Jakob Nielsen holds a Ph.D. in human–computer interaction (HCI) from the Technical University of Denmark in Copenhagen.From 1994 to 1998 he was a Sun Microsystems Distinguished Engineer. Dr. Nielsen established the “discount usability engineering” movement for fast and cheap improvements of user interfaces and has invented several usability methods, including heuristic evaluation. He holds 79 United States patents, mainly on ways of making the Internet easier to use.In June 2000, Dr. Nielsen was inducted into the Scandinavian Interactive Media Hall of Fame and in April 2006, he was inducted into the ACM Computer-Human Interaction Academy. He was the 2013 recipient of the Lifetime Achievement Award for Human–Computer Interaction Practice from SIGCHI, the premiere professional society in the HCI field.
They are a UX research and consulting firm trusted by leading organizations world-wide to provide reliable guidance on user experience.Jakob Nielsen and Don Norman, are recognized around the world for their leadership in defining the field of UX. Together, they founded Nielsen Norman Group, an elite firm dedicated to improving the everyday experience of using technology.
Key word:experience of using technology
Jakob Nielsen’s 10 general principles for interaction design. They are called “heuristics” because they are broad rules of thumb and not specific usability guidelines.
Topics: Heuristic Evaluation, Human Computer Interaction, Web Usability
By Jakob Nielsen on April 24, 1994
The system should always keep users informed about what is going on, through appropriate feedback within reasonable time.
The system should speak the users’ language, with words, phrases and concepts familiar to the user, rather than system-oriented terms. Follow real-world conventions, making information appear in a natural and logical order.
Users often choose system functions by mistake and will need a clearly marked “emergency exit” to leave the unwanted state without having to go through an extended dialogue. Support undo and redo.
Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions.
Even better than good error messages is a careful design which prevents a problem from occurring in the first place. Either eliminate error-prone conditions or check for them and present users with a confirmation option before they commit to the action.
inimize the user’s memory load by making objects, actions, and options visible. The user should not have to remember information from one part of the dialogue to another. Instructions for use of the system should be visible or easily retrievable whenever appropriate.
Accelerators — unseen by the novice user — may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions.
Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility.
Error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution.
Even though it is better if the system can be used without documentation, it may be necessary to provide help and documentation. Any such information should be easy to search, focused on the user’s task, list concrete steps to be carried out, and not be too large.