use 2. If it is unclear what it offers 3. If it’s easy to get lost Adapted from http://www.nngroup.com/articles/usability-101-introduction-to-usability/
Is it obvious how to use your app? • If users skip your introduction, will they still know how to use the app? • Can you embed the tutorial into the app? • Examples: Epic Win, Clear App
your app support mastery and flow by providing shortcuts and customisation? • Examples: Clear App, Tweetbot http://www.nngroup.com/articles/usability-101-introduction-to-usability/
not using it, how easily can they reestablish proficiency? http://www.nngroup.com/articles/usability-101-introduction-to-usability/ Easy to remember how to use
how severe are these errors, and how easily can they recover from the errors? • If errors do occur, what ramifications are there? • e.g., deleting an email or text by accident • Examples: Apple Mail
• Is your app addressing a particular problem the user has? • Does it provide functionality that is going to help the user complete their desired task?
Ask the users to perform representative tasks with the design • Observe what users do, where they succeed, and where they have difficulties with the interface. • Make sure to let the users do the talking. http://www.nngroup.com/articles/usability-101-introduction-to-usability/