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Heuristic evaluation Rating 1 2 3 4 Description of Severity Major usability problem: imperative to fix now Major usability problem: important to fix now Minor usability problem: give low priority Cosmetic problem only: need not be fixed now Description of Extent Widespread Several places Single case None available Answer/Comment Severity/Extent Question Visibility of system status Are you aware of what options youOnly pedal usage is visually apparent. can/are allowed to perform? Without knowledge of the manual, there is no apparent functions. When you perform an action, do Aside from the generic textual feedback of a you receive enough feedback as to successful sword move, there is no other know whether the action was feedback. The same sound is used for all successful? sword moves, which is also confusing. Is the feedback you receive for Considering there is only auditory feedback your actions appropriate for that when a sword swing or shield block is done action? and no other means of knowing what was done, this is a lacking feature. It would be good to have different sounds for every action: different swings, movement, etc. For the feedback that is implemented, it is quite appropriate. Match between system and real world Are the attacks familiar? Yes, besides the non-intuitive use of the Nunchuk to perform the action. Are the blocks familiar? Yes, because there is just a single action to perform. Do any actions trigger unexpected Yes, due to general movement and learning results? of the actions. User control and freedom/Error prevention If you make a mistake, does the N/A in a game type situation. system tell you in an appropriate way? If you make a mistake, can you Yes, no restrictions here. easily try again? When you use the system, does it Moving around is constrained because of feel like you’re actions are the limited discrete steps. It is also a minor constrained too much? constraint that only the specified certain actions can be performed, and other motions by the wiimote is not recognized, as would be natural. 2/1 2/2 2/2 3/2 4/4 2/2 N/A 4/1 3/2 Do unexpected errors occur? Yes, due to general movement and learning of the actions. Do the errors use simple language?In the prototype, this was fine. Consistency and standards Did you have to wonder about Slash, swipe, straight slash are what a term means? interchangeable terms in everyday use. This was confusing in the game and needed user manual look-up. Recognition rather than recall Does the interface allow you to N/A immediately recognize the actions available to you? Are instructions easy to find and No, it was necessary to read the manual follow? twice. There was also discrepancies between the versions of the manuals provided (web vs. pdf) Does the system require you to Yes, user needs to remember the use of the memorize a lot of actions? Nunchuk for some actions. However the jab and shield blocking actions were easy and natural. Aesthetic and minimalist design Is all the information presented to Yes, the UI is continuously updated. There you relevant to the present? are no artifacts leftover or extra unnecessary information present on the screen. Is the interface cluttered or No, except that the cursor blended in with confusing? the opponent and did not stand out, as might be needed. Help and documentation Was the user manual helpful? Yes, and it was quite necessary. Was the manual concise and to the Yes, mostly. Some of the descriptions of point? the gestures are slightly long and complex though. However, the images in the manual are very helpful. 2/2 4/1 2/1 3/2 4/3 4/1 3/3 4/1 3/1