Critical Design Strategy (CDS)

A structured method for evaluating visualisation designs

The heuristic questions

The second stage of the Critical Design Strategy (CDS) involves a comprehensive critique of the visualisation artefact through a structured set of heuristic questions. These questions are designed to guide the appraiser through six key perspectives:

  1. User – suitability, trustworthiness, usefulness, and clarity of the visualisation from the perspective of the intended audience.
  2. Environment – how well the artefact fits its physical and technological setting.
  3. Interface – usability, ergonomics, and the layout of visual and interactive elements.
  4. Components – presence and quality of the visualisation’s core parts and their interrelationships.
  5. Design – aesthetic quality, spatial organisation, and clarity of context.
  6. Visual Marks – effective use of visual encoding, appropriate abstraction, and clarity of display.

Each perspective contains five targeted heuristic questions (30 in total). These are not mere checklists but prompts for reflective analysis.

Each of the following 30 heuristic questions is scored on a Likert scale from -2 (poor) to +2 (excellent). They are grouped into six perspectives that help appraisers think broadly and deeply about their visualisation design.

The purpose of each heuristic is to (i) encourage systematic and deep reflection, (ii) help people avoid overlooking important design or usability factors, (iii) support the development of design literacy and critical awareness and (iv) enable tracking of improvement over iterations.

For each heuristic, select a rating from –2 (very poor) to +2 (very good). Consider the context: who the users are, what the data represents, and how the visualisation is to be used. Where possible, add brief notes to support your judgment. Do not worry about being overly precise as the Review stage will help refine and reflect on these initial ratings.

This isn't about ticking boxes, instad it's about thinking critically. Use the heuristics to identify strengths and weaknesses, surface design issues, and articulate your reasoning. This analysis sets the foundation for reflection in the final stage.

User

Environment

Interface

Components

Design

Visual Marks

Stage 2: Detail — Heuristic Evaluation Table

Rate each heuristic using the scale from -2 to +2. Use the guiding labels on the right to help your judgment.

Total Score: 0

Perspective # Heuristic Question Rating (-2 to +2) Range of Answers
User 1 Is suitable for the user and task Poor ↔ Good
User 2 Is understandable for user and task to hand Poor ↔ Good
User 3 It doesn't require guesswork Poor ↔ Good
User 4 Is trustworthy Poor ↔ Good
User 5 Would be useful Poor ↔ Good
Environment 6 It would fit in with other technologies Poor ↔ Good
Environment 7 Uses suitable technology Poor ↔ Good
Environment 8 Has appropriate interaction Poor ↔ Good
Environment 9 Its sizing is correct Poor ↔ Good
Environment 10 Gives a positive ambience Poor ↔ Good
Interface 11 Suitable user interface Poor ↔ Good
Interface 12 Ergonomic interface Poor ↔ Good
Interface 13 Facets are sized suitably Poor ↔ Good
Interface 14 Interface suitably spaced Poor ↔ Good
Interface 15 Suitable quantity of interface parts Poor ↔ Good
Components 16 Has all necessary components Poor ↔ Good
Components 17 Has all suitable output/view types Poor ↔ Good
Components 18 Clear relationships between parts Poor ↔ Good
Components 19 Task can be easily performed Poor ↔ Good
Components 20 Suitable organisation of components Poor ↔ Good
Design 21 Inspiring design Poor ↔ Good
Design 22 Aesthetic and visually attractive Poor ↔ Good
Design 23 Good composition and space utilisation Poor ↔ Good
Design 24 Suitable coverage of data/underpinning facets/concepts Poor ↔ Good
Design 25 Clear instructions, labels, legends to give context Poor ↔ Good
Visual marks 26 Right choice of channels to communicate things clearly Poor ↔ Good
Visual marks 27 Communicates appropriate relationships/morphisms Poor ↔ Good
Visual marks 28 The types of marks used, communicate things well Poor ↔ Good
Visual marks 29 Components are shown at the right level of abstraction/detail Poor ↔ Good
Visual marks 30 Nothing is hidden that shouldn't be hidden Poor ↔ Good