Extending the Usability of Heuristics for Design and Evaluation: Lead, Follow, and Get Out of the Way
Robert J. Kamper · International Journal of Human-Computer Interaction · 2002
User-centered design practitioners have often relied on discount usability engineering methods using heuristics. Top 10 lists of design and evaluation heuristics have proliferated during the 1990s, leading to a plethora of heterogeneous heuristic guidelines for a multitude of user interfaces. A simple, unified set of heuristics that might be applicable across different technologies, understood between disciplines, and equivalent to metrics used to measure ease of use can be beneficial. Lead, follow, and get out of the way (LF&G) theorizes that the optimal human-computer interaction (HCI) experience is analogous to a facilitative learning relation-Like a good teacher, mentor, or coach, the usable user interface leads the user to successful completion of tasks and goals; follows the user's progress and provides appropriate feedback and information when needed; and gets out of the way of the user to allow efficient and effective completion of tasks as the user attains mastery of the system, its concepts, and operations. A set of 18 heuristics grouped under the 3 general principles of the title are provided for use across the tasks of design guidance, development refinement, and end-user evaluation of computer systems. This article provides background into the development of LF&G, case studies on its use in real-world product design and development, and directions for further research needed to develop this approach into an empirically based method for defining, describing, designing, and predicting the ease of use of interactive human-computer systems.