The 3 hacks that got spring sled 138,790 users in less than 40 days
Annoy Your Users Less
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Transcript of Annoy Your Users Less
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Annoy Your Users Less
Session 202Philip Wolfe, Lead Developer
Farm Credit Services of America
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What are we talking about?
Human Factors of User Interface Design Human Computer Interaction (HCI) HCI is the study of interaction between people
and computers. (wikipedia) To the user, the user interface IS the system
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Creighton University
ITM 734 – Human Factors in Information Systems
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The Design of Everyday Things
Donald Norman (1988)
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The Humane Interface
Jef Raskin (2000)
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We are concerned with Fit
FIT
TASKHUMAN
COMPUTER
Optimize Fit and you optimize performance
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Gestalt Psychology
Law of Prägnanz - we tend to order our experience in a manner that is regular, orderly, symmetric, and simple.
Reproductive thinking is solving a problem with previous experiences and what is already known
Your users are trying to make order out of the application that they are using
This may be based on a previously used application
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Law of Closure
The mind may experience elements it does not perceive through sensation, in order to complete a regular figure (that is, to increase regularity).
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Law of Similarity
The mind groups similar elements into collective entities or totalities. This similarity might depend on relationships of form, color, size, or brightness.
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Law of Proximity
Spatial or temporal proximity of elements may induce the mind to perceive a collective or totality.
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Law of Symmetry
Symmetrical images are perceived collectively, even in spite of distance.
[ ] [ ] [ ]
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Law of Continuity
The mind continues visual, auditory, and kinetic patterns.
A
B
C
D
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Law of Common Fate
Elements with the same moving direction are perceived as a collective or unit.
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Different Types of Users
Occasional Users Everyday Users Expert Users
Design the interface for each type
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Recognition vs. Recall
What is the difference between these two?
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What is this an example of?
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What is this an example of?
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Reduce the cognitive load
Use Models Use Consistency Use the computer's “memory” as much as
possible Don't disrupt the user with
error/warning/information dialogs. They may forget what they were doing.
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Donald Norman's Principals
Cognitive Model Visibility Feedback Constraints Affordance Mapping
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Cognitive Model
A Mental Model An idea of how something works Physical to more abstract
Structure the interface in a deliberate manner Think of how does the user perceive solving
this task
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Visibility
Make all needed options visible Don't distract the user with extra information Don't overwhelm the user with alternatives
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Feedback
Communicate to the user about the state of their action
Use more than one method Don't use jargon
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Constraints
Limit what the user can perform in certain situations
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Affordance
A quality of an object that allows a user to perform an action
Involves the user's goals, plans, values, beliefs, and past experiences
Objects should project how to use them
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Mapping
The user has an idea of how the interface is to be used (their mental model)
The object has a conceptional model of how it should be used (the designer's mental model)
When the two meet there is a close mapping. The designer needs to think in a user-centered
way
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Jef Raskin's Principles
Monotony of Design – There should be one way of accomplishing a task in a system
Undo – Give users the ability to undo their actions.
Universal use of text – Icon only buttons are cryptic and can be experience / culture specific.
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Raskin's Principles cont.
Elimination of warning messages – Users ignore these! Provide a way to undo their action.
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Additional Principals
Tolerance – reduce the cost of mistakes by allowing “undo” or expecting varied inputs
Consistency – Users have knowledge of other systems (mental models)
Simplicity – Make common tasks easy, communicate clearly, break down complex tasks
Finalization – Users want to know that their actions were successful or complete
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Consistency
What else does this violate?
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Finalization
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The Uncanny Valley
The more a robot appears to be (look/act) human, the more we notice how it is not human
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The Uncanny Valley of Web UI
Is there an uncanny valley for web Uis? The more a web application tries to emulate a
desktop application, the more we focus on the missing pieces.
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Summary
Design from the user's perspective Conduct usability studies Remember Norman's Principles Your users are trying to map your system from
something they know Your users are trying to organize your system
into something they can remember
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References
Bill Higgins (http://billhiggins.us/weblog/2007/05/17/the-uncanny-valley-of-user-interface-design/) Wikipedia The Design of Everyday Things