more quantitative, specific answers.
Interview Structure
| Type | Definition | Trade-off |
|---|---|---|
| Unstructured | No prepared questions; interviewee-led. | + rich data − too much data, off-target. |
| Semi-structured | Some questions prepared in advance. | + rich and targeted − still a lot of data. |
| Structured | All questions prepared in advance. | + straightforward collection − rigid. |
- Ask for concrete examples: "tell me about the last time you…" rather than abstractions.
- Ask what is typical or unusual about the experience.
- Prefer open questions ("what do you do when…?") over closed yes/no questions.
- Notice and reuse the participant's vocabulary; avoid jargon they may not understand.
- Split long or compound questions into several questions.
- Avoid leading questions: ask the broad question ("what do you think of…?") before the "why".
- Be aware of unconscious biases (gender, age, cultural stereotypes).
Observation Protocols
Observation can be in the field (ethnography — realistic but intrusive, privacy/reliability concerns) or in the lab (less intrusive but artificial). It can be paired with a verbal protocol:
- Concurrent ("think-aloud"): users say what they are doing and why while performing the task. Good for understanding the nature and context of a task; produces a lot of data.
- Retrospective: users explain what they did and why after finishing (e.g. reviewing recordings/logs). Good for cognitively demanding tasks since the user can focus, but users may forget what they did.
Card Sorting Variants
- Open: no pre-set groups; participants create groups and then describe each one. Best for discovering categories and terminology.
- Closed: a pre-established set of groups; participants place cards into them. Tests an existing structure.
- Hybrid: a combination — some pre-set groups plus freedom to create new ones.
Questionnaire Question Types
- Open: respondent writes a free-form answer.
- Closed: respondent selects from given options — numerical input (age, hours), simple checklist (yes/no/don't know), multi-point rating scale, or ranked order of preferences.
Guidelines: word statements so all respondents interpret them the same way; consider an "open" answer after a list of closed options; don't make assumptions about the respondent; remember question order affects responses; decide whether phrasing is all-positive, all-negative, or mixed; keep questionnaires short.
Mixed Methods
Combining methods and data types helps triangulate findings. Creswell & Plano Clark (2011) distinguish several designs:
| Design | How it combines QUANT and QUAL |
|---|---|
| Triangulation | Collect QUANT and QUAL in parallel; interpret based on both together. |
| Embedded | One type is dominant with the other embedded as support (e.g. QUANT + small qual). |
| Explanatory | QUANT first, then qual to explain the numbers (QUANT → qual). |
| Exploratory | QUAL first, then quant to test/generalise (QUAL → quant). |
Choosing A Research Method
The choice of method(s) depends on:
- The amount of time, level of detail, and risk associated with the method.
- The knowledge required by the researcher to run it well.
- The context for design (consumer, enterprise, service).
- The kind of activities users perform: sequential vs overlapping subtasks; simple vs complex information; layman vs skilled practitioner.
Research Guidelines
- Focus on users' and stakeholders' needs, not preferred implementation first.
- Involve all relevant stakeholder groups and more than one representative per group.
- Pilot research methods to discover practical and ethical problems early.
- Use informed consent; consider confidentiality, anonymity, power differences, incentives, and risk.
- Decide how data will be analysed before collecting it.
- Use mixed methods where useful: multiple methods and multiple data types help triangulate findings.
User Research Data Analysis
Data does not automatically create empathy. Analysis and interpretation are what let a team discuss implications, keep users in mind, and make defensible design decisions.
- Central tendency: mean, median, mode.
- Variability: range, variance, standard deviation.
- Categorical distribution: counts and percentages.
- Visualisation: charts, histograms, scatter plots, time series, maps.
Use graphs carefully: Anscombe's quartet is the standard warning that similar summary statistics can hide very different data patterns.
- Critical incidents: identify key events worth deeper analysis.
- Thematic analysis: inductively find themes and patterns in data.
- Categorisation: deductively code data using a pre-existing scheme.
- Evidence chains: show how findings arise from underlying data.
Qualitative data can be counted, but doing so can lose depth and context.
In practice, combine all qualitative techniques: look for critical incidents to focus on, find themes (inductive), and categorise against a scheme (deductive).
Raw Data By Method
| Method | Example Qualitative Data | Example Quantitative Data |
|---|---|---|
| Interviews / focus groups | Audio/video recordings, interviewer notes, open-question responses. | Demographic and closed-question responses. |
| Observation | Observer notes, photos, recordings, think-aloud, task descriptions. | Time on task, number of people in an activity, demographics. |
| Questionnaires | Responses to open and "further comments" fields. | Demographic and closed-question responses. |
| Card sorting | Categories developed, items in each category, comments. | List of categories and counts of items in each. |
Presenting Findings
How to present depends on the audience, the purpose, and the data gathering/analysis done. Use graphical representations as needed. It is good practice to present an evidence chain showing how findings arise from underlying data — this adds richness and protects against over-interpretation.
Keeping Users In Mind
Research findings need representation. Stakeholder maps, personas, scenarios, and journey maps make findings concrete enough to guide design discussions.
Stakeholder Analysis
Stakeholder analysis is used to identify everyone with a stake in the system, track their interests, and prioritise product and business development. A stakeholder is anyone who is affected by, influences, supports, maintains, buys, or receives output from the system — not only the people who type on the keyboard.
Target users vs other stakeholders
First separate the target users — who you are designing for — from everyone else.
- Target users (the "primary stakeholder"): the intended user group(s). There can be more than one — e.g. CamCORS serves students, supervisors, and Directors of Studies.
- Other stakeholders: people who may influence the user's interaction (e.g. a parent managing a child's device use), be affected by it (e.g. friends of a runner using a trail-map app), or support it (e.g. help-desk staff).
Taxonomy 1 — starting from the product/system (Eason, 1987)
| Type | Meaning | Example (a hospital booking system) |
|---|---|---|
| Primary | Frequent, hands-on users of the system. | Receptionists booking appointments. |
| Secondary | Produce input for, or receive output from, the system — occasionally or via someone else, but don't directly operate it. | Doctors reading the schedule; patients receiving a confirmation text. |
| Tertiary | Affected by the system's introduction, or influence its purchase, but are neither primary nor secondary. | Hospital management approving the budget; regulators. |
| Facilitating | Involved in the system's design, development, operation, support, and maintenance. | The dev team, IT support, trainers. |
Taxonomy 2 — starting from the organisation
- Internal: people who work for the organisation — employees, managers, owners.
- External: groups outside it — customers/users, community/society, suppliers, shareholders/investors, government.
The two taxonomies are different lenses, not rival "right answers" — use whichever surfaces more relevant people for the question. They overlap: a primary user is usually also an external (or internal) stakeholder.
Stakeholder Mapping (Influence–Interest Matrix)
Plot each stakeholder on two axes — their influence/power over the project and their interest in it — to decide how much to engage each one.
| Low interest | High interest | |
|---|---|---|
| High influence | Keep satisfied (e.g. a regulator, a budget holder). | Manage closely — your key players; involve heavily (e.g. primary users, sponsor). |
| Low influence | Monitor — minimal effort (e.g. the general public). | Keep informed (e.g. affected secondary users). |
This lets the team prioritise engagement, manage expectations, and make sure the most important stakeholders' needs are met.
For "who are the stakeholders for system X?" don't just list users. Work systematically:
- Name the target user group(s) first and justify them — these anchor the rest.
- Sweep the four product roles (primary / secondary / tertiary / facilitating) and give a concrete example of each for this system. This is the structure markers look for.
- Ask the three "other stakeholder" prompts: who influences the user, who is affected, who supports? This catches non-obvious people (parents, regulators, support staff).
- Map onto influence × interest and state who you'd prioritise and why, including those you would not design for (links to exclusionary personas).
Why it scores: a strong answer shows you can go beyond the obvious user, justify priorities with the matrix, and acknowledge conflicting needs between groups — then explain how research with ≥1 representative per group resolves them.
Challenges: finding the right people, balancing conflicting needs and priorities, and engaging each stakeholder at the right time.
Personas
A persona is a fictitious but specific archetype built from user research and field observations. It gives the team a concrete design target: would this work for this user, in this context, with these goals?
- Focal: primary users the design is optimised for. At least one persona must be focal; aim for fewer than three.
- Secondary: also use the product, satisfied where possible.
- Unimportant: low-priority users — infrequent, unauthorised, unskilled, or those who misuse the product.
- Affected: do not directly use the product but are affected by it (e.g. someone who receives reports from a user).
- Exclusionary: explicitly out of scope, preventing non-users creeping back into discussions.
Good personas include demographics only where relevant, plus goals, motivations, proficiency, frustrations, usage context, and quotes or details that connect to evidence. Weak personas are superficial stereotypes.
Creating a persona
- Review the user research collected about the stakeholder group.
- Identify the common attributes within the group.
- Identify the differences between this group and others.
- Describe a unified persona combining those attributes — it can be a collage of multiple users.
Start with name, photo, demographics, and a personality quote/slogan; then add product-specific attributes: goals/needs/motivations, knowledge/proficiency, frustrations (pain points), and context of usage. Challenges: superficial stereotypes, "what you see is all there is" bias, and cost.
Scenarios And Journey Maps
A scenario is a concise description of a persona using a product to achieve a goal. It helps validate assumptions and transfer abstract design into wireframes, user stories, or test tasks.
- Task-based scenarios: state the user goal and reason, without detailed steps.
- Elaborated scenarios: include richer context and user detail.
- Full-scale task scenarios: include the steps to accomplish the task.
A journey map combines persona, scenario, goals/actions, timeline, thoughts, emotions, pain points, and opportunities. It is useful for discussing how a product fits into real life, but it can become misleading if not grounded in research.
Requirements Development
A requirement is something the product must do or a quality it must have. Requirements analysis communicates what the system will do and how it should behave before implementation decisions dominate.
Failures in requirements are expensive: customers may express needs ambiguously, designers may misunderstand them, and programmers may faithfully implement the wrong thing.
| Requirement Type | Question Answered | Example Shape |
|---|---|---|
| Business requirement | Why is the organisation building this? | Business objective, benefit, market or policy goal. |
| Business rule | What policy/regulation constrains the business? | Not a software requirement itself, but the origin of several requirements (policy, standard, legislation). |
| User / stakeholder requirement | What must a user or stakeholder be able to achieve? | User goal, task, desired attribute, scenario, user story. |
| Functional (solution) requirement | What behaviour will the software exhibit? | Inputs, outputs, actions, data manipulation, system response. |
| Quality requirement | How well must it perform or support action? | Usability, performance, reliability, security, maintainability. |
| System requirement | What does a multi-system product need overall? | Top-level requirement spanning all software, or software + hardware. |
| External interface requirement | How does it connect to people, devices, or other systems? | APIs, hardware interfaces, import/export, platform conventions. |
| Constraint | What choices are restricted? | Technology, platform, deadline, regulation, legacy database. |
The functional/non-functional split is useful but imprecise. Avoid treating functional requirements as automatically more important; usability, reliability, and accessibility requirements can be decisive for success.
- User requirement: maintain an accurate UK map with enough information to hike safely; let users create and store hike plans; track the hike by GPS and warn if going off course.
- Functional: store roads, footpaths, terrain, elevation; overlay Met Office weather warnings; check for map updates weekly.
- Quality (reliability): works offline during tracking mode.
- Quality (usability): onboarding flow has fewer than 10 steps.
- Constraint: a mobile app for both Android and iOS.
Exploring The Design Space
The same user requirements can be implemented in many ways. UCD narrows this space by creating and comparing alternatives while keeping users, goals, and context visible.
| Method | Purpose | Watch Out For |
|---|---|---|
| Brainstorming | Generate many ideas from a brief; later filter and develop them. | Groupthink, dominance, peer pressure, loss of focus. |
| Moodboarding | Capture the feel, style, tone, and visual direction of a design. | Subjectivity; harder to represent interaction than visual style. |
| Concept development | Define a central metaphor or idea that drives graphic and interaction choices. | Over-literal metaphors can distract or damage usability. |
| Product-specific design principles | Frame design decisions with values specific to the user group, product, and brand. | Principles must be few, memorable, differentiating, and actionable. |
| Storyboarding | Show user flow and task progress as sequential frames. | Should show interaction and context, not only a sequence of screens. |
Brainstorming Approaches
Run with a facilitator and "house rules": set a time limit, start from a brief, withhold judgment, encourage wild ideas, aim for quantity, build on others' ideas. Two dimensions structure it:
- Group: individuals contribute directly (e.g. Osborn's method).
- Individual → group: brainstorm alone, then share (nominal group technique, team idea mapping).
- Individual ↔ individual → group: respond to each other's ideas, then discuss (group passing, directed brainstorming).
- Brain-netting: collect all ideas as they come, unstructured.
- Mind mapping: capture associations between ideas.
- Starbursting: ask what/where/when/why/how for each idea.
- Gap analysis and SWOT analysis.
Concept Development
A central concept or metaphor drives both graphic decisions (layout, colour, fonts, imagery) and interaction decisions (widgets, animation, navigation), giving a coherent design. Two forms:
- Verbal concept: word(s) describing the interface — tends toward the abstract; focused on the message.
- Visual concept: an image or colour scheme — more concrete; focused on how the message is conveyed.
Example: OneNote uses a "notebook" metaphor (coloured tabs as sections, pages grouped into sections). Risk: an over-literal metaphor can distract or harm usability.
Prototyping
A prototype is an incomplete early version of a product. Its purpose is not production quality; its purpose is learning.
- Sketch alternatives quickly.
- Demo a concept to teammates, clients, funders, or users.
- Think through making.
- Test assumptions and identify missing details.
- Compare alternatives and prioritise important features.
- Evaluate interaction, user flow, usability, and perceived value.
- Low fidelity: paper sketches, rough flows, cheap to change; best for concepts and interaction feedback.
- High fidelity: interactive, visual, coded or tool-built; best for usability, flow, and realistic evaluation.
- Wireframes: layout and information architecture without full visual design.
- Video/form models: useful when direct interaction is costly or the physical form matters.
Prototypes are classified along two independent axes: by fidelity (how polished — lo-fi vs hi-fi) and by interactivity (non-interactive like storyboards/wireframes, vs interactive — either click-through built in Adobe XD/Balsamiq/PowerPoint transitions, or coded). Lo-fi (hand sketches, post-its) is quick, cheap, and gets feedback on interaction and concepts rather than visual polish; hi-fi has realistic visuals and interaction (some content real, some simulated) and is used for usability, flow, investment, sales and marketing. Other forms: paper prototypes, wireframes (information schematic, layout only), video (tells a story; for costly/impossible demos), and form models (don't work but show physical form, allowing direct handling).
Cognitive Aspects For Design
Interfaces are interpreted through limited memory, perception, and attention. Good design reduces memory load, uses visual grouping deliberately, and guides attention without creating noise.
Memory
The multi-store (Atkinson–Shiffrin) model: sensory memory → (attention) → short-term memory → (rehearsal/transfer) → long-term memory, with retrieval back to STM.
Short-term memory
- Holds (but does not manipulate) a small amount of information, briefly.
- Limited duration: ~15–30 seconds, extendable by rehearsal.
- Limited capacity: ~7 items (Miller's "magical number 7±2"), varying by type (~7 digits, ~6 letters, ~5 words).
- Extended by chunking — grouping items, e.g.
756298622741vs756 298 622 741.
Long-term memory
- Explicit (declarative): episodic memory (events, experiences) and semantic memory (facts, concepts).
- Implicit (procedural): motor skills — e.g. tying shoelaces, riding a bike.
- We memorise by repetition, when something is surprising/unusual, and by association between pieces of information (this is why established conventions and familiar patterns are easy to learn).
Activation of content in memory is more likely with practice (how often used), recency (how recently used), and context (what else is in focus).
Recognition vs recollection
Two distinct processes: recollection (remembering the moment an item was encountered) and recognition (seeing something again prompts the memory). Recognition is faster than recollection, independent of it, and less sensitive to divided attention.
Design implication — recognition over recall: prefer visible choices, meaningful labels, breadcrumbs, familiar conventions, code completion, and consistent placement over forcing users to remember commands or hidden states.
Attention
Attention is selectively concentrating on a discrete aspect of information while ignoring the rest. It is multimodal (visual, auditory, verbal, tactile) and incomplete, inaccurate, and limited (the "spotlight" model). Two types by trigger:
- Exogenous (reflexive): triggered by external cues.
- Endogenous (intentional): triggered by internal cues / goals.
External cues are more effective at drawing attention — they get more processing time and accuracy, are harder to ignore even under cognitive load, and draw attention even when unexpected. This makes notifications, motion, contrast, and warnings powerful but risky (cf. cluttered sites where a real problem hides in the noise).
- Use cues for important status changes, errors, and next actions.
- Avoid visual noise: every extra element competes with the task-relevant information.
- Use progressive disclosure to hide advanced or secondary material until needed.
Gestalt Principles
| Principle | Design Rule | Example Use |
|---|---|---|
| Similarity | Make equal elements look equal. | Same typography for same content type; selected item as intentional anomaly. |
| Proximity | Group related things spatially. | Keep labels close to fields; separate unrelated controls. |
| Enclosure | Border or background related elements. | Panels, separators, cards, grouped settings. |
| Common fate | Elements moving together are perceived as related. | Expanding menus, carousels, grouped transitions. |
| Figure / ground | Make content stand out from background. | Modal overlays, strong contrast, clear foreground controls. |
| Closure | Users fill gaps to infer shapes. | Minimal icons can work, but missing detail can also mislead. |
| Good continuation | Users perceive lines and curves as continuous. | Flow diagrams, aligned navigation, visual paths through a layout. |
Interactive Aspects For Design
Visual design suggests interaction through affordances. A button should look pressable; a link should look clickable; a partially cut-off list can suggest scrolling. Affordances are learned through conventions, so platform and domain expectations matter.
Interaction is also constrained by form factor and input modality. Phone, tablet, laptop, watch, speech interface, VR, tangible interface, and robot interface all change what users can perceive and do.
| Constraint | Design Consequence |
|---|---|
| Screen size and ratio | Changes layout density, navigation pattern, number of visible controls, and typography scale. |
| Orientation | Portrait and landscape may require different hierarchy and task flow. |
| Input modality | Mouse hover, keyboard shortcuts, touch gestures, multi-touch, and speech all support different interactions. |
| Expertise | Novices need visible guidance; experts may benefit from shortcuts and customisation. |
Designing Content
Information Architecture
Information architecture decides how parts of a system are arranged so users can understand where they are and find what they need.
- Inventory existing and required content.
- Establish a taxonomy: flat, hierarchical, faceted, or network/tag based.
- Chunk content into logical units.
- Diagram structures and navigation.
- Test with users and revise.
Taxonomy types
| Taxonomy | Relationship | Typical Presentation |
|---|---|---|
| Flat | Simple enumeration of things. | Single list. |
| Hierarchy | is-a between content and categories. | Sitemap, nested navigation. |
| Faceted | has-a between content and attributes. | Filters / facets. |
| Network | Content linked to categories by association. | Tags. |
Card sorting is a good method for eliciting taxonomies from the users' perspective. When diagramming, focus on the structure rather than a fixed hierarchy (structure makes future change easy), keep processes logical, base it on user research, and update it as the system evolves.
Common page-structure patterns (mobile)
Hierarchy/Catalog · Nested Doll (flow) · Hub & Spoke · Dashboard · Tabbed View · Filtered View. At the page level, wireframes map out how elements are organised; match user expectations for where content lives, and move things only with a clear rationale.
Navigation supports movement through content: lateral movement at the same level, forward movement down a hierarchy or flow, reverse movement back chronologically or hierarchically, and search as a faster alternative for complex structures.
Data Modelling
UCD also applies to backend choices. Ask how and why data or logic will be used, then design structures that support user requirements end-to-end. Keep data structures flexible, balance frontend and backend needs, and avoid technically elegant models that make the user experience worse.
Patterns, UI Toolkits, And Design Systems
Practical design tools provide reusable solutions to common interaction problems and a shared vocabulary for teams.
| Tool | Meaning | Use With Care Because |
|---|---|---|
| Interaction design pattern | Reusable solution with title, problem, context, solution, and examples. | Patterns solve problems in specific contexts; they are not a checklist. |
| UI toolkit | Styled collection of components/widgets for building applications. | Component consistency is not enough; the chosen component must fit the task and users. |
| Design system | Reusable components plus standards, rationale, usage rules, and often theming. | It supports scalable consistency but does not replace user research or design reasoning. |
Examples of patterns include navigation tabs for stable top-level sections, breadcrumbs for hierarchy context, and carousels for browsing pictorial items in limited space.
Evaluation Map
Evaluation checks whether the team built the right thing and built it right. It can compare designs, test against requirements, reveal problems, and guide redesign.
- Heuristic evaluation.
- Cognitive walkthrough.
- Fast, cheap, useful before user testing.
- Depends on evaluator expertise and quality of scenarios/heuristics.
- Usability testing.
- Controlled experiments.
- Cafe/guerilla tests, think-aloud, Wizard-of-Oz.
- Gives direct evidence of behaviour, satisfaction, and confusion.
Heuristic Evaluation
Heuristic evaluation uses a fixed set of usability principles to find common problems in sketches, prototypes, or production systems. Usually 3-5 evaluators inspect the interface independently, then combine findings and rate severity.
| Nielsen Heuristic | Design Meaning |
|---|---|
| Visibility of system status | Keep users informed with timely feedback; use progress indicators for noticeable waits. |
| Match between system and real world | Use users' language and concepts, not internal jargon. |
| User control and freedom | Support undo, back, cancel, and clear exits from unwanted actions. |
| Consistency and standards | Follow platform and domain conventions. |
| Error prevention | Prevent mistakes before relying on error messages. |
| Recognition rather than recall | Make actions, options, and state visible. |
| Flexibility and efficiency | Support both novice users and expert shortcuts/customisation. |
| Aesthetic and minimalist design | Remove irrelevant information that competes with the task. |
| Error recognition and recovery | Plain language errors should indicate the problem and suggest a fix. |
| Help and documentation | Design should not need explanation, but help should be available when needed. |
Process
- Pre-evaluation training: bring evaluators up to speed on the heuristics and scenarios.
- Evaluate: each evaluator works through the UI individually, twice — once for overview, once for detail.
- Collate results.
- Rate severity: rate individually, then discuss to reach agreement.
- Feed back into design.
Severity Rating
Severity combines frequency, persistence, and impact of a problem, on a 0–4 scale:
| Rating | Meaning |
|---|---|
| 0 | Don't agree it's a usability problem. |
| 1 | Cosmetic problem. |
| 2 | Minor usability problem. |
| 3 | Major usability problem — important to fix. |
| 4 | Usability catastrophe — imperative to fix. |
UI response-time rule of thumb (H1, visibility of status): <200 ms needs no indicator; ~1 s and the user notices the delay; ~10 s is the maximum a user stays focused on one action — use progress bars/indicators beyond this.
Analysis
Heuristic evaluation is "discount usability": Nielsen reports a benefit-cost ratio of ~48. A single evaluator finds only ~35% of problems; ~5 evaluators find ~75%, after which adding evaluators costs more but finds few new problems (diminishing returns).
Pros: cheap, quick, easy to learn, finds many problems. Cons: not task-focused, no real users, not rigorous, can be too generic for novel products. You can also define your own heuristic set (e.g. Andy Budd's heuristics for web apps) within the same process.
Cognitive Walkthrough
Cognitive walkthrough is a task-centred expert evaluation for first-time use. It asks whether representative users can work out what to do, find the correct control, understand labels/prompts, and interpret feedback.
- Define inputs: user classes, representative tasks, correct action sequences, and the interface artefact.
- Gather analysts and train them in the method and user context.
- Walk through each action sequence, telling credible success or failure stories.
- Record user knowledge requirements, assumptions, side issues, and design-change ideas.
- Revise the interface, using local fixes or global redesign depending on the pattern of failures.
- Will the user know what to do next? (correctly identify the sub-goal)
- Will the user see how to do it? (is the control available/visible)
- Will the user understand from the feedback whether the action was correct?
For each action sequence, record: user knowledge requirements, assumptions about the user population, notes on side issues/design changes, and the credible success (or failure) story.
Revision strategies by failure type
- User picks the wrong action → eliminate it, prompt for it, or signal it's available.
- User doesn't know the action exists → make it more obvious.
- User doesn't know which action is correct → relabel controls; check the action sequence makes sense.
- User can't tell things are going OK → add feedback saying what happened.
- Many problems showing a system/user-model mismatch → look for global redesign rather than local fixes.
Cognitive walkthrough is strong for learnability and task-specific severe problems, but it cannot cover every task or cross-task interaction (each task is evaluated separately). It pairs well with broader heuristic evaluation. It can even be applied to APIs (whether a developer can build an accurate mental model from the code alone).
Usability Testing
Usability testing observes representative users using a product or prototype to identify problems, understand satisfaction, and turn feedback into design recommendations. It is used to learn whether the product is usable and which features work, find out how satisfying it is (would they use it — why/why not?), make recommendations for modifying the product, and establish benchmarks for future comparison (have previously-identified issues been resolved?). It is usually cheaper than controlled experiments and yields more data to feed back into design.
Usability Test Process
- Decide study objectives and what evidence is needed.
- Prepare clear task instructions from the participant's perspective.
- Recruit representative participants.
- Choose a location with minimal distractions and adequate recording/observation.
- Run each session: introduction, consent, optional background questionnaire, tasks, data recording, debrief.
- Analyse findings and report design recommendations.
Ethical tests require minimal risk, informed consent, confidentiality, the right to withdraw, and clear explanation of how results will be used.
Variants
| Variant | Use | Challenge |
|---|---|---|
| Think-aloud | Participant verbalises thoughts during tasks; useful for attention, frustration, and confusion. | Can distract from demanding tasks; participants need practice. |
| Cafe/guerilla testing | Quick public-place feedback for walk-up-and-use apps, first use, or onboarding. | Noisy locations, recruitment difficulty, less controlled conditions. |
| Wizard-of-Oz | Human simulates system behaviour; useful for testing systems not yet built, especially ML-like behaviours. | Risk of misleading users about readiness or automation. |
| Controlled experiment | Quantitatively compare designs on metrics like speed, accuracy, or error rate. | More expensive; only worth it when metrics matter enough. |
| Dogfooding | Employees use the product when external studies are hard. | Employees are rarely representative users and may not give honest or relevant feedback. |
About five users often gives the best time-to-problem-discovery tradeoff. If there are multiple target user groups, test roughly 3-5 users from each group, and prefer iterating test -> fix -> test again.
Compare Methods
| Question | Good Method Choice | Why |
|---|---|---|
| Who are the users and what matters to them? | Interviews, observation, questionnaires, stakeholder analysis. | Discovers goals, context, needs, constraints, and stakeholder effects. |
| How should content be grouped? | Card sorting, IA diagrams, user testing. | Finds user terminology and perceived relationships. |
| Which of several early concepts is promising? | Low-fidelity prototypes, storyboards, usability sessions. | Cheap enough to compare alternatives before commitment. |
| Will first-time users know what to do? | Cognitive walkthrough, onboarding usability test. | Focuses on learnability, visible controls, labels, and feedback. |
| Does the interface violate general usability principles? | Heuristic evaluation. | Cheap expert scan across common issue types. |
| Does the implemented flow work for real users? | Usability testing with representative participants. | Direct behavioural evidence and design recommendations. |
| Is design A faster or more accurate than design B? | Controlled experiment. | Quantitative comparison against defined metrics. |
Practical Checklist
For the weather-app practical, the strongest story is: choose a target user group, collect evidence about their goals and context, represent findings concretely, derive requirements, explore multiple flows, prototype cheaply, implement a focused high-fidelity version, and evaluate against requirements with users or expert methods.
- Define target users and stakeholders. State who is in and out of scope.
- Use at least one qualitative and one quantitative source where feasible.
- Analyse before designing: themes, key incidents, requirements, and evidence chains.
- Create persona/scenario/journey artefacts that are grounded in data.
- Separate user requirements from functional requirements and constraints.
- Explore alternatives before committing to a single interface.
- Use cognitive principles: recognition over recall, clear grouping, attention management, and reduced noise.
- Choose navigation and content structure based on user tasks and expectations.
- Evaluate early with cheap methods, then iterate and test again.
- In reports, justify each design decision by tracing it to user evidence, a requirement, or an evaluation finding.