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.
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
• 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
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
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
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
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.
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
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
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.
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