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	<title>Simon Whatley &#187; Lund</title>
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		<title>Lund&#039;s Expert Ratings of Usability Maxims</title>
		<link>http://www.simonwhatley.co.uk/lunds-expert-ratings-of-usability-maxims</link>
		<comments>http://www.simonwhatley.co.uk/lunds-expert-ratings-of-usability-maxims#comments</comments>
		<pubDate>Thu, 19 Nov 2009 11:30:32 +0000</pubDate>
		<dc:creator>Simon</dc:creator>
				<category><![CDATA[User Experience]]></category>
		<category><![CDATA[ergonomics]]></category>
		<category><![CDATA[Ergonomics in Design]]></category>
		<category><![CDATA[HCI]]></category>
		<category><![CDATA[Human-computer interaction]]></category>
		<category><![CDATA[IA]]></category>
		<category><![CDATA[Information Architecture]]></category>
		<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[Lund]]></category>
		<category><![CDATA[rules of thumb]]></category>
		<category><![CDATA[UCD]]></category>
		<category><![CDATA[Usability]]></category>
		<category><![CDATA[User-centered design]]></category>
		<category><![CDATA[UxD]]></category>

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		<description><![CDATA[Published in the "Ergonomics in Design" journal in 1997, Arnie Lund collected and created this list of 34 rules-of-thumb that were found particularly useful during the design process by colleagues working in the human-computer interaction (HCI) design field.]]></description>
			<content:encoded><![CDATA[<p>Published in the <q>Ergonomics in Design</q> journal in 1997 <a href="#1">[1]</a>, Arnold Lund collected and created this list of 34 rules-of-thumb (given below in order of priority) that were found particularly useful during the design process by colleagues working in the human-computer interaction (<abbr title="human-computer interaction">HCI</abbr>) design field.</p>
<p>The list is still as relevant today as it was back in 1997.</p>
<ol>
<li>Know thy user, and YOU are not thy user.</li>
<li>Things that look the same should act the same.</li>
<li>Everyone makes mistakes, so every mistake should be fixable.</li>
<li>The information for the decision needs to be there when the decision is needed.</li>
<li>Error messages should actually mean something to the user, and tell the user how to fix the problem.</li>
<li>Every action should have a reaction.</li>
<li>Don’t overload the user’s buffers.</li>
<li>Consistency, consistency, consistency.</li>
<li>Minimize the need for a mighty memory.</li>
<li>Keep it simple.</li>
<li>The more you do something, the easier it should be to do.</li>
<li>The user should always know what is happening.</li>
<li>The user should control the system. The system shouldn’t control the user. The user is the boss, and the system should show it.</li>
<li>The idea is to empower the user, not speed up the system.</li>
<li>Eliminate unnecessary decisions, and illuminate the rest.</li>
<li>If I made an error, let me know about it before I get into REAL trouble.</li>
<li>The best journey is the one with the fewest steps. Shorten the distance between the user and their goal.</li>
<li>The user should be able to do what the user wants to do.</li>
<li>Things that look different should act different.</li>
<li>You should always know how to find out what to do next.</li>
<li>Don’t let people accidentally shoot themselves.</li>
<li>Even experts are novices at some point. Provide help.</li>
<li>Design for regular people and the real world.</li>
<li>Keep it neat. Keep it organized.</li>
<li>Provide a way to bail out and start over.</li>
<li>The fault is not in thyself, but in thy system.</li>
<li>If it is not needed, it’s not needed.</li>
<li>Color is information.</li>
<li>Everything in its place, and a place for everything.</li>
<li>The user should be in a good mood when done.</li>
<li>If I made an error, at least let me finish my thought before I have to fix it.</li>
<li>Cute is not a good adjective for systems.</li>
<li>Let people shape the system to themselves, and paint it with their own personality.</li>
<li>To know the system is to love it.</li>
</ol>
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<p><strong>References</strong></p>
<ol>
<li id="1">Lund, A. M. (1997).  Expert ratings of usability maxims.  Ergonomics in Design, 5(3), 15-20.  A study of the heuristics design experts consider important for good design.</li>
</ol>
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