$npx -y skills add dembrandt/dembrandt-skills --skill nielsen-usability-heuristicsUI design and review should apply Nielsen's 10 Usability Heuristics — the foundational principles for evaluating and improving usability. Use when auditing an interface, designing interaction flows, writing error messages, or reviewing any UI for usability issues.
| 1 | # Nielsen's 10 Usability Heuristics |
| 2 | |
| 3 | Foundational principles for evaluating and designing usable interfaces. Apply these as a review checklist and as design constraints from the start — not only as a post-hoc audit tool. |
| 4 | |
| 5 | --- |
| 6 | |
| 7 | ## 1. Visibility of System Status |
| 8 | |
| 9 | The design should always keep users informed about what is going on, through appropriate feedback within a reasonable amount of time. |
| 10 | |
| 11 | Users cannot make good decisions without knowing the current state of the system. Trust is built through clear, timely feedback. |
| 12 | |
| 13 | **In practice:** |
| 14 | - Show loading states, progress indicators, and completion confirmations |
| 15 | - Indicate where the user is in a multi-step process |
| 16 | - Reflect state changes immediately (optimistic UI or loading spinners) |
| 17 | - Never leave a user wondering whether an action was registered |
| 18 | |
| 19 | **Review question:** After any user action, is the outcome visible within 1 second? |
| 20 | |
| 21 | --- |
| 22 | |
| 23 | ## 2. Match Between System and Real World |
| 24 | |
| 25 | The design should speak the users' language — words, phrases, and concepts familiar to the user, not internal jargon or system terminology. |
| 26 | |
| 27 | Follow real-world conventions and natural mapping so the interface feels intuitive rather than requiring translation. |
| 28 | |
| 29 | **In practice:** |
| 30 | - Use terminology the target audience uses, not what the engineering team uses |
| 31 | - Icons should match real-world objects or widely established web conventions |
| 32 | - Spatial metaphors should match real-world expectations (e.g. "trash" for deletion) |
| 33 | - Avoid exposing internal system concepts (IDs, error codes, process names) to end users |
| 34 | |
| 35 | **Review question:** Would a user unfamiliar with this product understand every label and term? |
| 36 | |
| 37 | --- |
| 38 | |
| 39 | ## 3. User Control and Freedom |
| 40 | |
| 41 | Users often perform actions by mistake. They need a clearly marked emergency exit to leave an unwanted state without going through an extended process. |
| 42 | |
| 43 | Easy undo and escape paths foster confidence and prevent users from feeling trapped. |
| 44 | |
| 45 | **In practice:** |
| 46 | - Always provide Undo for destructive or irreversible actions |
| 47 | - Modals and dialogs need an obvious close/cancel action |
| 48 | - Multi-step flows need a way to go back |
| 49 | - Destructive actions (delete, publish, send) should be reversible where possible — or require explicit confirmation |
| 50 | |
| 51 | **Review question:** Can the user get out of any state without losing their work or needing to contact support? |
| 52 | |
| 53 | --- |
| 54 | |
| 55 | ## 4. Consistency and Standards |
| 56 | |
| 57 | Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform and industry conventions. |
| 58 | |
| 59 | Consistency reduces cognitive load by meeting expectations users have built from other products. |
| 60 | |
| 61 | **In practice:** |
| 62 | - Use the same label for the same action across the entire product |
| 63 | - Follow platform conventions (e.g. left-swipe to delete on mobile, Cmd+Z for undo) |
| 64 | - Design system components should look and behave identically everywhere they appear |
| 65 | - Do not rename standard web patterns (e.g. calling a "breadcrumb" a "path trail") |
| 66 | |
| 67 | **Review question:** Does the same action always look and behave the same way throughout the product? |
| 68 | |
| 69 | --- |
| 70 | |
| 71 | ## 5. Error Prevention |
| 72 | |
| 73 | Good error messages matter, but the best designs prevent errors from occurring in the first place. |
| 74 | |
| 75 | Prevention addresses both slips (unintentional actions) and mistakes (misunderstanding of design intent). |
| 76 | |
| 77 | **In practice:** |
| 78 | - Use constraints to make wrong inputs impossible (e.g. disable a Submit button until required fields are complete) |
| 79 | - Confirm before destructive or irreversible actions |
| 80 | - Use input masks, validation, and sensible defaults to guide correct input |
| 81 | - Design forms so the happy path is the obvious path |
| 82 | |
| 83 | **Review question:** For every destructive or irreversible action, is there a confirmation step or an undo path? |
| 84 | |
| 85 | --- |
| 86 | |
| 87 | ## 6. Recognition Rather Than Recall |
| 88 | |
| 89 | Minimi |