The evaluation phase is where design claims meet evidence. Across this course you have moved from user research and requirements through sketches, prototypes, and iteration; now you look back and ask what your evaluation activities actually told you, how trustworthy that information was, and whether the changes you made in response were the right ones. Reviewing the evaluation phase means being honest about method choice (usability testing with real users, heuristic or expert inspection, or a combination), about the quality and quantity of feedback you gathered, and about the gap between what you intended to measure and what you could measure in the time available.
This review also feeds directly into your final deliverable. When you present your project, you will be expected to justify design decisions with evaluation data rather than preference, to show how specific findings became specific interface changes, and to state plainly which problems remain unresolved. That requires a shared vocabulary: what usability actually means as a measurable quality, how heuristic evaluation is performed in a disciplined way, and how findings are prioritized so that limited effort goes to the issues that matter most.
The three short videos below come from Nielsen Norman Group, a long-standing source of practitioner guidance on usability. As you watch, map each idea back to your own project: which usability components did you actually test, which heuristics would have caught the problems your users hit, and how would you assign severity to the issues still sitting in your backlog. Take notes you can reuse in your reflection and final presentation.
A walkthrough of how to run a heuristic evaluation: systematically inspecting a product against a set of recognized usability heuristics to surface potential problems without recruiting users. It is likely to cover who should evaluate, how evaluators work independently before combining results, and what kind of output the process produces. The emphasis is on being systematic rather than ad hoc.
Heuristic and expert evaluation is a named subtopic here, and this video comes from the group that popularized the method, so it is a reliable account of the standard procedure you can compare against what your team actually did.
A compact introduction to usability as a measurable property of an interface, framed around five quality components: learnability, efficiency, memorability, errors, and satisfaction. Expect definitions and short examples that distinguish usability from broader notions of user experience or visual appeal. It establishes the vocabulary used in the other two videos.
It gives you the measurement language needed to compare a finished interface against the usability goals you set at the start of the project, which is the core of the "measuring design quality against initial goals" subtopic.
Covers how to rate the severity of usability problems found in testing or inspection, using a small set of criteria such as frequency, impact on the user, and persistence of the problem. It addresses how severity ratings shape a findings report and help teams decide what to fix first. The focus is on turning a raw list of issues into an actionable, ranked set.
This is the bridge between findings and design changes: it models the prioritization reasoning you need to defend why some issues were fixed, some deferred, and some left as future work.
Together these videos equip you to carry out the final review the module asks for. The usability overview supplies the benchmarks against which you judge your finished interface (MO1), while the heuristic evaluation walkthrough gives you a repeatable inspection method and a defensible evidence base for the design rationale you will present (MO2). Severity rating supports both the critical self-assessment of your process, including where accessibility or psychological factors were under-tested (MO3), and the construction of a prioritized list of unresolved issues that becomes your proposal for future improvements (MO4).
These videos were chosen from YouTube on October 3, 2026. Each has captions; the player turns them on. Videos on YouTube can be changed or removed — if one no longer plays, tell your instructor. If a player does not appear, use its Watch on YouTube link.