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The New Era of (Non-) Discoverability

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Some thoughts on discoverability and learnability. A talk given at MOBX 2011 in Berlin.

Some thoughts on discoverability and learnability. A talk given at MOBX 2011 in Berlin.

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  • 1. Nothing youcan see thatisnt shown...The Beatles“All You Need is Love”
  • 2. Tap to Launch Turn off screen Press and Hold to Move or Delete Screen Shot Take Screen Shot Drag Icon Onto Another Icon to Make FolderSlide for Next/Previous/Search Screen Double-Click to Reveal Active Apps Return to Home or Stop Moving Mode Press and Hold for Voice (Siri)
  • 3. Affordances?NEIN!
  • 4. Interaction design...can be thoughtWTF?of in part as providingAFFORDANCES so that the featuresand functionality of a product can bediscovered and correctly used.Dan SafferDesigning for Interaction (2009)
  • 5. The New Era of(Non) DiscoverabilityDan Saffer@odannyboy
  • 6. DISCOVERABILITY isthe ability to detecta feature by itsAFFORDANCES orVISUAL CUES.
  • 7. DISCOVERABILITY Object with Affordance Button and Label Object with Label Object without Affordance or Label Label Only Nothing
  • 8. DISCOVERABILITY Mainframe Command Line GUI Post-PC Physical Controls Keyboard Mouse and Stylus Touch Gesture Voice
  • 9. The more importantthe task, the moreDISCOVERABLE itshould be.
  • 10. The Top Three kindsof features that shouldbe DISCOVERABLE(via Scott Berkun):
  • 11. 1.Things most people do, most often.2. Things most people do, somewhat often.3. Things some people do, most often.
  • 12. HOWEVER: In almostany UI, not everythingis going to beDISCOVERABLE. Not.Going. To. Happen.
  • 13. Why ever hideANYTHING?1. Screen Real Estate2. Emphasis3. Aesthetics
  • 14. Operational Simplicityv. Perceived Simplicity
  • 15. PROGRESSIVEDISCLOSURE
  • 16. More DISCOVERABLE= More INTUITIVE ?NEIN!
  • 17. DISCOVERABLE iswhat can be FOUND.INTUITIVE is whatcan be LEARNED.
  • 18. If a control isn’tDISCOVERABLE, itshould at least beLEARNABLE.
  • 19. Discoverability Expected Ease of LearningMainframe Command Line GUI Post-PC
  • 20. Discoverability Expectation of Ease LearnabilityMainframe Command Line GUI Post-PC
  • 21. As DISCOVERABILITYdeclines, the ability toLEARN how a productworks should rise toaccommodate for it.
  • 22. The CELLO PRINCIPLE
  • 23. A LEARNABLE UI isone where users canmake a MENTALMODEL of it easily.
  • 24. A LEARNABLE UIis also one whereinteractions buildon one another.
  • 25. The RULES areunderstood andlogically appliedacross the system.
  • 26. How do you makenon-discoverable UIsLEARNABLE?
  • 27. Coach Marks? NEIN!
  • 28. NO ONE wants anowners’ manual for amobile app.
  • 29. If [an app] needs tobe explained, thenit’s probably broken.Khoi Vinh
  • 30. Users needINFORMATION tomake decisions:information aboutwhat they can do.
  • 31. Without affordancesor labels, users onlyhave their memories torely on.
  • 32. Without information,users are left to theirown methods:
  • 33. 1. Not doing it2. Work arounds3. Looking for help4. TRYING RANDOM SHIT
  • 34. The penalty forexperimenting shouldbe NONE.
  • 35. If (Expectation != Outcome) { Learning;}
  • 36. Make controls forlow-frequency tasksGUESSABLE.
  • 37. NEVER make anessential task gesture-or voice only...unless itis rapidly LEARNABLE.
  • 38. For high-priority tasks:use gestures andvoice as shortcuts,while providing visiblecontrols to do thesame thing.
  • 39. TWO-PLY PRODUCTS: Visible controls forDISCOVERABLE high-priority tasks Gestural/voiceLEARNABLE shortcuts for high- priority tasks, guessable controls for low-priority tasks
  • 40. Come for theDISCOVERABLE,stay for theLEARNABLE.
  • 41. DANKE. THANKS.dan@odannyboy.com@odannyboy on twitter