9. REMEMBER
FOR
THE
USER
• TELL
THEM
WHERE
THEY
HAVE
BEEN
• TELL
THEM
WHAT
THEY
HAVE
DONE
• SHOW
THEM
WHERE
THEY
ARE
10.
11. CHOICE
IS
VERY
DIFFICULT
• WE
CAN
ONLY
KEEP
A
FEW
THINGS
IN
OUR
MIND
AT
ANY
ONE
TIME.
• WE
CAN
ONLY
THINK
ABOUT
3-‐4
CHOICES
AT
A
TIME.
BEST
CASE.
• MAKE
A
CHOICE
FOR
YOUR
USER.
12. COROLLARY
• THE
USERS
AVOID
MAKING
A
DECISION
• THEY
GO
WITH
YOURS
• POSITIVE
EXAMPLE
13.
14. WHOSE
DECISION
IS
IT?
• USERS
WILL
AVOID
MAKING
A
DECISION
WHICH
MEANS:
THEY
WILL
GO
WITH
YOUR
DECISION
• UNTICKING
A
BOX
IS
A
DECISION
TOO
• WHO
BENEFITS
FROM
YOU
DECISION?
Thanks
to
DarkPaVerns.org
for
the
example
15. DRAWING
ATTENTION
• COLOR
MATTERS
• GREEN
=
GO/CONTINUE/SUCCESS
• RED
=
STOP/BACK/FAILURE
• PLACEMENT
SHOULD
BE
WHERE
THE
USER
IS
LOOKING
16.
17. SOLVING
IT
WITH
DOCUMENTATION
• IF
PEOPLE
DON’T
NOW
WHICH
BUTTON
TO
PUSH,
DOCUMENTING
IT
IN
THE
HELP
IS
NOT
SOLVING
THE
ISSUE
• THE
PROBLEM
IS
IN
THE
INTERFACE
AND
NEEDS
TO
BE
SOLVED
THERE
18.
19.
20.
21. At any point in the
interaction our users
need to understand
• Where they are
• How they got there
• How they can proceed
22. HELPING
THE
USER
TO
SUCCEED
• WE
KNOW
A
LOT
ABOUT
PEOPLE
AND
HOW
THEY
APPROACH
WHAT
THEY
ARE
DOING.
• USING
THAT
KNOWLEDGE
WE
CAN
HELP
THEM
BE
SUCCESSFUL.
• SUCCESSFUL
USERS
ARE
TOO
BUSY
DOING
THEIR
THING
TO
BOTHER
YOU.
23. PREPARED
BY
HOW
TO
GET
RID
OF
THOSE
PESKY
USERS
MAKE
USERS
SUCCESSFUL
HxR
Conference
Magga
Dora,
Senior
Experience
Designer
@maggadora
May
13,
2014