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Spotify Heuristic Evaluation
Spotify Heuristic Evaluation
SPOTIFY
Mia Yancich
SI 110
Infomaven #2
March 28, 2019
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ININTRODUCTION
TRO D U CTIO N
User experience, commonly referred to as UX, is a person's
perception and feelings towards every interaction they have when using a
product, system, or service (Jerome). A good experience requires that the
product has value, usability, adoptibility, and desirability. In this report, I
will evaluate Spotify, a digital music, pod cast, and video streaming service,
and its overall UX by applying Jakob Nielsen's Heuristic Evaluation.
Heuristic evaluation is a systematic review of user interface, UI, and its
compliance with Nielsen's curated usability principles, or "heuristics" (7).
This usability test incorporates direct observation and identification of
problems that cause tasks to fail. This evaluation is imperative to UX
because it determines whether or not a system is successful and offers
ways to improve it.
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V ISIBILITY AW A REN ESS
Users can access their When the user accesses his
Queue and see what is or her own account, the
about to play next. By system explicitly states the
pressing on a song and number of friends or
dragging it up or down, musicians the user is
users can directly following, the number or
manipulate the order of followers, and the number
items. When selecting songs of playlists the user has. The
to play next or add to the system also communicates
Queue, the white check next in bold let t ers that the
to the song is a good account has public playlists
indicat ion that the system is if other users want to see
acting the way the user that specific user's
wanted to. The same check generated playlists. This
appears when editing songs allows the user to be aware
within a playlist. of t heir social st at us at all
4 t imes.
H EU RISTIC 1 :
V ISIBILITY O F SYSTEM STATU S
On the app, there are 3 sections the user can refer to:
1. Home
2. Search
3. Library
The user can access their status within each section by simpling
clicking on what section they want to enter into.
Rating Excellent
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H EU RISTIC 2 :
M ATCH BETW EEN SYSTEM A N D
REA L W O RLD
Rating Good
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N ATU RA L A N D LO GICA L
O RD ER
Spotify aligns these symbols in a way that appears most
logical. Most listeners are aware of t hese symbols
because they are implement ed in most music syst ems.
The white arrows are positioned in a way that
corresponds to the system's outcome. The Forward
arrow skips to next song, whereas the back arrow
either restarts the song or goes back to the previous
song. The green heart is a universally known symbol
that indicates a liking for something, and in this case,
the user's liking for the song.
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Rating Excellent
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HEURISTIC 3:
USER CONTROL AND FREEDOM
Does the user have the ability to easily fix mistakes and
complete tasks without hassle? Can the user leave an
"unwanted state?" (6) Most often thisrefersto undo and redo.
By clicking on the heart symbol, users can add a song to
their library. If users accidentally click on this feature, they
can simply unclick it and a not ificat ion inst ant ly pops up
stating the song has been removed from their library. The
system is quick t o rect ify a mist ake by using simple and
short statements, like "Saved" and "Removed," to notify
the user of a mistake.
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Spotify sticks to a number of basic conventions. Menus
and logos sit exactly where the user may expect them to
be. For example, they use a magnifyer icon to signify the
Search section, a house
C Oicon
M PAtoNsignify
Y NAM the
E Home section,
and book icon to signify the Your Library section (as seen
on the left most photo). Additionally, Spotify does not
break consistency because it utilizes the same terms
throughout its system, instead of switching between
terms. For example, it always says "Queue" and does not
switch it up with "Play Next." Another way Spotify stays
consistent is by always showing the song playing at the
bottom of the screen no matter what the user is doing on
the app. The song never disappears (as seen in the middle
and right most photo).
Rating Good
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HEURISTIC 4:
CONSISTENCY AND STANDARDS
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HEURISTIC 5:
ERROR PREVENTION
Rating Good
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First, users must go out of their way to delete a playlist,
which great ly reduces t he chance of an error
occurring in the first place. If users find themselves in a
situation in which they have pressed the delete button,
the system asks for confirmation before deleting the
content. The confirmation notification lists the amount
of songs a playlist contains to make the user aware of
t he magnit ude of the consequence of their choice. The
same notification pops up when trying to remove a
downloaded song.
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"Does the system promote recognition by making
information and interface functions visible and easily
accessible?" (6)
According to Jakob Nielsen, recognit ion refers to our
ability to recognize a piece of information as being
familiar, while recall means the retrieval of related
details from memory. Recall involves fewer cues than
recognition (2).
Spotify generally promotes recognition over recall by
providing additional information on tasks, or in this
case, songs or playlists the user last left off on. The
most prominent example is that the system has a link
to the user's search hist ory and recent ly played in
order to retrace their surfaces. This int erface gives
ext ra help t o t he user when in need. One minor issue,
however, is that Spotify cannot remember searches
offline, so the user cannot access anything searched
when not connected to the Internet.
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HEURISTIC 6:
RECOGNITION RATHER THAN RECALL
Rating Good
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Rating
Average
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HEURISTIC 7:
FLEXIBILITY AND EFFICIENCY OF USE
Is the system flexible and can it cater to all types of users, whether
they are experts or novices?Can the individual user tailor the system
to hisor her own needsto speed up the interaction process?(1)
One way the interface allows for flexibility is that the user can
go to Settings and adjust t he music qualit y, playback, explicit
cont ent , and not ificat ion t o fit t he user's preferences. For
example, the user can choose to turn on features like Stranger
Things Mode or Behind the Lyrics, which provides a storyline on
the song's lyrical content. However, Spotify automatically sets
these arrangements and does not let the user know they can
adjust these settings until they go and look for it on his or her
own. Additionally, there is no advanced set t ing available,
perhaps because Spotify standardizes all of its settings so that
each user begins at the same level.
Excellent
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HEURISTIC 8:
AESTHETIC AND MINIMALIST DESIGN
Is all the presented information necessary, useful, and
aesthetically pleasing?
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HEURISTIC 9:
HELP USERS RECOGNIZE, DIAGNOSE, AND
RECOVER FROM ERRORS
Rating Good
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When offline, the system notifies userd with precise
wording that the system is offline and polit ely says "Go
online and try again." When the system is not working, a
message appears saying "Something went wrong" and
encourages the user to not give up by trying again. This
example proves the system notifies the users, reduces the
work required to fix the problem, and educat es t he user
what is happening during the process in a precise and
polite way (6).
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Settings on Mobile App (above) vs. Help and Support
Page on Computer (below)
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HEURISTIC 10:
HELP AND DOCUMENTATION
Rating Poor
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SPOTIFY DOES MANY THINGS W ELL
1. Visibility of System Status
2. Match Between System and Real World
3. User Control and Freedom
4. Consistency and Standards
5. Error Prevention
6. Recognition Rather than Recall
AREAS OF IMPROVEMENT
7. Flexibility and Efficiency of Use
10. Help and Documentation
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IN SUM M ARY
Spotify is a well balanced
information system due to its
effective socio-technical
design, and needs only minor
improvement. Spotify can
consider advancing the social
aspect of its design by making
it easier for users to share
their music and continuing to
curate recommended
playlists and stations.
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References
1. Batchu, Vamsi. ?10 Tips on How to Conduct a Perfect
Heuristic Evaluation.? Muzli - Design Inspiration, Muzli -
Design Inspiration, 25 Mar. 2018,
medium.muz.li/10-tips-on-how-to-conduct-a-perfect-heuristic-evaluation-ae5f8f4b3257.
2. Budiu, Raluca. ?Memory Recognition and Recall in User
Interfaces.? Nielsen Norman Group, 6 July 2014,
www.nngroup.com/articles/recognition-and-recall/.
3.?Company Info.? Spotify, Spotify AB, 31 Dec. 2018,
newsroom.spotify.com/company-info/.
4. Derome, Jennifer. ?User Experience: What Is UX??
UserTesting Blog, UserTesting, 15 Mar. 2019,
www.usertesting.com/blog/what-is-user-experience/.
5. Kaley, Anna. ?Match Between System and Real World: 2nd
Usability Heuristic Explained.? Nielsen Norman Group, 1 July
2018, www.nngroup.com/articles/match-system-real-world/.
6. Nielsen, Jakob. ?10 Heuristics for User Interface Design:
Article by Jakob Nielsen.? Nielsen Norman Group, Nielsen
Norman Group, 2005,
www.nngroup.com/articles/ten-usability-heuristics/.
7. Nielsen, Jakob. ?Heuristic Evaluation: How-To: Article by
Jakob Nielsen.? Nielsen Norman Group, 1 Nov. 1994,
www.nngroup.com/articles/how-to-conduct-a-heuristic-evaluation/.
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