Usability heuristics

Rules of thumb for screens people can use without stopping to think: clear status, plain labels, one obvious next step, a way back.

20 usability heuristics most used in the teardowns first

Clarity Every word, label and visual on a screen should mean one thing and match what actually happens when the user acts. 52 notes · 3 sources Transparency Show the full price, terms and data use up front, in plain words, so people know exactly what they are agreeing to. 44 notes · 3 sources Show, don't tell Let people see or try the product's result, with examples, previews or demo data, instead of describing features in words. 33 notes · 2 sources User control and freedom Give people a clear way to skip, go back, undo or leave, so no step traps them in a flow they did not choose. 29 notes · 3 sources Visibility of system status Keep users informed about what the system is doing and what their actions caused, through timely, clear feedback. 24 notes · 3 sources Visual hierarchy Use size, contrast, color and position so the most important element on a screen is the one people see and act on first. 24 notes · 3 sources Contextual help Guidance that appears inside the real interface at the moment and place a user needs it, rather than up front. 22 notes · 3 sources Progressive disclosure Show the few options most people need first, and move advanced or rarely used details to a second step. 20 notes · 2 sources Discoverability Make features, options and content easy to come across, with clear cues that say what they are and why they are worth a click. 19 notes · 4 sources Signal vs noise Every extra element, alert or interruption competes with what matters on the screen, so cut anything that doesn't help the current task. 19 notes · 2 sources Consistency and standards Make the same thing look, read and behave the same way everywhere, and follow the conventions people already know from other products. 17 notes · 3 sources Recognition over recall Show options, labels and previous inputs on screen so users can pick what they need instead of remembering it. 14 notes · 3 sources Clear call to action Each screen has one obvious next step, and its button says exactly what will happen when you press it. 12 notes · 3 sources Flexibility and efficiency of use Offer more than one way to get a task done, with shortcuts and fallbacks, so both new and experienced users can move at their pace. 12 notes · 2 sources Error prevention Design screens so mistakes are hard to make: constrain input, check it as people type, and confirm only risky actions. 10 notes · 4 sources Cognitive load Working memory is small, so every extra thing users must read, compare or remember leaves less for the actual decision. 9 notes · 2 sources Mental models Users act on their own beliefs about how a product works; designs that match or clearly teach those beliefs are easier to use. 9 notes · 2 sources Expectation setting Tell people before they start what a step will ask of them, how long it will take, and what will happen afterward. 7 notes · 3 sources Preserve context Carry the user's choices, location and purpose through each step so they never have to re-enter, re-choose or reorient. 6 notes · 3 sources Affordance An element's look should signal what you can do with it: buttons look pressable, carousels look swipeable, text looks like text. 4 notes · 4 sources