Heuristic evaluation sheet

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
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