2. Design for people 2/26/2010 USABILITY PRINCIPLES 2 Know your AUDIENCE Understand their GOALS Understand the TASKSnecessary to achieve those goals
3. Don't limit your User Base 2/26/2010 USABILITY PRINCIPLES 3 Internationalization Localization Accessibility
4. Match Application & Real World 2/26/2010 USABILITY PRINCIPLES 4 Always use words, phrases, and concepts that are FAMILIARto the user rather than terms from the underlying system. Use TERMSthat relate to the USER'S KNOWLEDGE of the tasks your application supports.
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6. Creates a sense of COMFORT & TRUSTApplication should be consistent in both APEARANCE& BEHAVIOR
7. Keep the user informed 2/26/2010 USABILITY PRINCIPLES 6 Always let the user know what is happening in your application by using appropriate FEEDBACKat an appropriate time. When the user performs an action, provide feedback to indicate that the system has received the input and is operating on it. Feedback can be visual, audio, or both.
8. Put the User in Control 2/26/2010 USABILITY PRINCIPLES 7 A user should always FEEL IN CONTROL, able to do what they want when they want MODALITY - should be able to switch between different tasks at any time
9. Forgive the User 2/26/2010 USABILITY PRINCIPLES 8 Allow users to quickly UNDOthe results of their actions If an action is very dangerous, and there is no way to undo the result, WARNthe user and ask for confirmation.
10. Provide Direct Manipulation 2/26/2010 USABILITY PRINCIPLES 9 Wherever possible, allow users to act on objects and data directly, rather than through dialogs or explicit commands