Repetition & RhythmRepeating elements of a design in a rhythmic pattern that gives things structure. smell information.well suited to their purpose. Avoid cluttered features that add little value.
Stay Out of the WayAvoid rules, steps, procedures and interruptions that force users to jump through hoops. Allow people to do things their own way.
UndoMake actions reversible so that people can learn by trial and error.
Graceful ErrorsDesigns that continue to work when errors occur. For example, software that automatically restarts services that crash without bothering the user about it.
Flat StructuresGive things structure but not too much. Avoid burying things under more than 2 or 3 levels.
Provide ContextExplain to the user exactly where they are and what is going on. For example, an ecommerce site that explains a page is for reviewing shipping information and that the customer's credit card won't be charged when they submit the page.
Provide FeedbackExplain what is expected at a particular moment. If the user is expected to wait for the system to complete a request, give visual cues and information that makes this obvious.
EngagementThings that are fun to use and intriguing to explore are easy to learn. For example, gamification techniques may improve learnability.
The ease and speed with which people learn to use a product, service, machine, information source or environment.