Rethinking Usability Assessment: Integrating UX and Information
Architecture
Jo Santos
1 a
, M
´
arcia Lima
2 b
and Tayana Conte
1 c
1
Instituto de Computac¸
˜
ao, Universidade Federal do Amazonas, Manaus, Brazil
2
Universidade do Estado do Amazonas, Manaus, Brazil
Keywords:
Usability, User Experience, Information Architecture, Heuristic Evaluation.
Abstract:
Evaluating software usability in the early stages of development is important, thus avoiding costs associated
with future changes and dissatisfied users. Current usability inspection techniques may be limited in scope as
they do not embrace concepts such as User Experience (UX) and Information Architecture (IA). This paper
presents a new set of heuristics based on Garrett’s elements of UX to be used in usability inspections, aiming
to create systems that prioritize UX and IA aspects as an alternative to existing heuristic sets. The set was
developed based on Garrett’s planes of UX, resulting in the creation of 14 heuristics organized according to
each UX plane. We conducted an empirical study to analyze the technique’s feasibility. The results indicate
that the new heuristics set can detect a reasonable amount of defects within an appropriate time frame. Ad-
ditionally, we received feedback on the heuristics themselves, allowing for slight modifications. Finally, the
paper concludes by discussing future directions for the new heuristics set.
1 INTRODUCTION
Usability can be defined as the ease of use of a system
and acceptance from a specific group of users, and it
is important to evaluate it in the early stages of the
project, thus avoiding possible costs and difficulties
in redesigning the software (Holzinger, 2005). Taking
this into consideration, one low-cost way of assessing
system usability is through usability inspection meth-
ods, which rely on interface review by experts rather
than direct interaction with users (Novick, 2007).
Heuristic Evaluation (HE) is an inspection method
introduced by Nielsen and Molich (1990) . In this
technique, a group of usability experts analyzes a sys-
tem’s interface based on a set of principles known as
heuristics. During the evaluation, the experts iden-
tify usability issues and assess their severity (Novick,
2007). This method is widely used and is commonly
based on the set of 10 heuristics proposed and tested
by Nielsen and Molich in 1990 .
To conduct a HE, it is recommended that the eval-
uation not be done by just one specialist, but rather
by 3 to 5 assessors individually (Nielsen, 1990). Fur-
a
https://orcid.org/0009-0009-9298-4724
b
https://orcid.org/0000-0002-4913-7513
c
https://orcid.org/0000-0001-6436-3773
thermore, HE offers several advantages, such as being
cost-effective, intuitive, and not requiring prior plan-
ning (Nielsen and Molich, 1990).
Although HE provides a valuable approach to de-
tecting usability issues and certain advantages, its ap-
plicability may be limited in scenarios where the sys-
tem emphasizes user interaction (Masip et al., 2011).
Similar to usability, User Experience (UX) is con-
sidered a quality attribute of software, broadening the
aspects of the user’s interaction with the system. Nor-
man (1995) was one of the first researchers to use the
term UX, with the intention of encompassing all as-
pects of the user’s experience with a system. Norman
coined the term UX because he believed that usability
was too narrow or limited to represent a comprehen-
sive view of human-computer interactions (Norman
et al., 1995).
UX is a multifaceted concept encompassing the
interaction between users and products or services,
emphasizing both the immediate and evolving nature
of these interactions. Hassenzahl highlights UX as
a temporal, evaluative feeling driven by the fulfill-
ment of fundamental human needs such as auton-
omy, competency, stimulation, and relatedness (Has-
senzahl, 2008). The Nielsen Norman Group expands
this definition by framing UX as the holistic experi-
ence, integrating various disciplines to ensure usabil-
Santos, J., Lima, M. and Conte, T.
Rethinking Usability Assessment: Integrating UX and Information Architecture.
DOI: 10.5220/0013363900003929
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 27th International Conference on Enterprise Information Systems (ICEIS 2025) - Volume 2, pages 589-596
ISBN: 978-989-758-749-8; ISSN: 2184-4992
Proceedings Copyright © 2025 by SCITEPRESS Science and Technology Publications, Lda.
589
ity, satisfaction, and efficiency beyond just the visual
interface (Norman and Nielsen, 1998). Garrett (2011)
further complements this perspective by focusing on
the real-world behavior and context of use, emphasiz-
ing that UX extends beyond functionality and aesthet-
ics to include the broader experiential and situational
aspects.
In addition to defining UX, Garrett (2011) intro-
duces the concept of Information Architecture (IA),
which focuses on how users cognitively process in-
formation by creating organizational and navigational
structures that facilitate efficient content navigation.
Building on these ideas, Garrett presents a ve-plane
framework, each addressing specific purposes and el-
ements to guide the design process, ensuring a system
that provides a positive user experience.
In this sense, conducting research to evaluate UX
and address IA issues in the early stages of system de-
sign is crucial for creating user-centered systems that
deliver meaningful and efficient interactions. That
way, designers can ensure the system aligns with user
expectations and emotional responses, reducing the
risk of costly redesigns later in the process. Since IA
focuses on how users process and navigate informa-
tion, enabling the creation of intuitive organizational
and navigational schemes, the early-stage attention to
IA ensures that the system’s structure supports clear
and efficient user interactions, minimizing cognitive
overload and enhancing usability(Garrett, 2011).
Considering the need to evaluate UX and address
IA issues early in system design, we propose UXIA,
a new set of heuristics based on Garrett’s UX ele-
ments. These heuristics cover content, IA, naviga-
tion, and layout, aiming to provide a framework for
assessing both UX and IA during the initial design
phases. UXIA was developed to help product teams
create a cohesive and well-structured user experience
from the outset, ensuring that key design elements are
integrated early in the process.
We also conduct a feasability study, attempting
to assess UXIAs initial viability. The evaluation re-
vealed several usability issues, such as difficult nav-
igation and inconsistent icons, which led to refine-
ments in the heuristics, including clearer descriptions
and the addition of a new heuristic focused on media
format, enhancing UXIAs ability to evaluate both UX
and IA effectively.
From this study, we aim to develop a more com-
prehensive and effective heuristics set, capable of
guiding the design of system interfaces from the early
stages of the project, prioritizing UX and IA.
2 BACKGROUND
2.1 Garrett Framework: The Elements
of User Experience
Garrett (2011) proposed a framework of UX elements
planes that presents an organizational structure for the
web application design process. It aims to divide UX
into five distinct and complementary planes, with the
goal of providing a comprehensive and holistic under-
standing of UX, as shown in Figure 1.
Figure 1: Garrett’s planes framework(Garrett, 2011).
Each plane of the framework represents a unique
perspective of UX, being used to ensure that no as-
pect of users’ experience when using the product is
neglected. The framework’s structure is conceived in
a bottom-up approach, in which each plane increases
concreteness, providing a more detailed and specific
view at each stage. Figure 1 illustrates the five planes
of the framework. The following are each of the
planes in detail:
The first plane is the Strategy, which concerns the
objectives of the application, both internally and ex-
ternally. Internally, these objectives are aligned with
the product goals and business objectives, while ex-
ternally, they address the needs of the application’s
users(Garrett, 2011).
The second plane is the Scope, which addresses
the application’s functional specifications and content
requirements. It involves a detailed description of the
product features, as well as the media contents that
will be shown in the application(Garrett, 2011).
The third plane is the Structure, which focuses
on interaction design and IA. Interaction design refers
to the system’s behavior in dealing with user inter-
actions, while IA involves arranging media content
and interface elements to facilitate user understand-
ing(Garrett, 2011).
The fourth plane is the Skeleton, which is divided
into three parts: information design, interface design,
and navigation design. Information design deals with
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the presentation of data to facilitate user understand-
ing, interface design involves the elements that al-
low users to interact with the application interface,
and navigation design refers to the elements that al-
low users to move through the application through
IA(Garrett, 2011).
Finally, the fifth plane is the Surface, which
stands out for the importance of the user’s sensory
experience. At this plane, content, functionality, and
aesthetics come together to produce the final design
of the product, fulfilling the objectives established in
the four previous planes.
Garrett’s framework provides a thorough ap-
proach to UX design, covering all aspects of user ex-
perience, from strategy to sensory design. Its bottom-
up structure helps create cohesive designs by aligning
business goals with user needs, offering a solid foun-
dation in more structured design processes.
2.2 Different Approaches to Usability
Heuristics
Masip et. al. (2011) note that Nielsen’s heuristics
(Nielsen, 1993) are insufficient for evaluating interac-
tive systems. They present two cases where standard
heuristics failed. In the first case, the evaluation of
Berta, a virtual assistant for the Lleida City Council,
focused on dialog and facial expression issues, which
were not addressed by traditional heuristics. In the
second case, the evaluation of public kiosks (PICs) re-
quired heuristics that considered the physical environ-
ment and hardware features, which standard heuris-
tics did not cover. These examples demonstrate the
need for alternative evaluation approaches for inter-
active systems.
One of the various approaches to adding the UX
perspective to usability inspection is attempted by
Choma et al. (2016), in which a set of usability as-
pects is selected when inspecting a system. Then, a
group of typical users is selected, indicating the de-
gree of importance of each aspect. The idea is that,
through these steps, a relative usability degree can be
generated to identify the usability degree of the evalu-
ated application. Despite the approach adding the UX
perspective to usability inspection, the technique used
presents results that are influenced by the high degree
of subjectivity of the experts.
On the other hand, Bolchini et al. (2009) propose
a usability inspection technique that addresses various
design dimensions, including content, IA, navigation,
and layout. This technique consists of a set of heuris-
tics analogous to traditional usability heuristics, but
all related to semiotics, with the aim of identifying
problems in interfaces. Although the initial focus of
the work is to assist designers and testers in conduct-
ing a semiotic inspection on a specific website, it is
important to note that the set of heuristics does not
explicitly focus on evaluating the UX.
Islam et al. (2020) conduct an experiment to eval-
uate the creation and application of the SIDE frame-
work, a new set of heuristics designed for the semi-
otic analysis of web and mobile interfaces. The
study compares the effectiveness of this new method
with the traditional HE (Nielsen and Molich, 1990),
demonstrating that each approach identifies different
types of usability issues. While Nielsen’s heuristics
(Nielsen, 1993) are more effective in detecting struc-
tural problems, such as navigation and layout, the
proposed heuristics framework prove to be more pre-
cise in analyzing the intuitiveness and clarity of visual
signs. The results indicate that Nielsen’s set of heuris-
tics can be complemented by other frameworks, such
as the SIDE framework, to achieve a more compre-
hensive and detailed evaluation. In this case, the com-
plementarity allowed for a more in-depth examination
of the semiotic dimensions of the interface.
Parente Da Costa et al. (2019) conduct a sys-
tematic literature review to identify usability heuris-
tics for mobile applications, highlighting gaps such
as the lack of heuristics that consider usage context,
mobility, and dynamic environments. It also empha-
sizes the importance of heuristics that address cogni-
tive load by reducing interface complexity, minimiz-
ing memory demands, and providing clear feedback
to improve efficiency and user experience, especially
in multitasking scenarios.
In addition to the previously mentioned studies
and approaches, it is important to emphasize the role
of IA in system design. Morville and Rosenfeld
(2006) highlight that incorporating IA early in the
design process offers significant benefits. These in-
clude reducing costs related to locating and identify-
ing incorrect information. Furthermore, the authors
note that integrating IA enhances the user experience,
leading to a more efficient and intuitive application
design.
The cited papers propose new heuristics encom-
passing UX, AI, and other contexts, analyze exist-
ing heuristics, and conduct systematic reviews to re-
fine usability evaluation and enhance interface design.
However, none of them presents an approach that in-
tegrates IA and UX concepts into a single compre-
hensive and effective heuristic set. The objective of
the work presented in this paper is to create a set of
heuristics that addresses these identified gaps by inte-
grating IA and UX concepts into a unified framework.
Rethinking Usability Assessment: Integrating UX and Information Architecture
591
3 DEVELOPMENT OF THE UXIA
HEURISTICS
3.1 Concept and Methodology
In this section, we describe the UXIA Heuristics, a
heuristics set developed to integrate UX and IA con-
cepts into the system design process. Based on Gar-
rett’s UX elements(Garrett, 2011), the UXIA heuris-
tics aim to support usability evaluation by ensuring
the inclusion of UX and IA perspectives in the devel-
opment process. UXIA heuristics should be applied
during usability inspections and can be used at any
phase of development, as long as prototypes are avail-
able for evaluation by usability experts. This flexibil-
ity allows the technique to be adapted throughout the
entire project lifecycle.
The approach for the use of UXIA opts for a HE
as a usability inspection, aiming to provide a simple
assessment(Novick, 2007) that can be quickly con-
ducted without user participation, making it easier to
implement.
To create this set of new heuristics, we followed
the methodology proposed by Rusu et al.(Rusu et al.,
2011), which involves initial research through ex-
ploratory, descriptive, and correlational steps. This
process moves on to describing the heuristics them-
selves and, finally, validating and refining the created
set of heuristics.
3.2 Initial Research
The initial research steps arose from the observation
that applications focused on user interaction were not
fully covered by evaluations using Nielsen’s heuris-
tics(Nielsen, 1993), as seen in related works(Masip
et al., 2011). Therefore, it was necessary to develop
a set of heuristics that considered the UX perspective
when assessing such applications. In this regard, an
in-depth study of Garrett’s work (Garrett, 2011) was
conducted to create UXIA heuristics for each of the
planes proposed by Garrett.
3.3 Describing UXIA Heuristics
After the initial research step, the next step(Rusu
et al., 2011) involved developing the heuristics them-
selves. Based on the study of Garrett’s work, ini-
tially, we developed UXIA comprising 14 heuristics
that cover each of the planes of UX elements pro-
posed by the author (Garrett, 2011). Subsequently,
the heuristics are presented and organized according
to Garrett’s planes.
Below, we present the heuristics that have been
developed.
Strategy Plane
Garrett (2011) highlights the importance of user
segmentation and its impact on the overall user ex-
perience of an application. He also points out that
users in different roles have distinct needs. With this
in mind, we developed H1:
H1: Application for Multiple Types of Users -
Attention should be paid to ensure that, according to
the objectives, the application is designed for more
than just one type of user.
H2, on the other hand, was developed based on
Garrett’s insights(Garrett, 2011) that suggest that to
create a good UX, every decision must be rooted in
an understanding of its consequences, closely aligned
with the intended goal.
H2: Clear Application Objective - It is neces-
sary to evaluate whether the application’s objective is
clearly defined and evident within the application, en-
suring it aligns with its intended purpose.
Scope Plane
When discussing the scope of an application, Gar-
rett (2011) emphasizes the importance of including
essential functionalities that are directly aligned with
the proposed objectives. He underscores the need to
avoid incorporating unnecessary features that could
potentially complicate the product without adding
significant value. Based on these considerations, we
developed heuristics H3 and H4:
H3: Essential Features - The application must
have the essential features to achieve the business ob-
jectives.
H4: Inconsistent Features - Evaluate the pres-
ence of features that are not part of the application’s
scope to prevent the loss of the objective.
Based on Garrett’s observations(Garrett, 2011),
aligning content with required functionalities is more
than just creating text or visuals. It’s essential to
understand how this content will be used to achieve
strategic goals and meet user expectations. From
these insights, we developed H5:
H5: Cohesive Content with Features - Ensure
that the content, texts, photos, and media in general,
are related to the features in a cohesive manner.
Structure Plane
Garrett (2011) suggests that a significant aspect
of interaction design involves handling user errors,
which includes considering how the system behaves
when errors occur and how to prevent them from hap-
pening in the first place. From this perspective, we
developed H6:
H6: Effective Error Management - Applica-
tions need to handle errors in a way that allows the
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user to understand what is going wrong, along with a
possible solution, if applicable.
Garrett (2011) underscores the importance of cre-
ating navigation schemes that enable users to navigate
site content efficiently, ensuring they can easily find
the information and functions they seek. With this in
mind, we developed H7 and H8 heuristics:
H7: Navigation Control - It should always be
possible for the user to navigate wherever possible,
avoiding creating screens where the user can only exit
using the browser or operating system navigation but-
tons.
H8: Easy Access to Functions - Functions are
the core of an application; therefore, they should be
easily accessible to users, enabling them to find them
without much difficulty.
Continuing his discussion on architectural
schemes, Garrett (2011) emphasizes the importance
of ensuring that the number of steps or clicks re-
quired to complete a task makes sense to the user,
and mainly if each step logically follows the previous
one. This underscores the critical importance of a
well-thought-out and intuitive structure. Based on
these principles, we developed H9:
H9: Organized and Ordered Functionalities - It
is necessary to assess whether the application’s func-
tionalities present a logical and cohesive flow with the
business objectives.
Skeleton Plane
Garrett (2011) emphasizes the critical importance
of choosing interface elements that truly enhance user
understanding and facilitate interaction with the ap-
plication. He also highlights the significance of using
navigation elements to help users orient themselves
and know where they can navigate. Keeping these
principles in mind, H10 was developed:
H10: Clear and Structured Navigation - Inter-
face navigation items should be visible and easily ac-
cessible to users, allowing them to know where they
came from and where they can go.
Revisiting concepts of IA, Garrett (2011) under-
scores the significance of grouping application infor-
mation and functionalities based on shared charac-
teristics, ensuring that organizational principles align
with both user objectives and the application’s goals.
From this perspective, H11 is formulated:
H11: Appropriate Organization - The appli-
cation should present some form of organization,
whether alphabetical, temporal, by category, etc., but
always in line with the business objectives. With eas-
ily accessible menus and without overlapping.
Surface Plane
When discussing the surface plane, Garrett (2011)
makes it clear that he is referring to the sensory design
plane, specifically more connected to the senses, par-
ticularly vision and hearing and also emphasizes that
hearing plays a fundamental role in the experience of
using an application. From this arises H12:
H12: Necessary Sounds - It is important to as-
sess whether the sounds used in the application are
truly necessary and if they align with the rest of the
application.
Addressing the perspective of vision, Garrett
(2011) emphasizes the importance of applications
having adequate contrast to prevent eye strain, while
also maintaining internal and external consistency.
From this, we developed heuristics H13 and H14:
H13: Color Contrast and Uniformity - The col-
ors of an application need to have a certain level of
contrast so that the user knows where to ”stop” their
eyes instead of seeing everything at once, in addition
to uniformity so that the color palette is consistent and
does not overwhelm the user.
H14: Proper Icon Usage - The application’s
icons must make sense of the functionalities and al-
low users to recognize a feature easily.
Among the proposed UXIA heuristics, some cor-
respond to Nielsen’s heuristics (Nielsen, 1993), while
others represent novel contributions. In particular,
the heuristics addressing the application for multiple
types of users (H1), the clarity of the application’s ob-
jective (H2), the evaluation of essential features (H3),
and the cohesion between content and features (H5),
as well as guidelines for sound usage (H12), stand out
as novel. These new propositions bring a more strate-
gic approach focused on product coherence and user
experience, complementing Nielsen’s classic heuris-
tics.
The complete description of the initially devel-
oped UXIA heuristic set, including positive and neg-
ative examples as well as some illustrative images, is
available at the following link: https://figshare.com/
articles/figure/UXIA/28355546
3.4 Validation of UXIA Heuristics
According to the methodology outlined by Rusu et
al. (2011) , the next step in heuristic creation in-
volves validating the developed set of heuristics. In
this study, we conducted the initial validation in two
steps: first, by searching for real-life examples of each
heuristic, and second, through a feasibility study.
The search for examples aimed to verify whether
the heuristics could be applied to existing applica-
tions. Both positive and negative examples were con-
sidered. During this process, we identified the need to
combine some heuristics, modify existing ones, and
create new heuristics. These changes led to the cur-
Rethinking Usability Assessment: Integrating UX and Information Architecture
593
rent set of heuristics, along with the examples pro-
vided for each.
This iterative approach resulted in the set of
heuristics presented here, each supported by illustra-
tive examples (see section 3.3).
Meanwhile, during the feasibility study, two par-
ticipants were tasked with performing a series of ac-
tivities within a specific application, evaluating it in
a manner similar to a conventional HE, but using the
UXIA heuristics. The following section outlines the
details of this inspection process.
3.4.1 Instrumentation and Planning
The methodology for the feasibility study involved
selecting the two participants, introducing the key
concepts and ideas necessary to understand the use
of UXIA heuristics, and presenting the complete set
of heuristics. Next, a script of activities was pro-
vided, outlining the tasks to be completed within a
specific application. Along with this script, materials
for recording any defects discovered during the eval-
uation were also provided, following the guidelines
of HE (Novick, 2007). Finally, the participants were
asked to participate in an interview to share their ex-
perience with the UXIA heuristics, offering feedback
and suggestions for improvement.
The instruments used during the study were: (i)
Activity script, (ii) HE form, (iii) Feedback interview,
(iv) Informed Consent Form, and (v) Training on UX
and Garrett’s Framework.
The activity script contained a series of tasks de-
signed to guide the participants, acting as inspectors,
through activities commonly performed by applica-
tion users. The goal was for the participants to ex-
plore the application thoroughly in search of non-
conformities. When a non-conformity was found, the
participants filled out the HE form, indicating the de-
fect, the context in which it occurred, and any addi-
tional observations.
The feedback interview aimed to gather the partic-
ipants’ impressions of using the UXIA heuristics, in-
cluding ease of use, challenges encountered, and both
positive and negative aspects. The participants also
assessed the names and descriptions of the heuristics,
the issues they identified, and the relevance of UXIA
heuristics for evaluating UX.
The informed consent form was presented and
signed by the participants to ensure they were aware
of how their data would be used for research purposes.
The participants were informed that they could with-
draw their data at any time. Since the study was con-
ducted with postgraduate students, the process was
simplified, as the participants were already familiar
with the academic and research environment. This
familiarity facilitated open communication about the
details and implications of the study.
3.4.2 Execution
The inspection took place at a university with post-
graduate students who had prior knowledge of Usabil-
ity Inspection and HE, as well as a training on UX and
Garrett’s Framework. The training was conducted re-
motely via the Google Meet platform two days before
the inspection, which, on the other hand, was carried
out in person.
Upon starting the inspection, the participants re-
ceived the activity script and a computer with access
to the application to be inspected, along with the HE
form to note down the defects found. The partici-
pants were given as much time as necessary to com-
plete all activities and identify defects individually. At
the end of the inspection, an interview was conducted
to provide feedback on the use of the UXIA heuris-
tics. The script used, as well as the raw data concern-
ing the inspection conducted by the participant during
the inspection, are available in: https://figshare.com/
articles/figure/FeasibilityStudy/28355519
3.5 Results
After the system inspection, one of the participants,
Inspector 1, identified 8 issues within approximately
40 minutes. These included problems such as an
overly large banner that made navigating the site dif-
ficult, trouble finding essential functions due to in-
consistent labels, complex navigation with too many
steps or disorderly flow, icons that didn’t match their
functions, and titles/labels that hindered usability,
among other findings.
Inspector 2, on the other hand, identified 10 issues
in roughly the same amount of time. These defects
included inadequate error handling on the page, over-
lapping menus, difficulty locating essential features,
overly large icons and images that affected naviga-
tion, among others.
In the interview, the participants pointed out that
UXIA heuristics were interesting, easy to use, and
also relevant - “I found it interesting and very easy
to use, the examples and the description of the heuris-
tics helped me a lot to know how to classify [...], [...]
and I also thought that yes, it was relevant to evalu-
ate UX.. But also pointed out that some heuristics
were very similar - “Some are very similar and you
need to read carefully to understand that they are dif-
ferent things, so you classify better.. Participants also
suggested that one improvement would be to create a
heuristic related to the format of media on pages, as it
was a problem encountered - “[. . . ] it would also be
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good perhaps to create a new heuristic to evaluate the
size of images and media because sometimes it gets in
the way..
After completing the feasibility study, we proceed
to the last stage of the heuristic creation process(Rusu
et al., 2011), the refinement stage. In this stage, feed-
back from the previous stage was analyzed, and pos-
sible changes were considered if they were within the
objectives proposed by UXIA set.
Based on the issues identified by the participants
and their findings, it appears, as an initial observation,
that UXIA can effectively identify usability prob-
lems. Therefore, it demonstrates reasonable feasibil-
ity. However, UXIA can be refined to enhance their
effectiveness. The highlighted alterations, based not
only on the defects identified but also on the insights
gathered during the interview, were implemented as
follows:
Change in the title or description of the following
heuristics:
H7: User Navigation control - It should always
be possible for the user to navigate wherever pos-
sible, avoiding creating screens where the user can
only exit using browser or operating system naviga-
tion buttons, while also providing the possibility for
users to perform searches in the system, at least on
the main screen.
The inclusion of the term ”user” in the heuristic
title was implemented to assist inspectors in under-
standing its focus on user-specific navigation. Fur-
thermore, incorporating the capability for users to
perform searches within the system in the description
enhances the integration of IA navigation principles
within this heuristic.
H10: Clear and structured navigation items -
Interface navigation items should be visible and easily
accessible to users, allowing them to know where they
came from and where they can go.
In this case, the title was adjusted to include
”items” to clarify that this heuristic specifically eval-
uates navigation items within the interface.
H11: Appropriate Organization - The appli-
cation should present some form of organization,
whether alphabetical, temporal, by category, etc. But
always in line with the business objectives and with
labels and titles that are meaningful and help users
understand the purpose of the menu or functionality.
The adjustment in this heuristic serves to consoli-
date concepts of IA related to organization and label-
ing within a single heuristic.
And based on the insights gathered from the in-
terview and the inspection, a new heuristic has been
developed at the Surface level:
H15: Media and content with appropriate for-
mat - The media and content of the application need
to have a format that aligns with the functionalities
and does not compromise the UX.
Examples related to H15:
Gov.br
1
displays a very large photo in certain
menus that occupies more than half of the screen,
which can hinder access to other functions. It is
necessary to zoom out the screen to view the im-
age as a clickable menu.
Netflix
2
demonstrate an example of H15 compli-
ance, as all the media and images on the website
are appropriately sized and aligned with the plat-
form’s features as a movie streaming service.
4 FINAL CONSIDERATIONS AND
FUTURE WORK
Developing a set of heuristics to evaluate system us-
ability from multiple perspectives, such as UX and
AI, is essential.
Therefore, this research proposes a new set of
heuristics aimed at providing a comprehensive eval-
uation of systems, with a focus on UX. The initial
validation results demonstrate the feasibility of this
UXIA set, showing that it can be successfully applied
in such cases and has significant potential to con-
tribute to the software development process. UXIA is
designed to be utilized to ensure continuous improve-
ment and user-centric design throughout the entire de-
velopment lifecycle.
Based on the feedback received, the heuristic set
was slightly adjusted, resulting in its second version.
These were the first steps of this research. However,
it is important to note the limitations of this research.
The initial validation process was limited to a small
sample size, and the results may not be fully repre-
sentative of broader contexts. Additionally, the set of
heuristics was tested only in specific scenarios, which
may affect its generalizability to other types of sys-
tems or user groups.
Future work related to UXIA set of heuristics in-
cludes conducting a controlled experiment, in which
the UXIA heuristics set will be compared with other
existing sets, such as Nielsen’s heuristics. The aim
is to assess and compare the effectiveness of the pro-
posed technique, with a particular focus on evaluat-
ing the efficacy through the average number of defects
found by each technique.
Other possible future outcomes include evaluating
the set of heuristics in different contexts, potentially
1
https://www.gov.br/
2
https://www.netflix.com/
Rethinking Usability Assessment: Integrating UX and Information Architecture
595
through more qualitative assessments of its use. This
could involve an observational study of students using
the heuristics, providing insights into their practical
application and usability.
ACKNOWLEDGEMENTS
We thank all the participants in the empirical study
and USES Research Group for their support. The
present work is the result of the Research and De-
velopment (R&D) project 001/2020, signed with Fed-
eral University of Amazonas and FAEPI, Brazil,
which has funding from Samsung, using resources
from the Informatics Law for the Western Ama-
zon (Federal Law 8.387/1991), and its disclo-
sure is in accordance with article 39 of Decree No.
10.521/2020. Also supported by CAPES - Financing
Code 001, CNPq process 314797/2023-8, CNPq pro-
cess 443934/2023-1, CNPq process 445029/2024-2,
Amazonas State Research Support Foundation - FA-
PEAM - through POSGRAD 24-25, and Amazonas
State University through Academic Productivity Pro-
gram 01.02.011304.026472/2023-87.
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