Laws

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  • 1. 5 Laws for a User Experience DesignerSunil Shrivastav | http://www.designindna.com/
  • 2. Fitts’ Law Hick’s Law80/20 Rule The Gestalt PrinciplesMental Model ProximitySunil Shrivastav | http://www.designindna.com/
  • 3. Fitts’ Law Fitts law (often cited as Fittss law) is a model of human movement primarily used in human–computer interaction and ergonomics that predicts that the time required to rapidly move to a target area is a function of the distance to the target and the size of the target. Fittss law is used to model the act of pointing, either by physically touching an object with a hand or finger, or virtually, by pointing to an object on a computer monitor using a pointing device. It was proposed by Paul Fitts in 1954. source: http://en.wikipedia.org/wiki/Fitts_lawSunil Shrivastav | http://www.designindna.com/
  • 4. Hick’s Law Hicks Law, named after British psychologist William Edmund Hick, or the Hick–Hyman Law (for Ray Hyman), describes the time it takes for a person to make a decision as a result of the possible choices he or she has. source: http://en.wikipedia.org/wiki/Hick%27s_lawSunil Shrivastav | http://www.designindna.com/
  • 5. 80/20 Rule or The Pareto Principle The Pareto principle (also known as the 80–20 rule, the law of the vital few, and the principle of factor sparsity) states that, for many events, roughly 80% of the effects come from 20% of the causes. source: http://en.wikipedia.org/wiki/Pareto_principleSunil Shrivastav | http://www.designindna.com/
  • 6. The Gestalt Principles Gestalt is a psychology term which means "unified whole". It refers to theories of visual perception developed by German psychologists in the 1920s. These theories attempt to describe how people tend to organize visual elements into groups or unified wholes when certain principles are applied. source: http://graphicdesign.spokanefalls.edu/tutorials/process/gestaltprinciples/gestaltprinc.htm http://en.wikipedia.org/wiki/Gestalt_psychology#Uses_in_human.E2.80.93computer_interactionSunil Shrivastav | http://www.designindna.com/
  • 7. Mental Model A mental model is an explanation of someones thought process about how something works in the real world. It is a representation of the surrounding world, the relationships between its various parts and a persons intuitive perception about his or her own acts and their consequences. Mental models can help shape behavior and set an approach to solving problems (akin to a personal algorithm) and doing tasks. source: http://en.wikipedia.org/wiki/Mental_modelSunil Shrivastav | http://www.designindna.com/
  • 8. Proximity The principle of proximity calls for related items to be grouped visually, creating less clutter and making for a more organized layout. Items unrelated to each other should be placed further apart, to emphasize their lack of relationship. source: http://www.webdesignerdepot.com/2010/01/the-principle-of-proximity-in-web-design/ http://www.smashingmagazine.com/2011/04/26/proximity-in-design-why-i-can-t-use-my-car-s-a-c/Sunil Shrivastav | http://www.designindna.com/
  • 9. Thank You Sunil Shrivastav User Experience Designer sunilshrivastav@gmail.comSunil Shrivastav | http://www.designindna.com/