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Wayfinding: What works for Disneyworld works for you

Peter Vogel
November 11, 2015

Wayfinding: What works for Disneyworld works for you

There aren’t many sites as big or complicated as Disney World or other complex campuses that integrate a variety of buildings with the people who live, work, and visit there.

Wayfinding is the profession of crafting buildings, rooms, and campuses so that you can get to where you want to go – and many of those tools and techniques apply equally well in your site’s architecture to help your users get from “here to there.”

This talks shows you
- How to recognize the wayfinding clues that are embedded in buildings and applications you use regularly.
- Leverage those clues in your own sites to craft a wayfinding-enabled UX that lets your users find your content

Peter Vogel

November 11, 2015
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Transcript

  1. Just Say No • Wayfinding is not required for sites

    – One click deep – Where everything is found by search
  2. • Compulsive reader • Independent consultant: PH&V Information Services –

    18 years without a job • Software developer • Technical writer/editor • UX designer • Instructor • Instructional designer Fundamentally: Anything for a Dollar
  3. • It’s always persona(l) • People vary: study in Manchester

    Town Hall* – Some wandered for 30 minutes…never felt “lost” – Some went straight to their goal…still felt lost *Best, Gordon, “Direction Finding in Large Buildings”, 1970
  4. Sure, there exists a person who… I’m not going to

    design for that person (but I will give them a phone number to call)
  5. Wayfinding Begins • With arousal – Tie content and visual

    design to the user’s values • Being lost is exciting • But also stressful – Too much stress encourages mistakes
  6. Opening Gambits • Leverage what your users know • You

    want to ride the Pirates of the Caribbean – What do you need to know to use this signpost?
  7. Wayfinding Process 1. Orient 2. Plan: Choose a route 3.

    Confirm: Look for feedback on the way 4. Recognize you’ve achieved your goal
  8. 1. Support Orientation/Planning • First, reduce noise* (arousal) – Interferes

    with seeing where you are – Don’t be any more arousing than you have to be • Use recognizable names for destinations – Is it “The Planetarium” or “The McLaughlin”? • Only tell the user what they need right now – Planning is, initially big picture: I’ll get close then I’ll figure it out – So you just support making “the next decision” *The librarians favourite piece of advice
  9. Where to Put Orientation Information • Where will the eye

    go first? • Wherever that is, that’s where you – Tell the user where they are – Start giving them the tools to plan their route
  10. Support Planning • Provide the tools for finding their way

    • Enough to make “the next decision”
  11. Planning: Linear • I go here, then I go there

    (Directions) Reference Humanities Archeology
  12. Recognize Your Limitations • You only use one planning style

    – You probably can’t design for “the other one” • This is why UX design is a team sport
  13. Support Feedback and Recognition • Supporting orientation helps: – Tells

    people where they are – Breadcrumbs are not enough: The just tell the user where they’ve been • Supporting planning helps – Tells users where they can go • How will your users recognize when they get there? – Be specific: What tells users they’ve arrived?
  14. That Being the Case… • People make mistakes – Orientation

    should help users realize that – And then..
  15. Summing Up Wayfinding • Use it when you need it

    • Make it interesting • Figure out what your users know (and exploit it) • Let your users know where they are (orientation) – Also, helps when they end up in the wrong place • Make planning obvious – Just need to support “the next decision” • Let people know they’re getting closer – And when they get there – Supporting orientation/planning helps here, also
  16. • Assume you won’t get it right: – Test, Test,

    Test • Assume you didn’t get it right: – Monitor, Monitor, Monitor • Talk, Talk, Talk to your users to understand the data • Data diffuses doubts, testimony defeats ignorance Don’t Get Cocky!