Heuristics Continued
Recognition rather than recall: Minimize 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.
Eciency of play: In just about any game, certain actions are universally the most fre-
quently taken. Examples include taking all of a weightless valuable into one’s inventory
,
accepting quick and free help, conrming a choice to engage in default gameplay, etc.
For customizable games and variant control schemes, allow users to tailor frequent
actions. Don’t waste players’ time.
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.
Suspension of play: Gameplay can be benecially suspended in situations such as
pause menus, inventories, dialogues, and cutscenes. Ensure that such suspensions
don’t detract from enjoyment of the game, and that the transition between suspended
and active play allows for players to reassume control.
Reference:
https://www.nngroup.com/articles/ten-usability-heuristics/