Whitney HESS<br />Design Principles: The Philosophy of UX<br />@whitneyhess<br />
1. Stay out of people’s way<br />
1. Stay out of people’s way<br />
2. Create a hierarchy that <br />matches people’s needs<br />
2. Create a hierarchy that <br />matches people’s needs<br />
3. Limit distractions<br />
3. Limit distractions<br />
4. Provide strong <br />information scent<br />
4. Provide strong <br />information scent<br />
5. Provide signposts and cues<br />
5. Provide signposts and cues<br />
6. Provide context<br />
6. Provide context<br />
7. Use constraints appropriately<br />
7. Use constraints appropriately<br />
8. Make actions reversible<br />
8. Make actions reversible<br />
9. Provide feedback<br />
9. Provide feedback<br />
10. Make a good first impression<br />
10. Make a good first impression<br />
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WHITNEY HESS – Design Principles: The Philosophy of UX

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The visual principles of harmony, unity, contrast, emphasis, variety, balance, proportion, repetition, texture, and movement (and others) are widely recognized and practiced, even when they aren’t formally articulated. Creating a good design doesn’t automatically mean creating a good experience.
Whitney is an independent user experience designer and consults with startups and major organizations. Clients include SeamlessWeb, Boxee, House Party, US Holocaust Memorial Museum, and Scientific American. She is also a strategic partner with Happy Cog and an advisor to RedStamp. She writes about improving the human experience at Pleasure and Pain.
@whitneyhess
whitneyhess.com/blog

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Transcript of "WHITNEY HESS – Design Principles: The Philosophy of UX"

  1. 1. Whitney HESS<br />Design Principles: The Philosophy of UX<br />@whitneyhess<br />
  2. 2. 1. Stay out of people’s way<br />
  3. 3. 1. Stay out of people’s way<br />
  4. 4. 2. Create a hierarchy that <br />matches people’s needs<br />
  5. 5. 2. Create a hierarchy that <br />matches people’s needs<br />
  6. 6. 3. Limit distractions<br />
  7. 7. 3. Limit distractions<br />
  8. 8. 4. Provide strong <br />information scent<br />
  9. 9. 4. Provide strong <br />information scent<br />
  10. 10. 5. Provide signposts and cues<br />
  11. 11. 5. Provide signposts and cues<br />
  12. 12. 6. Provide context<br />
  13. 13. 6. Provide context<br />
  14. 14. 7. Use constraints appropriately<br />
  15. 15. 7. Use constraints appropriately<br />
  16. 16. 8. Make actions reversible<br />
  17. 17. 8. Make actions reversible<br />
  18. 18. 9. Provide feedback<br />
  19. 19. 9. Provide feedback<br />
  20. 20. 10. Make a good first impression<br />
  21. 21. 10. Make a good first impression<br />

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