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Welcome Introduction
Deadball Specialist HD
This app is a football-based game that challenges users to hit targets past
a wall of defenders. There are two game modes; Quickfire and Challenges.
In Quickfire mode, the user has to get as many points within 60 seconds. In Challenges mode, the user has
as long as they want, but the targets are harder to hit. The iPad-only (non-universal) game has support for
the OpenFient network, allowing users to compete against their friends and users around the world as well
as sharing their scores to Twitter and Facebook.
Inspection Method
This usability inspection method allows for a quick
and cheap evaluation of an interface. Originally
crafted by Jakob Nielsen, it has grown to become
a popular inspection method due to its versatility
in terms of being able to evaluate interfaces
throughout the entire design phase, from lo-fi
prototypes to published apps.
Nielsen recommends a two pass method of
analysis, with the first pass ‘intended to get a feel
for the flow of the interaction and the general
scope of the system.’ while the second pass
‘allows the evaluator to focus on specific interface elements’. Each issue in the application will be given a
severity rating based on the heuristic it contravenes.
Equipment
Known as a discount usability method, Heuristic Evaluation requires no specific recording equipment,
therefore only the items being tested are necessary. For the inspection, I used the iPad 16GB Wi-Fi..
Device iOS Version Usage
iPad 16GB Wi-Fi 3.2 For completing all the heuristic tests
Severity Rating
While conducting a heuristic evaluation, a severity rating system is vital for the overall success of the
project. During the analysis stage, these ratings will be judged on the three factors suggested by Nielsen;
the frequency of the issue, the overall impact of the problem, and the persistence of the usability flaw.
Rating Description
Low Cosmetic or minor usability issue that can easily be resolved by the user
Moderate A significant usability issue that should be fixed before release as it could affect a large proportion of users
High Usability issue makes the system unusable or will affect the majority of users and must be fixed immediately
Heuristics
For this heuristic evaluation, I will be using Jakob Nielsen’s ‘10 Usability Heuristics.’ Even though they were
designed in the 1990s for desktop computing, these principles are still relevant to modern, touchscreen-
based applications.
ID Heuristic Description
1 Visibility of system status The system should always keep users informed about what is going on,
through appropriate feedback within reasonable time.
2 Match between system and the real
world
The system should speak the users' language, with words, phrases and
concepts familiar to the user, rather than system-oriented terms. Follow
real-world conventions, making information appear in a natural and logical
order.
3 User control and freedom Users often choose system functions by mistake and will need a clearly
marked "emergency exit" to leave the unwanted state without having to go
through an extended dialogue. Support undo and redo.
4 Consistency and standards Users should not have to wonder whether different words, situations, or
actions mean the same thing. Follow platform conventions.
5 Error prevention Even better than good error messages is a careful design which prevents a
problem from occurring in the first place. Either eliminate error-prone
conditions or check for them and present users with a confirmation option
before they commit to the action.
6 Recognition rather than recall Minimise the user's memory load by making objects, actions, and options
visible. The user should not have to remember information from one part of
the dialogue to another. Instructions for use of the system should be visible
or easily retrievable whenever appropriate.
7 Flexibility and efficiency of use Accelerators -- unseen by the novice user -- may often speed up the
interaction for the expert user such that the system can cater to both
inexperienced and experienced users. Allow users to tailor frequent actions.
8 Aesthetic and minimalist design Dialogues should not contain information which is irrelevant or rarely
needed. Every extra unit of information in a dialogue competes with the
relevant units of information and diminishes their relative visibility.
9 Help users recognise, diagnose, and
recover from errors
Error messages should be expressed in plain language (no codes),
precisely indicate the problem, and constructively suggest a solution.
10 Help and documentation Even though it is better if the system can be used without documentation, it
may be necessary to provide help and documentation. Any such
information should be easy to search, focused on the user's task, list
concrete steps to be carried out, and not be too large.
Heuristic Evaluation Issue 1: Tap to Play screen
Heuristic violated: Aesthetic and minimalist design
Severity Rating: Low
Description
The 'Tap to Play' introduction screen adds unnecessary complexity to the
app loading process. The user has already had to wait 5 seconds for the
app to load, and this additional screen merely slows their progress. If they
decided to open your app, then they clearly wanted to play the game,
making this screen irrelevant.
Recommendation
Remove this screen from the app. After the app has loaded, elegantly transition the user from the splash
screen to the menu.
Issue 2: Disable Tilt and Invert Swerve buttons (Settings Tab)
Heuristic violated: Consistency and standards
Severity Rating: Moderate
Description
The ‘Disable Tilt’ and ‘Invert Swerve’ buttons do not conform to iOS standards. The two buttons effectively
act as an On/Off switch, and the red border after selection does not indicate whether the option is activated
or not. Moreover, these two options look exactly the same as the ‘Credits’ button but act completely
differently.
Recommendation
Remove the buttons and replace with the Switch UI element.
ON
OFF
Disable Tilt
Invert Swerve1
1 Standard iOS switch element. Usersalready know how to interact with thiselement.
2
2 Credits button is now visually differentto the above options. It is clearer to users that this will produce a different result.
Issue 3: Audio Options (Settings Tab)
Heuristic violated: Match between system and the real world
Severity Rating: Moderate
Description
There are no labels on these sound sliders so therefore it is difficult to know what they change. While you
get audio feedback from the one on the right - suggesting this is for the background music? - the left-hand
side slider provides no audio feedback. I can only presume the one on the left changes the sound effects,
but it is still unclear. Moreover, scrubbing does not feel very smooth, and the user has to be very accurate in
selecting the ball to alter the volume otherwise it doesn’t change.
1 3
21 1 What does this symbol mean? It hasnothing to do with sound effects.
2 Is this for music?
3 This symbol means high volume butit is placed at the bottom of the slider.
Recommendation
Make the audio sliders horizontal so more information can be displayed, and place them underneath the
‘Player Name’ box.
Background Music
In-Game Sound Effects
1
2 3
1 Titles make it clearer to users whatthe slider changes.
2 Clearly indicates that moving theslider to that icon will reduce audio.
3 Clearly indicates that moving theslider to that icon will increase audio.
Issue 4: Reset Data screen
Heuristic violated: Consistency and standards
Severity Rating: High
Description
The Reset Data screen can allow for very destructive actions, yet it provides little information concerning
what data will be removed. Moreover, the buttons chosen are incorrectly coloured, as red should be used
for the destructive action; not green.
1
1 The colour green should not be used when the command is destructive. Using green and the tick suggests this action is positive.
Examples of Destructive ButtonsTwitterrific & Notes
Recommendation
Provide more information concerning what data will be removed, change the colour of the buttons and have
the buttons state what action they will do upon selection.
Are you sure you want to delete the data?
You will lose all your top scores
No Delete Data3
2
1
1 Use the word 'Delete' instead of 'Reset' to emphasise what will happen when they confirm the option.
2 Provides some context on what information will be lost.
3 The destructive button is now coloured red to heighten its importance. The button text actually states what the user will doing.
Issue 5: End of Game screen
Heuristic violated: Consistency and standards, Error prevention
Severity Rating: Moderate
Description
The ‘Next Level’ and ‘Exit to Menu’ buttons are visibly similar, yet provide differing actions. One allows the
user to progress through the game, while the other exits that game, sending the user to the main menu
screen. Also, the ‘Exit to Menu’ button is very close to the other two options, possibly allowing for
accidental taps.
1
2
1 The button used to progress to the next level is coloured red; the same colour as the destructive 'Exit to Menu' button.
2 Small gap between the 'Retry' and 'Exit to Menu' buttons. Users could easily select the wrong option and end the game.
Recommendation
Alter the ‘Next Level’ button so that it has a green background and distance the ‘Exit to Menu’ button from
the ‘Next Level’ and ‘Retry’ buttons.
Retry
Next Level
Exit to Menu
1
2
1 The button colour correctly reflects the action. Easily distinguishable from the 'Exit to Menu' button.
2 Button is now a fair distance away from the other two. Will limit the amount of accidentally taps on the 'Exit to Menu' button.