efficient memorable satisfactory
DESCRIPTION
http://andculture.com/lab/efficient-memorable-satisfactory 'Usability' is a term that is referred to when describing a user interface, from a web page to an airplane cockpit to a door handle. A usable interface is intuitive, pleasant to interact with and accommodating of the user's wants, needs, strengths and weaknesses. Whether the interface is a physical object, a piece of software or a service experience, the principles used to create a good interface can be implemented to design for a good user experience overall. Designing for a good user experience requires a deep knowledge of the user's tendencies, abilities and limitations. Experience designers can (and do) spend months studying the patterns of those they're designing for. Fortunately, psychology already tells us a lot about these users. In this presentation, I tap into these basic psychology principles of usability as they apply to user interface design, and offer some tips for applying them to the broader practice of designing good user experiences.TRANSCRIPT
Efficient, Memorable, SatisfactoryUsability principles beyond usability
What’s he talking about?
- Terms- Users- Usability- Experiences
Terms
- system: the thing being built, used, tested, improved, abandoned, replaced- user interface (UI): the part of the system the user interacts with- user: the person, customer, experiencer
The User
- The user is a person.- People have similar abilities and limitations- People form goals- People use systems to achieve their goals (duh, users)- People use their brains to make decisions and perform actions
Brain Functions
- Attention: filtering information- Perception: recognizing meaningful information- Cognition: evaluating that information, weighing outcomes, forming memories- Action: doing something
Brain Functions
Attention
ActionPerception
Cognition
Usability
- Refers to usefulness of UI- Related to how UI facilitates and accommodates the four brain functions of the user
A usable UI manages Attention
Attention
- Simplicity (or complexity) of UI
Attention
- Signal vs. noise
Attention
- Signal vs. noise
Attention
- Channels of attention- High-demand
- Low-demand
A usable UI accommodates Perception
Perception
- Legibility
ColorColorColorColorNo Color
Size mattersContrastContrastContrastContrastContrast
Perception
- Tactility
Perception
- Audibility- Tone- Volume- Pronunciation
A usable UI enables Cognition
Cognition
- Knowledge in the world- Affordances- Sounds- Icons- Prompts- Manuals
Cognition
- Knowledge in the head- Language- Memory- Mental model- Risk and reward
A usable UI facilitates Action
Action
- Expectation- Evaluation
- Feedback from the system- Errors (system vs. user)- Progress indicators
Assessing Usability
- Efficient- Memorable- Satisfactory
Efficient
- Ease of perception- Learning- Error recovery- Steps- Time
Memorable
- Mental model- Redundancy- Vernacular- ‘Chunking’ of information - Redundancy
Satisfactory
- Provides feedback- Goal achievement- Egress (a way out, an exit, finality)
Usability and Experiences
- The whole world is a system- Users strive to achieve goals- Ideally, the world would help them do so efficiently, memorably, and satisfactorily- The world sucks
Usability and Experiences
- We can make the world better: more efficient, more memorable, more satisfactory- Design with principles of usability in mind- Learn about people- Exercise empathy
Designing with Empathy
- Focus on user goals- Simplify processes- Test, test, test- Ask real users
Thanks!
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