SlideShare uses cookies to improve functionality and performance, and to provide you with relevant advertising. If you continue browsing the site, you agree to the use of cookies on this website. See our User Agreement and Privacy Policy.
SlideShare uses cookies to improve functionality and performance, and to provide you with relevant advertising. If you continue browsing the site, you agree to the use of cookies on this website. See our Privacy Policy and User Agreement for details.
Successfully reported this slideshow.
Activate your 30 day free trial to unlock unlimited reading.
1.
Nothing you
can see that
isn't 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 Folder
Slide for Next/Previous/Search Screen
Double-Click to Reveal Active Apps
Return to Home
or Stop Moving Mode
Press and Hold for Voice (Siri)
4.
Interaction design...can be thought
WTF?
of in part as providing
AFFORDANCES so that the features
and functionality of a product can be
discovered and correctly used.
Dan Saffer
Designing for Interaction (2009)
5.
The New Era of
(Non) Discoverability
Dan Saffer
@odannyboy
6.
DISCOVERABILITY is
the ability to detect
a feature by its
AFFORDANCES or
VISUAL 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 important
the task, the more
DISCOVERABLE it
should be.
10.
The Top Three kinds
of features that should
be 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 almost
any UI, not everything
is going to be
DISCOVERABLE. Not.
Going. To. Happen.