Usability Checklist
from UXmag:
People Don’t Want to Work or Think More Than They Have To
- The system doesn’t require more user work than needed.
- They system shows the information in little bits (progressive disclosure).
- Examples are shown (additionally to descriptions).
- The objects on the screen have right affordances; clickable things look clickable.
- The system doesn’t provide more features to the user than needed.
- Good default values are provided.
People Have Limitations
- In every moment, just the indispensable information is provided in the screen.
- The information is easy to scan.
- Headers and short blocks of info or text are used.
- The system doesn’t require the user to multi-task.
- Text lines have a suitable length: people prefer short ones, but they read better with longer ones.
People Make Mistakes
- The system is prepared for user errors, anticipates what they will be, and tries to prevent them.
- User confirmation is required before committing actions with severe results in case of error.
- It’s easy to undo.
- Errors are prevented rather than shown and corrected.
- Error-prone tasks are broken up into smaller chunks.
- If the system can correct a user error, it does so and shows what it did.
- The development of the interface includes several iterations, user feedback and testing.
Human Memory Is Complicated
- The system is not fully based on user memories.
- Users aren’t required to remember things from one task to another.
- Users aren’t required to remember more than 3-4 items at a time.
People are Social
- The system supports social uses of its features.
- Users can look to others for guidance or recommendation.
- The system takes advantage of multiple users doing some tasks at the same time.
- Before asking the users to do something, the system gives them something they want.
- The system shows people doing something when the users are required to do it.
Attention
- Users’ attention is grabbed and held in the right moments; users aren’t distracted when they are paying attention to something important.
- The system uses different or novel objects in the interface when it wants the user to pay attention.
- The system doesn’t relies on users noticing every change in the interface.
- To grab the attention, the system uses bright colors, large fonts, beeps and tones.
- The system doesn’t unnecessarily distract users.
People Crave Information
- The system takes advantage of users seeking (food, sex, information, etc.).
- The system provides more information to the users when they ask for it.
- The system provides enough feedback to tell the user what is going on.
Unconscious Processing
- The system takes unconscious processing into consideration.
- When users are required to commit a large action, they are first required to commit a smaller one.
- The system uses food, sex and danger messages properly to grab user’s attention.
- Pictures of people and stories are used to induce emotional responses in the users.
- The system uses unconscious content properly to affect users’ behaviour.
- The system takes users’ unconscious decisions and users’ rationalizations into consideration.
People Create Mental Models
- The system takes users’ mental models into account.
- Tasks are designed taking previous users’ mental models of every task into account.
- The system matches the users’ mental model, or it teaches the users to have the right mental model of the system.
- Suitable metaphors are used to help users to get a conceptual model of the system.
- User research is done to get information about users’ mental models.
Visual System
- Information is grouped to help focus and avoid cluttered interfaces.
- Related objects are close together.
- Fonts are large enough and easy to read.
- The system takes peripheral vision into consideration; the visual environment of important objects in the interface is coherent with it.
- There is good color contrast; red text on a blue background or viceversa is not used.
- Pictures of objects are descriptive enough; usually they are better if they are slightly angled and have the perspective of being slightly above.
- When color is used to show things that go together, another way to show the same information is used.




