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Intro To Basic UX Concepts

Callum Silcock
February 07, 2018

Intro To Basic UX Concepts

Talk given to Message Media, covers basic laws and UX concepts with examples

Callum Silcock

February 07, 2018
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Transcript

  1. What is UX? Studying user behaviour and understanding user mo3va3ons

    with the goal of designing be7er digital experiences . Systems that confuse, in3midate or infuriate their users don’t have flawed users, but flawed designs that need to be fixed.
  2. But business requirements "Customers don’t o.en get invited to mee2ngs,

    so don’t be afraid to speak up on their behalf."
  3. Fi#’s Law "The &me to acquire a target is a

    func&on of the distance to and size of the target."
  4. Fi#’s Law • If a func)on needs to be accessed

    o0en and/or quickly, make the bu;on big • Users should be able to click anywhere within the clearly defined boundaries • Make objects as close to one another when they are used in the same sequence chain • Make interac)ve elements of the screen as large as is sensible
  5. Hick’s Law "The &me it takes to make a decision

    increases with the number and complexity of choices. "
  6. Hick’s Law • K.I.S.S. method • Only provide choices when

    a good default does not exist • Amazon shopping cart (1 click buy)
  7. Jakob’s Law "Users spend most of their 0me on other

    sites. This means that users prefer your site to work the same way as all the other sites they already know."
  8. Jakob’s Law • Respect the pla,orm’s conven3ons and interface guidelines

    • Don’t have a weird site naviga3on • 80% or more of websites use the same design approach. Users strongly expect standard elements to work a certain way when they visit a new site because that's how things always work
  9. Law of Prägnanz "People will perceive and interpret ambiguous or

    complex images as the simplest form possible, because it is the interpreta:on that requires the least cogni:ve effort of us. "
  10. Law of Prägnanz • Do not stuff too much detail

    into a small space • People tend to perceive objects as symmetrical shapes that form around their center • The law of Common Fate observes that when objects point in the same direc>on, we see them as a related group • Eg. if one navbar goes right, all nav bars should go right
  11. Law of Proximity "Objects that are near, or proximate to

    each other, tend to be grouped together."
  12. Law of Proximity • Objects that are near, or proximate

    to each other, tend to be grouped together • If you have a group of bu;ons / links etc., they should all relate
  13. Miller’s Law "The average person can only keep 7 (plus

    or minus 2) items in their working memory."
  14. Miller’s Law • Reduce the number of things your users

    have to remember • 1) too many choices, 2) too much thought required, or 3) lack of clarity • Avoid Unnecessary elements • Any element that isn’t helping the user achieve their goal is working against them • Use Iconography with CauEon
  15. Pareto Principle / Parkinson’s Law "The Pareto principle states that,

    for many events, roughly 80% of the effects come from 20% of the causes."
  16. Pareto Principle / Parkinson’s Law • Any task will inflate

    un0l all of the available 0me is spent • Make tasks short, simple and with set deadlines • It’s a ma>er of narrowing your focus down to essen0al cause and effect principles, so as to priori0se your a>en0on and resources • eg. 80% of your users will do a specific task, those are the people to focus on
  17. Serial Posi+on Effect • Pre%y straigh.orward - Put the important

    things at the beginning or at the end • When the user doesn’t set the pace of the presented items, such as in video and audio, it is usually be%er to present the most important items last.
  18. Tesler’s Law "Tesler's Law, also known as The Law of

    Conserva4on of Complexity, states that for any system there is a certain amount of complexity which cannot be reduced."
  19. Tesler’s Law • Removing features from your product may result

    in users not being able to achieve some goals • The ques:on is who handles it, the system or the user? • There is a reason cameras have many se>ngs… including auto • Find a balance • Give users control
  20. Von Restorff Effect "The Von Restorff effect, also known as

    The Isola5on Effect, predicts that when mul5ple similar objects are present, the one that differs from the rest is most likely to be remembered."
  21. Von Restorff Effect • Make the most important thing stand

    out • Also If you want to stand out from compe::on, find a feature which is always the same and make it different. • Why do call to ac:on buAons always have a different color? • They will remember that color
  22. Zeigarnik Effect • Always signal to a user they s2ll

    have things to do • Even if they are in the middle of a task they will switch context • Trick users into making them do certain things they wouldn’t do otherwise. Eg. LinkedIn uses this trick to make users complete their profiles.
  23. Resources • Intro to user experience design • Home |

    Laws of UX • Fi;s’s Law: The Importance of Size and Distance in UI Design | InteracCon Design FoundaCon • Design principles of hicks law • Laws of praegnaz, fate gestalt • Design Principles: Visual PercepCon And The Principles Of