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UI/UX Design  Module 11 – Usability testing and UX measurement

Heuristic evaluation and cognitive walkthroughs

Inspect a design before users see it, with several evaluators and Nielsen's ten heuristics, a step-by-step walk of a new task, and findings a team can fix.

  • Intermediate
  • 25 minutes
  • Examples run with Node.js 24.21.0, Python 3.14.8 and Pyodide 314.0.7
  • By MySmartCoPilot
Free core, Pro depth: 8 of 25 minutes free
Free: A heuristic evaluation checks each screen against ten rules · Cognitive walkthroughs follow one task as a newcomer would. With a pass: 2 in-depth parts and 3 interview answers, about 17 minutes.

What you will learn

  • Run a heuristic evaluation with three evaluators and merge their findings
  • Rank merged findings by severity and write each with evidence, heuristic and fix
  • Run a cognitive walkthrough of a task someone does for the first time
  • Choose between a heuristic evaluation, a cognitive walkthrough and a usability test
  • Explain what inspection methods miss and what to run after them

Before you start

What you’ll learn · Before you start

What you will learn

  • Run a heuristic evaluation with three evaluators and merge their findings
  • Rank merged findings by severity and write each with evidence, heuristic and fix
  • Run a cognitive walkthrough of a task someone does for the first time
  • Choose between a heuristic evaluation, a cognitive walkthrough and a usability test
  • Explain what inspection methods miss and what to run after them

Before you start

On this page

TiffinNow, a lunch-delivery app drawn for this lesson, has five screens and twelve usability problems planted in them. Its first usability test with customers is three weeks away, and every problem fixed before then leaves the participants’ time for the problems only they can show.

A usability inspection: Judging an interface by the knowledge of evaluators rather than by watching users try it; heuristic evaluations and cognitive walkthroughs are two kinds. finds problems without participants, through people who know what to look for. A heuristic evaluation: An inspection in which a few evaluators each check an interface alone against a short list of usability heuristics, then pool the problems they found. has a few evaluators each check every screen alone against a short list of rules of thumb, then pool what they found. cognitive walkthrough: An inspection in which a small group follows one task step by step from the point of view of a first-time user, asking the same questions about every step. follow one task step by step and ask, at each step, whether someone using the app for the first time would get through it. Both are quick and cheap; neither replaces watching real users.

A heuristic evaluation checks each screen against ten rules

On TiffinNow’s slot screen, nothing changes for eight seconds after Pay is pressed. A customer cannot tell whether the payment is going through, and some will press again. The screen breaks a known rule of thumb: a design should always show people what is going on.

Jakob Nielsen and Rolf Molich described heuristic evaluation at the CHI conference in 1990, and Nielsen’s ten usability heuristic: A rule of thumb used to judge an existing interface, applied by walking through it against a known list of common problems. More in “What UX design is and how teams practise it” each name a promise an interface should keep, from showing its status to offering help where it is needed. The program prints TiffinNow’s twelve drawn problems as a grid of screens and heuristics. Run it, then add a problem you would expect, with its heuristic:

TiffinNow's twelve drawn problems, by screen and heuristic Python · drawn-problems/drawn_problems.py
"""TiffinNow, an app drawn for this lesson: the twelve usability problems planted in its five screens.

Each problem is kept as (screen, heuristic number, what a person meets there). The program prints a grid of the
screens against Nielsen's ten heuristics, then every problem under the heuristic it breaks. Add a problem you would
expect to PROBLEMS, with the heuristic you think it breaks, and run the program again.
"""

HEURISTICS = {
    1: "Visibility of system status",
    2: "Match between the system and the real world",
    3: "User control and freedom",
    4: "Consistency and standards",
    5: "Error prevention",
    6: "Recognition rather than recall",
    7: "Flexibility and efficiency of use",
    8: "Aesthetic and minimalist design",
    9: "Help users recognize, diagnose, and recover from errors",
    10: "Help and documentation",
}
SCREENS = ["home", "meal", "cart", "slot", "track"]
PROBLEMS = [
    ("home", 2, "kitchens are listed by code (K-14), not by the cook's name"),
    ("home", 7, "no way to order yesterday's tiffin again"),
    ("meal", 4, "the add button says Proceed here and Add on home"),
    ("meal", 6, "allergens are on the home card, not on the meal page"),
    ("cart", 3, "a tiffin can be added but never removed"),
    ("cart", 10, "the 10 a.m. order cut-off is explained nowhere"),
    ("slot", 5, "a full delivery slot can still be picked"),
    ("slot", 1, "nothing changes for 8 seconds after Pay is pressed"),
    ("slot", 9, "a failed payment says only Error 402"),
    ("track", 1, "the page never updates after it opens"),
    ("track", 2, "the stage reads DISPATCH_PENDING"),
    ("track", 8, "a promo carousel pushes the delivery time off screen"),
]

print(f"TiffinNow: {len(SCREENS)} screens, {len(PROBLEMS)} drawn problems")
print("screen " + " ".join(f"H{n:<2}" for n in HEURISTICS))
for screen in SCREENS:
    cells = []
    for n in HEURISTICS:
        count = sum(1 for s, h, _ in PROBLEMS if s == screen and h == n)
        cells.append(f"{count or '.':<3}")
    print((f"{screen:<7}" + " ".join(cells)).rstrip())

for n, name in HEURISTICS.items():
    print(f"\nH{n} {name}")
    for s, h, what in PROBLEMS:
        if h == n:
            print(f"  {s}: {what}")

broken = len({h for _, h, _ in PROBLEMS})
per_screen = [f"{s} {sum(1 for p in PROBLEMS if p[0] == s)}" for s in SCREENS]
print(f"\nHeuristics broken at least once: {broken} of {len(HEURISTICS)}")
print("Problems per screen: " + ", ".join(per_screen))

Output

TiffinNow: 5 screens, 12 drawn problems
screen H1  H2  H3  H4  H5  H6  H7  H8  H9  H10
home   .   1   .   .   .   .   1   .   .   .
meal   .   .   .   1   .   1   .   .   .   .
cart   .   .   1   .   .   .   .   .   .   1
slot   1   .   .   .   1   .   .   .   1   .
track  1   1   .   .   .   .   .   1   .   .

H1 Visibility of system status
  slot: nothing changes for 8 seconds after Pay is pressed
  track: the page never updates after it opens

H2 Match between the system and the real world
  home: kitchens are listed by code (K-14), not by the cook's name
  track: the stage reads DISPATCH_PENDING

H3 User control and freedom
  cart: a tiffin can be added but never removed

H4 Consistency and standards
  meal: the add button says Proceed here and Add on home

H5 Error prevention
  slot: a full delivery slot can still be picked

H6 Recognition rather than recall
  meal: allergens are on the home card, not on the meal page

H7 Flexibility and efficiency of use
  home: no way to order yesterday's tiffin again

H8 Aesthetic and minimalist design
  track: a promo carousel pushes the delivery time off screen

H9 Help users recognize, diagnose, and recover from errors
  slot: a failed payment says only Error 402

H10 Help and documentation
  cart: the 10 a.m. order cut-off is explained nowhere

Heuristics broken at least once: 10 of 10
Problems per screen: home 2, meal 2, cart 2, slot 3, track 3

Recorded with Python 3.14.8 on macOS 26 arm64. To run it yourself: mise exec python@3.14.8 -- python3 drawn_problems.py

Every heuristic is broken at least once, and the slot and track screens hold three problems each. A real evaluation has no such answer key, which is why Nielsen Norman Group (NN/g) asks for three to five evaluators working independently: each person misses some problems, and different people miss different ones. Shneiderman’s eight golden rules and the interaction principles of ISO 9241-110:2020 are lists of the same kind, and Nielsen suggests extra rules for a product’s own category.

A heuristic number is not a finding

“Slot: breaks heuristic 1” names a rule but not what goes wrong, so nobody can judge it or test a fix. Write what a person meets, then the rule: “Slot: nothing changes for 8 seconds after Pay is pressed, so people may pay twice (visibility of system status).”

Checkpoint

Check: Heuristics and findings

  1. Question 1 of 2 MealBox's plan page lets a subscriber skip a day, but the skipped day vanishes from the week and nothing brings it back. Which heuristic does that break?

    Choose one answer.

    Show the answer: Question 1 of 2

    Answer: User control and freedom

    The skip works and is visible, so status is fine; what fails is the way back. That is user control and freedom, and an undo is its usual fix.

  2. Question 2 of 2 Which line from an evaluator's notes can a team act on?

    Choose one answer.

    Show the answer: Question 2 of 2

    Answer: Track: a promo carousel pushes the delivery time off the screen (aesthetic and minimalist design)

    A finding says what a person meets on which screen, then names the heuristic it breaks.

Cognitive walkthroughs follow one task as a newcomer would

A heuristic evaluation looks at every screen; a walkthrough follows one task through a newcomer’s eyes. Clayton Lewis, Peter Polson, Cathleen Wharton and John Rieman presented the method in 1990 for walk-up-and-use machines such as kiosks, and teams today use a shorter practitioner’s version by Wharton and colleagues.

Cognitive walkthroughs suit learnability: How easily people manage a task the first time they meet an interface, without training or help from someone who already knows it. questions: a flow that is new to the people who will use it, or a task they do too rarely to remember. The group agrees on the user, often a persona: A written description of a behaviour pattern, with its goals and context, shared by several real people, in which every line can be traced to the research notes it rests on. More in “Personas, jobs to be done and scenarios”, and on the correct steps of the task, then questions each step in turn. A checkout that follows the pattern every shopper knows needs no walkthrough; a first order that sets up a weekly plan may.

Three facts about your design settle most of the choice; give the table your answers to see which methods still fit:

Interactive · answer and compare Heuristic evaluation, cognitive walkthrough or usability test? Answer three questions about the design in front of you; the table then shows which methods fit, and why.
Is the task new to the people who will do it, or one they do too rarely to remember?
Do you need every screen checked, or one task followed closely?
Can you reach people from the target group before the decision is due?

Answer the questions above: the table then marks what fits your case and says why the rest does not.

Three ways to evaluate a design, against what each covers, whose view it takes, what it needs and what it misses.
Method What it covers Whose view it takes What it needs What it cannot see
Heuristic evaluation Who does the work: 3 to 5 evaluators, alone Good every screen in scope, each judged against the whole list of heuristics Mixed the evaluators' trained eye, rather than any one user's goal Good a prototype or even paper screens, and an hour or two from each evaluator Poor problems only real users show, and it flags some that nobody would ever meet
Cognitive walkthrough Who does the work: a small group together Mixed one task, step by step, and nothing off its path Good a first-time user of a named kind, at every step of the task Mixed the correct steps written down first, then a session with the whole group Poor screens off the chosen path, and what users really know or want
Usability test Who does the work: participants and a moderator Mixed the tasks you set, as real people attempt them Good the people the product is for, in their own words Poor recruiting, consent and a moderator: days of work rather than hours Good little within its tasks, though a small round can miss rare problems
How the answers decide
  • “Is the task new to the people who will do it, or one they do too rarely to remember?” No, they know it well: adds a caveat to Cognitive walkthrough. A walkthrough of a pattern people already know mostly confirms what everyone expected; keep the effort for steps that are new to them.
  • “Is the task new to the people who will do it, or one they do too rarely to remember?” Yes, new or rare: adds a caveat to Heuristic evaluation. Heuristics judge each screen on its own, so they can pass a step that looks fine but that a newcomer would never think to take.
  • “Do you need every screen checked, or one task followed closely?” Every screen: adds a caveat to Cognitive walkthrough. A walkthrough looks only at the steps of the task it follows; screens off that path are never examined.
  • “Do you need every screen checked, or one task followed closely?” One task: adds a caveat to Heuristic evaluation. A heuristic evaluation can be scoped to the task's screens, but it judges each screen rather than the order the task takes through them.
  • “Can you reach people from the target group before the decision is due?” No, not in time: rules out Usability test. Without people from the target group there is no test to run before the decision; inspect now, and test as soon as they can be reached.
  • “Can you reach people from the target group before the decision is due?” Yes, in time: adds a caveat to Heuristic evaluation and Cognitive walkthrough. Inspect first to clear the obvious problems, then test, because only the test shows what real users actually meet.

The three are not rivals: a heuristic evaluation covers many screens, a walkthrough goes deep on one new task, and a usability test checks both with real users.

Checkpoint

Check: Choosing an inspection

  1. One question TiffinNow is adding a group order: one person collects lunches for an office team, a flow none of its customers has seen before. The usability test is three weeks away. What do you run first?

    Choose one answer.

    Show the answer: One question

    Answer: A cognitive walkthrough of the group order, then the test

    A new task for first-time users points to a walkthrough. A heuristic evaluation of the screens fits beside it, and the usability test comes after both.

Running a heuristic evaluation with three evaluators and merging the findings Pro: opens with a Pro, Premium or Ultimate pass

One evaluator finds only some of an interface’s problems, and which ones depends on who it is. This part runs TiffinNow’s evaluation with three evaluators working alone, merges their lists and rates what remains on the 0 to 4 scale.

In this part:

  • Setting up the evaluation: scope, a task and the shape of a finding
  • Merging three lists into one, with the coverage they reach
  • Rating severity on the 0 to 4 scale, with four worked problems

1 diagram · 1 runnable example (Python) · about 8 minutes

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This part opens with any MySmartCoPilot pass.

  • Pro pass · 1 week₹79$2.99
  • 30 days₹179$5.99
  • 1 year₹1,699$45

One payment; nothing renews unless you choose to. The price shown is the total you pay: no fees or charges are added at checkout.

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Inspections come before a usability test, never instead of it

Neither inspection watches a user, so both judge only what the team can imagine. They cannot show which words customers expect, what they are really trying to do, or how a busy kitchen or a weak network changes the task, and some of what they flag no real customer ever meets. Step through where both fit in TiffinNow’s three weeks:

Interactive · step by step TiffinNow's three weeks before its first test Step through the plan and see what each method looks at, and what it leaves for the test.
TiffinNow's three weeks before its first test, step 5 of 5. Showing Five screens, Heuristics, Walkthrough, Fixes, Usability test. In focus: Usability test.Five screensready to inspectHeuristicsevery screenWalkthroughone new taskFixesworst firstUsability testreal customers

The drawing shows the whole scene; its 5 steps are listed below.

Every step as text
  1. Screens before users. TiffinNow's five screens can be clicked through, and its first usability test with customers is three weeks away. Two inspections can start this week, before a single participant is booked.
  2. Every screen, several eyes. A heuristic evaluation covers all five screens: a few evaluators check each one on their own against the ten heuristics, then pool their lists.
  3. One task, as a newcomer. A cognitive walkthrough follows one task that is new to customers, the group order for an office, step by step and from the point of view of someone doing it for the first time.
  4. Fix what both turned up. The team fixes the worst problems the two inspections found, so the test does not spend its sessions on problems the team could have seen for itself.
  5. Then watch real customers. The usability test shows what no inspection can: the words customers expect, the goals they bring, and which of the predicted problems never happen at all.

Each inspection costs only the team’s hours, so the test’s few participants are kept for what only customers can show. NN/g gives one more reason to inspect first: a heuristic evaluation’s findings can show which parts of the design the test should target.

Checkpoint

Check: Inspecting before testing

  1. One question TiffinNow's team has three weeks before its usability test. Why run both inspections in the first week rather than after the test?

    Choose one answer.

    Show the answer: One question

    Answer: Fixing the problems they find first leaves the test's sessions for what only customers can show

    Inspect first, fix the obvious problems, then test: each method covers what the other cannot, and the order saves the participants' time.

Running a cognitive walkthrough and writing the findings up Pro: opens with a Pro, Premium or Ultimate pass

A cognitive walkthrough gives up breadth for depth: one task, one kind of newcomer, every step questioned. This part walks MealBox’s first order, sets out what both inspections miss, and turns findings into a list a team can fix.

In this part:

  • The four questions, asked at every step of MealBox’s first order
  • What both inspections miss, and what finds it
  • Findings a team can act on: evidence, heuristic, severity and fix
  • Practise: merge and rank Ward Desk’s findings
  • Merge three evaluators' findings and rank them by severity
    • Results of the sample tests

1 runnable example (Python) · 1 exercise with sample tests · about 10 minutes

Opening this part with your pass…

This part opens with any MySmartCoPilot pass.

  • Pro pass · 1 week₹79$2.99
  • 30 days₹179$5.99
  • 1 year₹1,699$45

One payment; nothing renews unless you choose to. The price shown is the total you pay: no fees or charges are added at checkout.

It also opens every other in-depth part in Learn and every Pro tool. Sales are final, except where the law gives you a right to withdraw, for example in the EU and the UK (refund policy).

Practise

The questions ask which heuristic a problem breaks, which method a design question needs, and why inspection comes before testing.

Practice that adapts to you

Practise this lesson

11 questions about 8 ideas of this lesson. Each answer is explained at once, and what you get right is kept in this browser.

  1. Question 1 of 11 What does a heuristic evaluation compare an interface against?

    Choose one answer.

    Show the answer: Question 1 of 11

    Answer: A short list of usability rules of thumb

    A few evaluators each check every screen against a list of heuristics, then pool their lists.

  2. Question 2 of 11 MealBox's payment takes 12 seconds and the screen shows nothing while it runs. Which heuristic does that break first?

    Choose one answer.

    Show the answer: Question 2 of 11

    Answer: Visibility of system status

    A wait with no sign of progress breaks visibility of system status, and some people will press again.

  3. Question 3 of 11 Ward Desk shows a resident the status Escalated to L2 (SLA breach). Which heuristic does it break?

    Choose one answer.

    Show the answer: Question 3 of 11

    Answer: Match between the system and the real world

    Internal jargon, like the DISPATCH_PENDING stage on TiffinNow's track page, breaks the match between the system and the real world.

  4. Question 4 of 11 A team designing a voice assistant for car drivers finds Nielsen's ten too general. What does the lesson's guidance support?

    Choose one answer.

    Show the answer: Question 4 of 11

    Answer: Keep the general list and add rules for voice products beside it

    Any list works for a heuristic evaluation, and a product category may need its own rules added to a general one.

  5. Question 5 of 11 An evaluator's whole note says that the cart is not intuitive. What do you ask them to add before it goes in the report?

    Choose one answer.

    Show the answer: Question 5 of 11

    Answer: What a person meets on the cart, and the heuristic it breaks

    A finding states what a person meets on the screen, then the heuristic, as the line about the slot screen does.

  6. Question 6 of 11 What does a cognitive walkthrough follow?

    Choose one answer.

    Show the answer: Question 6 of 11

    Answer: One task, step by step, as someone doing it for the first time

    A walkthrough looks at one task through the eyes of someone who has never done it.

  7. Question 7 of 11 Which design gains least from a cognitive walkthrough?

    Choose one answer.

    Show the answer: Question 7 of 11

    Answer: A checkout that follows the pattern every shopper knows

    Walkthroughs pay off on flows that are new or rarely done, and familiar patterns need them least.

  8. Question 8 of 11 A manager proposes a second heuristic evaluation instead of the usability test, since inspections are cheaper. What do you say?

    Choose one answer.

    Show the answer: Question 8 of 11

    Answer: An inspection cannot replace the test, because it judges only what the team can imagine

    Inspect first, then test: the inspection clears the obvious problems so the test can spend its sessions on the rest.

  9. Question 9 of 11 What can neither a heuristic evaluation nor a cognitive walkthrough show?

    Choose one answer.

    Show the answer: Question 9 of 11

    Answer: What real customers actually do, say and want

    Inspections predict from the team's knowledge. The words customers use, their goals and their surroundings show only when customers take part.

  10. Question 10 of 11 Which TiffinNow problem is an inspection least likely to find?

    Choose one answer.

    Show the answer: Question 10 of 11

    Answer: Most customers say lunchbox where the app says tiffin

    Inspections catch what the screens show; the words, goals and settings customers bring need the customers.

  11. Question 11 of 11 Each line pairs a question with a method. Which pairings fit?

    Choose every answer that is right.

    Show the answer: Question 11 of 11

    Answer:

    • Are TiffinNow's five screens consistent with each other? A heuristic evaluation
    • Which predicted problems really happen? A usability test
    • Will a first-time customer manage a group order? A cognitive walkthrough

    Breadth across screens, depth on a new task and what really happens to real users come from three different methods.

Interview questions

Warm-up (fresher to 2–5 years): which comes first, a heuristic evaluation or a usability test, and how do they differ?

In a usability test, people from the intended audience try real tasks while someone watches, so every problem it finds is one a real user met. In a heuristic evaluation, a few evaluators judge the interface against a list of heuristics with no users present: it is faster and cheaper, but it rests on their judgement and flags some problems no user would notice. Inspect first when a design is new or rough, so the test’s participants spend their time on what only they can show.

Each question below sets a harder case; note your first two moves, then open its row:

  1. Mid to senior

    MealBox's only designer is asked to run a heuristic evaluation of the new gift-plan flow alone on Saturday and fix whatever they find before Monday's launch. What do you advise, and what changes if nobody else can help?

    Model answer, Pro. Model answers open with any pass; prices are in the notice on this page. First step and follow-ups

  2. Mid to staff

    Ward Desk officers will move complaints between departments in a new three-screen flow they will use a few times a month. A heuristic evaluation of the three screens found two cosmetic problems, and an engineer says that settles it. How do you respond, and what do you run next?

    Model answer, Pro. First step and follow-ups

  3. Mid to senior

    An agency's heuristic evaluation of MealBox arrives as 40 findings, ranked by the agency's single evaluator. The product manager wants the top ten fixed this sprint, and two of your engineers dispute several of the severities. What do you do with the report?

    Model answer, Pro. First step and follow-ups

Flashcards · 7 cards

Recall it, then check

Say the answer to yourself before you look: recalling it is what makes it stick.

  1. What is a usability inspection?

    A way to find usability problems without participants, through people who know what to look for. Heuristic evaluations and cognitive walkthroughs are both quick and cheap, and neither replaces watching real users.

  2. How does a heuristic evaluation work?

    A few evaluators each check every screen alone against a short list of rules of thumb, such as Nielsen's ten usability heuristics, and then pool what they found.

  3. Why does Nielsen Norman Group ask for three to five evaluators working independently?

    Each person misses some problems, and different people miss different ones, so the pooled list holds what each evaluator alone would miss.

  4. What turns a broken heuristic into a finding someone can act on?

    Writing what a person meets before the rule it breaks: Slot: nothing changes for 8 seconds after Pay is pressed, so people may pay twice (visibility of system status). A heuristic number alone names a rule, not what goes wrong.

  5. Which lists besides Nielsen's ten heuristics can an evaluation use?

    Shneiderman's eight golden rules and the interaction principles of ISO 9241-110, plus extra rules for the product's own category.

  6. What is a cognitive walkthrough, and when does it suit?

    A group agrees on the user, often a persona, and the correct steps of one task, then asks at each step whether someone using the product for the first time would get through it. It suits learnability questions: a flow new to its users, or a task done too rarely to remember.

  7. Why do inspections come before a usability test, never instead of it?

    Neither watches a user, so both judge only what the team can imagine: they cannot show which words customers expect or how a busy kitchen or a weak network changes the task, and some of what they flag no customer meets. Inspecting first keeps the test's few participants for what only they can show.

Key takeaways

  • A heuristic evaluation checks every screen against a short list of rules of thumb, and each finding names what a person meets before the heuristic it breaks.
  • Several evaluators work alone and then pool their lists, because each one misses problems the others catch.
  • Cognitive walkthroughs follow one task step by step from a newcomer’s point of view, and they suit flows that are new or rarely used.
  • Both inspections judge only what the team can imagine, so they come before a usability test, never instead of it.

Terms in this lesson

cognitive walkthrough
An inspection in which a small group follows one task step by step from the point of view of a first-time user, asking the same questions about every step.
heuristic evaluation
An inspection in which a few evaluators each check an interface alone against a short list of usability heuristics, then pool the problems they found.
learnability
How easily people manage a task the first time they meet an interface, without training or help from someone who already knows it.
usability inspection
Judging an interface by the knowledge of evaluators rather than by watching users try it; heuristic evaluations and cognitive walkthroughs are two kinds.

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