Efficient Memorable Satisfactory

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http://andculture.com/lab/efficient-memorable-satisfactory

'Usability' is a term that is referred to when describing a user interface, from a web page to an airplane cockpit to a door handle. A usable interface is intuitive, pleasant to interact with and accommodating of the user's wants, needs, strengths and weaknesses. Whether the interface is a physical object, a piece of software or a service experience, the principles used to create a good interface can be implemented to design for a good user experience overall.

Designing for a good user experience requires a deep knowledge of the user's tendencies, abilities and limitations. Experience designers can (and do) spend months studying the patterns of those they're designing for. Fortunately, psychology already tells us a lot about these users.

In this presentation, I tap into these basic psychology principles of usability as they apply to user interface design, and offer some tips for applying them to the broader practice of designing good user experiences.

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Efficient Memorable Satisfactory

  1. 1. Efficient, Memorable, Satisfactory Usability principles beyond usability
  2. 2. What’s he talking about? - Terms - Users - Usability - Experiences
  3. 3. Terms - system: the thing being built, used, tested, improved, abandoned, replaced - user interface (UI): the part of the system the user interacts with - user: the person, customer, experiencer
  4. 4. The User - The user is a person. - People have similar abilities and limitations - People form goals - People use systems to achieve their goals (duh, users) - People use their brains to make decisions and perform actions
  5. 5. Brain Functions - Attention: filtering information - Perception: recognizing meaningful information - Cognition: evaluating that information, weighing outcomes, forming memories - Action: doing something
  6. 6. Brain Functions Attention Cognition Perception Action
  7. 7. Usability - Refers to usefulness of UI - Related to how UI facilitates and accommodates the four brain functions of the user
  8. 8. A usable UI manages Attention
  9. 9. Attention - Simplicity (or complexity) of UI
  10. 10. Attention - Signal vs. noise
  11. 11. Attention - Signal vs. noise
  12. 12. Attention - Channels of attention - High-demand - Low-demand
  13. 13. A usable UI accommodates Perception
  14. 14. Perception - Legibility Size Color Color Color Color No Color matters Contrast Contrast Contrast Contrast Contrast
  15. 15. Perception - Tactility
  16. 16. Perception - Audibility - Tone - Volume - Pronunciation
  17. 17. A usable UI enables Cognition
  18. 18. Cognition - Knowledge in the world - Affordances - Sounds - Icons - Prompts - Manuals
  19. 19. Cognition - Knowledge in the head - Language - Memory - Mental model - Risk and reward
  20. 20. A usable UI facilitates Action
  21. 21. Action - Expectation - Evaluation - Feedback from the system - Errors (system vs. user) - Progress indicators
  22. 22. Assessing Usability - Efficient - Memorable - Satisfactory
  23. 23. Efficient - Ease of perception - Learning - Error recovery - Steps - Time
  24. 24. Memorable - Mental model - Redundancy - Vernacular - ‘Chunking’ of information - Redundancy
  25. 25. Satisfactory - Provides feedback - Goal achievement - Egress (a way out, an exit, finality)
  26. 26. Usability and Experiences - The whole world is a system - Users strive to achieve goals - Ideally, the world would help them do so efficiently, memorably, and satisfactorily - The world sucks
  27. 27. Usability and Experiences - We can make the world better: more efficient, more memorable, more satisfactory - Design with principles of usability in mind - Learn about people - Exercise empathy
  28. 28. Designing with Empathy - Focus on user goals - Simplify processes - Test, test, test - Ask real users
  29. 29. Thanks! ?’s

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