Heuristic Evaluations
☻Qualitative Method:
Explore how players feel and behave through interviews, observations, and open-ended feedback. (with optional quantitative metrics)
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Best Stage: Mid–late development (and before launch)
Primary Goal: Identify and remove barriers so the product is usable by people with diverse abilities
Effort: Moderate
Overview
​Heuristic evaluations help assess how playable, learnable, and enjoyable a game is without requiring live user testing. They are typically conducted using a set of UX principles, such as Nielsen’s 10 Usability Heuristics.
How a Heuristics Review Works
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Pick what to review - this could be a full game build, a specific feature (like onboarding), or just the UI.
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Choose heuristics to review
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Play and evaluate - Reviewers (usually UX researchers or designers) play through the game or prototype and look for places where the experience violates any of the heuristics.
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Log issues - include the heuristic, a short description, and severity.
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Share findings - organize results with suggestions for improvement.
Nielsen’s 10 Usability Heuristics
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Visibility of System Status
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The game should keep players informed about what is going on, through appropriate feedback within a reasonable time.
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Match Between System and the Real World
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Use familiar language, concepts, and metaphors that match player expectations and genre conventions.
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User Control and Freedom
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Players should be able to undo actions or exit out of unintended states easily (e.g., skip cutscenes, back out of menus).
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Consistency and Standards
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Follow platform and genre conventions so players don’t have to guess what things mean or how they work.
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Error Prevention
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Design systems to prevent errors before they occur (e.g., confirmation before deleting saved games).
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Recognition Rather Than Recall
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Reduce memory load by keeping options, instructions, and controls visible or easily accessible.
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Flexibility and Efficiency of Use
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Let experienced players speed up interactions (e.g., keyboard shortcuts, skipping tutorials) while still supporting beginners.
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Aesthetic and Minimalist Design
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UI should be clean and not overloaded with irrelevant information—especially important during onboarding and tutorials.
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Help Users Recognize, Diagnose, and Recover from Errors
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Provide clear, human-readable error messages and recovery options (e.g., in inventory systems or multiplayer connectivity).
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Help and Documentation
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While it's better if players don’t need instructions, accessible and searchable help (like a pause menu with controls) is important.
More Resources:
Korhonen, Hannu, Marko Montola, and Juha Arrasvuori. "Understanding Playability Heuristics for Mobile Games." Proceedings of the MobileHCI 2006 Workshop on Mobile Gaming, 2006, pp. 9–12.
Schell, Jesse. The Art of Game Design: A Book of Lenses. 3rd ed., CRC Press, 2019.
Desurvire, Heather, and Charlotte Wiberg. “Game Usability Heuristics (PLAY) for Evaluating and Designing Better Games: The Next Iteration.” Online Communities and Social Computing, edited by A. A. Ozok and P. Zaphiris, Lecture Notes in Computer Science, vol. 5621, Springer, 2009, pp. 557–566.