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Overview

These recommendations are the outcome of an undergraduate final project in Design, carried out at the Federal University of Technology – Paraná (UTFPR), with a view to greater inclusion of people with visual impairments in higher education.

This section presents the methodological instrument that gave the set its form: the heuristic. It defines the concept, presents the heuristic model, and gathers the models of heuristics in ergonomics and design that served as references for the exploration that produced the 12 recommendations.

Heuristic

The ancient Greek word ‘heurískō’ (meaning to discover, to find) gave rise to the expression ‘eureka’ (meaning "I have found it!"), attributed to the Greek mathematician Archimedes (287 to 212 BC). That term also gave rise to the word ‘heuristic’, which in Portuguese has two grammatical classifications: a noun (‘I will use a heuristic as a strategy to solve this problem’) and an adjective (‘I will use a heuristic approach to solve this problem’) (PEZZINI, 2020).

According to the same author, the first studies of heuristics began in the 1940s with the American economist Herbert Simon, who later received the Nobel Prize in Economics in 1978. Simon devoted himself to investigating why people often opt for satisfactory solutions rather than pursuing ideal ones. He suggested that decision-making is a cognitive process that occurs almost constantly in human life and involves weighing varied factors, in contrast to the limitations of general intelligence, accuracy of perception, time available and information available.

Later, studies of heuristics gained prominence from the 1970s onwards, when the Israeli psychologists Amos Tversky and Daniel Kahneman developed an understanding of cognitive perspectives. They argued that those perspectives profoundly influence how people think and make decisions. Where Simon sets out human limitations in the capacity to make fully rational decisions, Tversky and Kahneman introduce concepts relating to human thought processes, illustrating the strategies the brain uses to make choices.

A heuristic is therefore understood as a mental shortcut: a cognitive strategy for solving problems and making decisions in complex scenarios, where information is plentiful, varied, incomplete or uncertain. This approach seeks to save resources such as time, energy and mental effort, prioritising efficiency over perfection and providing quick answers — even if they may be imprecise — reliably and conveniently.

Rather than seeking an ideal solution, the heuristic promotes quick, approximate, probable or satisfactory solutions, often based on general rules, patterns or common sense. The underlying idea is to simplify rules that make life easier, allowing people to solve problems without the need for extensive, deep judgement. The heuristic is an intuitive and unconscious characteristic inherent in human beings, grounded in experience, in ways of thinking, in creativity, in imagination and in divergent thought. It can be applied deliberately and consciously as a problem-solving technique or, more automatically and intuitively, as behaviour oriented towards an effective resolution (PEZZINI, 2020).

Heuristic Model

Heuristic methods are practical, rapid procedures for finding emergency solutions to specific problems. One of the first heuristic methods was proposed by George Pólya, a Hungarian mathematician, in 1945, in the book "How to Solve It", which explores how mathematicians reach their conclusions. Some of the heuristics prescribed in the book include: draw a diagram when the problem is not solved; try reverse engineering when the solution is not found; turn an abstract problem into a concrete example; and approach a problem in a more general way at first before focusing on the specific (PEZZINI, 2020).

Heuristics in Ergonomics and Design

Heuristics in Ergonomics and Design consist of guidelines that make it easier to develop products, services and systems, prioritising usability and user experience. The aim is to ensure that crucial aspects of performance are considered, always with a focus on users’ needs and wishes, without limiting the team’s creativity, innovation and adaptability. The main convergence between heuristics, ergonomics and design lies in the emphasis on the human being and on delivering practical solutions for real people (PEZZINI, 2020).

In this context, Pezzini (2020) argues that heuristic analysis offers several advantages:

[...] beginning with the optimisation of resources. It sets criteria centred on the needs and wishes of the audience directly for the project team, in a way that saves time, effort and talent. It allows alternatives to be generated, tests to be run and feedback to be obtained more productively and swiftly, so that a solution can be deployed more precisely and reliably. At the same time, it does not require many people, many resources, or special software. Another advantage of heuristic analysis is its flexibility of application — that is, it can be applied at various points in a project. In a redesign project, for instance, an analysis can be carried out right at the start to understand where the design and usability problems lie and to help the team avoid repeating the same mistakes in the new version being designed. It can also be done at more advanced stages, to evaluate a prototype being tested, or to analyse the user experience of competing products. Finally, heuristic analysis is an effective and efficient method for finding the most basic usability problems in a system, and can be combined with complementary methods.

PEZZINI, 2020.

A number of models can therefore be consulted as references for defining the heuristics that may be employed in a project. In this work, the principal ones are the results of authors such as:

Table 5 — The heuristic models available in ergonomics and design
Authors Year Heuristics
Sidney Smith and Jane Mosier 1986 The 5 guidelines for designing user interface software.
Ben Shneiderman 1986 9 golden rules of design.
Donald Norman 1988 The 6 principles of everyday design
Soren Lauessen and Houman Younessi 1988 5 usability factors
Jakob Nielsen and Rolf Molich 1990 The 10 usability heuristics
Jan Dul and Bernard Weerdmeester 1991 7 heuristics of human–machine dialogue
Alan Dix 1993 The 14 principles of usability
Christien Bastien and Dominique Scapin 1993 8 ergonomic criteria for evaluating human–computer interfaces
Preece et al. 1994 The 11 human–computer interaction heuristics
Jeffrey Liker and Ann Majchrzak 1994 9 heuristics in the design process for properly conceiving the human–technology infrastructure
Apple Computer, Inc. 1995 / 2014 Macintosh Human Interface Guidelines
Gregg Vanderheiden 1997 The 7 principles of universal design
Theo Mandel 1997 12 non-functional requirements
Patrick Jordan 1998 The 10 usability recommendations
ISO 9241:10 1998 7 dialogue principles
Neto et al. 2000 Development and evaluation of multimodal web interfaces — a case study with usability principles
Simone Diniz Junqueira Barbosa 2002 5 requirements for models supporting HCI design
Lari Karkkainen and Jari Laarni 2002 The 8 design heuristics for small display screens
Preece et al. 2002 6 interaction design heuristics
Kent Norman 2003 The 16 interface and functionality design heuristics
Bruce Tognazzini 2003 The first principles of interaction design
Brigitte Borja de Mozota 2003 The criteria of "good design"
Elisabeth Fátima Torres and Alberto Angel Mazzoni 2004 10 principles of usability and accessibility
Jeniffer Ferreira 2005 The 7 semiotic heuristics
Tuncer Oren and Levent Yilmaz 2005 The quality principles for the ergonomics of human–computer interfaces in modelling and simulation software
Chorianopoulos 2008 8 design principles for television graphic interfaces
Pinelle et al. 2008 The 10 usability principles for video game design
Walter Cybis 2010 6 ergonomic principles and recommendations for designing programmes and applications for interactive TV
Neema Moraveji and Charlton Soesanto 2012 The 10 rules for building usable interfaces
Frederick van Amstel and Paulo Jorge Sousa 2012 14 heuristics for evaluating university portals
Table description

Table 5, "The heuristic models available in ergonomics and design", is organised into three columns: "Authors", "Year" and "Heuristics". The table lists chronologically thirty models of usability guidelines published between 1986 and 2012. Among the models catalogued are the 5 guidelines of Sidney Smith and Jane Mosier (1986), the 9 golden rules of Ben Shneiderman (1986), the 6 principles of Donald Norman (1988), the 10 heuristics of Jakob Nielsen and Rolf Molich (1990), Apple’s Human Interface Guidelines (1995/2014) and the 7 dialogue principles of ISO 9241:10 (1998), extending to more recent models such as the 14 heuristics for evaluating university portals by Frederick van Amstel and Paulo Jorge Sousa (2012).

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