Let's look at heuristic evaluation from the evaluator's perspective. That's the role you'll be adopting in the next homework, when you'll serve as heuristic evaluators for each others' computer prototypes.
Here are some tips for doing a good heuristic evaluation. First, your evaluation should be grounded in known usability guidelines. You should justify each problem you list by appealing to a heuristic, and explaining how the heuristic is violated. This practice helps you focus on usability and not on other system properties, like functionality or security. It also removes some of the subjectivity involved in inspections. You can't just say "that's an ugly yellow color"; you have to justify why this is a usability problem that's likely to affect *usability* for other people.
List every problem you find. If a button has several problems with it - inconsistent placement, bad color combination, bad information scent - then each of those problems should be listed separately. Some of the problems may be more severe than others, and some may be easier to fix than others. It's best to get all the problems on the table in order to make these tradeoffs.
Inspect the interface at least twice. The first time you'll get an overview and a feel for the system. The second time, you should focus carefully on individual elements of the interface, one at a time.
Finally, although you have to justify every problem with a guideline, you don't have to limit yourself to the Nielsen 10. We've seen a number of specific usability principles that can serve equally well: affordances, visibility, Fitts's Law, perceptual fusion, color guidelines, graphic design rules are a few. The Nielsen 10 are helpful in that they're a short list that covers a wide spectrum of usability problems. For each element of the interface, you can quickly look down the Nielsen list to guide your thinking. You can also use the 6 high-level principles we've discussed (learnability, visibility, user control, errors, efficiency, graphic design) to help spur your thinking.