Evaluate and improve interface usability using heuristic analysis. Use when the user mentions "usability audit", "users are confused", "form usability",…
UX Heuristics Framework Practical usability principles for evaluating and improving user interfaces. Users don't read, they scan; they don't make optimal choices, they satisfice; they don't figure out how things work, they muddle through. Core Principle "Don't Make Me Think" — every page should be self-evident. If something requires thinking, it's a usability problem. Users have limited patience and cognitive bandwidth, so design for the scanning, satisficing, and muddling-through behavior described above. Scoring Goal: 10/10. Audit the interface, rate every issue on the severity scale below, then score the interface from its Quick Diagnostic results: start at 10 and subtract per failed diagnostic row, weighted by the worst severity it triggers (catastrophic/major rows cost ~2, minor/cosmetic ~1). Bands: 9-10 = no severity-3+ issues and ≤1 failed diagnostic row; 6-8 = some major issues or several failed rows; 3-5 = a catastrophic issue or many failed rows; ≤2 = core tasks blocked. Always state the current score, the highest-severity issues, and the specific fixes needed to reach 10/10. Krug's Usability Principles Laws 1-3 are Krug's Three Laws of Usability; #4, the Trunk Test, is his navigation orientation check. 1. Don't Make Me Think Core concept: Every question mark that pops into a user's head adds cognitive load and distracts from the task.
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