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Andy Marshall, Head of User Experience
Designing for how we perceive, think, and talk about time
About time
In UX we sketch and wireframe
moments in a journey, but we
often neglect to think about
what happens in between those
moments.
Time is an often overlooked
element in the design process.
In this presentation we’ll
explore our perceptions of 

time, and some approaches 

and strategies when designing
with time in mind.
Perception And Attention
1
Perception And Attention

Let’s start with exploring what is within the
realms of our perception and understanding.
ThePitchDropExperiment
In 1927 Thomas Parnell of Queensland University heated a
substance called pitched, poured it into a glass jar, then left 

it to cool down. For three years.
Pitch is a viscoelastic polymer. So even though it looks
motionless, it is in fact pouring through the glass jar, albeit 

very slowly - it drips about once every 12 - 15 years.
This may be an extreme example, but when things move 

this slowly we simply have no perception of change.
Watch The Pitch Drop Experiment live (only 14 years to go!):

www.thetenthwatch.com
Let’s look at something with a shorter duration

Can you spot the change happening in the
following video?
https://www.youtube.com/watch?v=1nL5ulsWMYc
changeblindness
Changeblindness
It’s not just change happening over 12 - 15 years we can’t perceive. Surprisingly we struggle

to perceive changes happening over as little as 10 or 12 seconds, a phenomena known as 

Change Blindness.
seconds
limitsofattention
Limitsofattention
It’s often said your homepage should load within 8 seconds. There’s good reason for this - 

when interacting with websites our attention is typically limited at around 7 to 10 seconds.
As a result you should notify users every 10 seconds or so with more prolonged interactions.
seconds
conversation
seconds
Conversationspeed
In a typical conversation the to and fro varies from 2 - 5 seconds as two people exchange information.
Responses of less than 2 seconds lead to, “They answered that without thinking”, whilst those longer than
5 seconds lead to,“Why did they have to think about that so much?” or “They’re not paying attention to me”.
Too fast or too slow can create a sense of mistrust.
We’re incredibly comfortable interacting at between 2 - 5 seconds. As a general rule interactive systems
should be designed to respond within this timeframe. The to and fro of information between a system 

and a user at this speed creates a natural, responsive, and trusting experience.
From seconds to milliseconds

At an even shorter duration, how quickly do we
perceive things around us?
Let’s follow the journey of light from an object
entering your eye, to your becoming aware of
what you’re looking at.
Thequickestroutetoperception
milliseconds
Light bounces off a bottle and enters your eye. After 200ms electrical
signals from the eye have reached the middle of your brain.
Thequickestroutetoperception
milliseconds
Another 200ms and the signal has reached the back
of your brain where you’ve started processing vision.
Thequickestroutetoperception
milliseconds
Back to the middle then bottom of your brain
where you decode shape, contrast, and edges.
Thequickestroutetoperception
milliseconds
Electrical signals pass to the front of the
brain where we realise, “Oh, I see a bottle”.
Thequickestroutetoperception
Visual may be the quickest route to perception, but it still takes about half a second
before you’re actually aware of what you’re looking at.
We think we operate in realtime, but in fact we’re constantly operating about 

a half a second behind realtime.
milliseconds
milliseconds
Thequickestroutetoaresponse
Some of our automatic responses are even quicker.
A loud, sudden, and unexpected noise can cause our spinal 

neurons to respond in just 50ms.
This is several hundred milliseconds before we’re consciously 

aware of the event that just happened.
Design interactions at the
pace of conversation
Longer durations fall
outside of perception
and attention.
Short durations, too
short to be perceived
seconds
Theproblemareasforinteractiondesign
Design Considerations
2
Design Considerations

Now we’ve looked at some of the limitations of
our perception and awareness, how should we
design with these in mind?
Dealingwithlongerdurations
+
1. Anyinteractionwhichwilltakelongerthan10secondsdeservesmessaging

-spinningwheelsarenotsufficient

2. Thelongertheduration,theless approximateweneedtobewithdurations

3. Whenwetalkintime,usenumberswearefamiliarwith

-1,2,3,5,10,15,20,30
–
1. Thespeedoftechnologyoutstripsusbutnewtechnologyisperceivedas“toogoodtobe
true”andcreatesmistrust

2. Consideraddinganartificialdelayinyourfeedbacklooptoallowourslower,human
brainstoperceivechangeandinteractions

3. Considerprolongedmessaging,forinstanceshowingthemessage“Documentsaved”
for5seconds,eventhoughthedocumentmayhaveactuallysavedin40milliseconds
Dealingwithshortdurations
Performance Improvement
3
Performance Improvement

In UX we’re often asked to address timing issues, such as
interactions that take too long, or through feedback that’s been
received from customers about a painfully slow interaction.
From the service and retail industries there are three 

strategies we can adopt to tackle the challenge of 

improving the experience of time.
1. Makesubstantialchangestothewaybusinessisconducted

-OperationalManagement

2. Provideadistraction,divertattention

-PerceptualManagement
3. Focusonmakingthecustomermoretolerantofinevitablewaitsordelays

-ToleranceManagement
Threestrategiesforimprovingperformance
Operational Management

Operational Management is about investing in a system, platform,
or area of a business to help improve performance.
This should always be the first strategy to consider when looking
to make a performance improvement, though cost can be a
limiting factor.
The following are examples of Operational Management in action.
OperationalManagement
The introduction of the Blu-ray
format in game consoles has led
to the increase in file and data
sizes of games, leading to longer
and longer installation times.
To avoid gamers becoming more
and more frustrated whilst
waiting for a new game to install,
Sony introduced a feature in the
PlayStation 4 allowing gamers to
begin playing the game as the
remainder installs.
This feature is the result of an
investment in the software and
hardware of a system to reduce
waiting times.
OperationalManagement
Fewer companies have analysed
the psychology of queues and
waiting more than Disney.
According to a New York Times
article, if a popular ride like
Pirates of The Caribbean is too
slow, the Disney command centre
gives the order to release more
boats.
This shows an investment by
Disney in having more facilities
and staff on stand-by, which they
can roll out, when required.
OperationalManagement
40 seconds
I once worked on a dashboard
that reports on the health of
devices across a global network.
A requirement was for the system
to ping all devices on the network
to retrieve a report on the health
of each device.
Global networks can have many
thousands of devices, so results
would take about 40 seconds to
appear on the dashboard.
An Operational Management
approach to reducing this wait
would require very high costs to
replace expensive technology.
How much time saving is enough?

Applying an Operational Management approach raises
important questions such as, “What do we need to change
to make the desired reduction in time?”, and“How much
will the investment cost?”.
The question you should start with is: 

How much difference in time is perceivable?
OperationalManagement
“Just-noticeabledifference”
Weber’s20%Rule
Weber’s ratio of 20% is a good
rule of thumb to use.
We only perceive differences in
time when they are increased 

or decreased by 20% or more.
OperationalManagement
2010 2012
Here’s an example to illustrate.
Celebrity chef Jamie Oliver
published “Jamie’s 30 Minute
Meals”, later followed with 

“Jamie’s 15 Minute Meals”.
In time savings a 15 minute meal 

is half the time it takes to make 

a 30 minute meal, or 50% of 

the time, which far exceeds a 

20% saving, and is therefore a
perceivable difference according

to Weber’s ratio.
Had Jamie Oliver published
“Jamie’s 25 Minute Meals” it would
have been a different story. A 

16.6% saving would have been less
than a 20% saving, and would have
therefore been imperceivable.
OperationalManagement Applying Weber’s 20% Ratio to our
dashboard with its 40 second wait, 

a 20% reduction in waiting would
create a perceivable difference, 

so the desired wait would have 

to be 32 seconds or less to be
considered a worthwhile
investment.
Anything higher than this, for
instance, 35 seconds, would be
imperceivable, and therefore 

not a good investment.
Incidentally this works both ways. 

If introducing analytics increases
the delay, providing this is within

a 20% increase, it won’t have 

a perceivable difference on the
experience.
40 seconds
1. Makesubstantialchangestothewaybusinessisconducted

-OperationalManagement

2. Provideadistraction,divertattention

-PerceptualManagement

3. Focusonmakingthecustomermoretolerantofinevitablewaitsordelays

-ToleranceManagement
Threestrategiesforimprovingperformance
Perceptual Management

Perceptual Management is an approach that focusses on
distractions and techniques to influence a customer’s perception of
the passing of time and as you’ll see from the examples that follow
this is a commonly used strategy.
Note that the more a customer is exposed to a distraction, the less
effect it has on them so Perceptual Management should only be
considered for less frequent interactions.
PerceptualManagement
There are inevitable delays when
eating out; from arriving at a
restaurant and waiting for a table,
to being seated and then waiting to
order and receive your meal.
Visit an Honest Burger on a busy
day without a reservation where
delays can be up to as much as an
hour, and they’ll add your details
to their booking system, which will
send you an alert when your table
is ready.
This frees you up from staying in
the restaurant to go shopping or
have a drink nearby, distracting
you from the experience of the
wait for a table.
PerceptualManagement We touched on Disney’s approach
to Operational Management,
earlier, but they also employ
Perceptual Management to
overcome the challenge of waiting
times in queues.
The sight of a long queue is
demoralising, so every Disney 

ride has a serpentine queue that
winds through a number of 

staged distractions.
Staff keep customers engaged up
and down queues, and some
experiences have more specific 

set pieces to distract waiting
customers, such as the special
effects waiting room for the
Haunted Mansion.
PerceptualManagement
One commonly used distraction
is the use of televisions and
radios in waiting rooms.
Visit a Post Office, and chances
are you’ll find yourself watching 

a well positioned television,
distracting you from the often
long wait.
This technique has also made its
way into healthcare, and
televisions are now a common
site in hospital and surgery
waiting rooms.
PerceptualManagement Stepping off a flight at an airport
leads to an inevitable wait for your
luggage to be taken from the plane
and arrive into the building for you
to collect.
Rather than have you step off the
plane and stand for 8 - 10 as you
wait for your luggage, many
airports employ Perceptual
Management through having you
step off the plane then walk
through a complex route of
corridors within the airport to
reach the luggage collection point.
It takes the same time to be
reunited with your luggage, but the
short walk distracts you from the
experience of waiting for your
luggage to arrive.
PerceptualManagement
Waiting for content to load is all
part of the experience when
interacting with apps or
websites.
The loading animations and
spinning wheels found in apps
and websites are examples of
Perceptual Management.
These signify that activity is
taking place, but they also occupy
your time with distractions as
content is loaded.
PerceptualManagement
Another often used Perceptual
Management technique is
displaying messaging in apps 

and websites as your customer
waits for content to load content.
Dedicating time to reading this
type of messaging distracts you
from the wait for the actual
content to load.
Slack is shown here displaying
messages as the desktop
application starts up 

and loads content.
1. Makesubstantialchangestothewaybusinessisconducted

-OperationalManagement

2. Provideadistraction,divertattention

-PerceptualManagement

3. Focusonmakingthecustomermoretolerantofinevitablewaitsordelays

-ToleranceManagement
Threestrategiesforimprovingperformance
Tolerance Management

Tolerance Management doesn’t attempt to disguise the duration 

of waiting, but instead sets out to make customers more tolerant 

of the delay.
Tolerance for any duration is subjective and relative to the situation.
For example, a 10 minute delay in travelling to an appointment
you’re already 15 minutes late for is far more painful than a 10
minute delay following a 3 day wait for a parcel to be delivered.
ToleranceManagement
Amazon offer next day delivery,
and are very transparent about
how they will compensate 

you if they fail to deliver to 

their promise.
ToleranceManagement
During the installation of an
operating system, communicating
the ongoing process is crucial as
users are typically unable to
perform any tasks on the
computer until the operating
system has fully installed.
ToleranceManagement Returning the dashboard example,
Operational Management wasn’t 

a viable solution due to costs.
Perceptual Management was also
not viable due customers using the
system multiple times throughout
the day.
Tolerance Management was the
recommended strategy in dealing
with delays in waiting for reports to
be retrieved.
Techniques implemented included
messaging that reminded
customers of the complexity of the
task of pinging the many thousands
of devices on their network, and
multitasking was supported,
allowing customers to perform
other tasks as content was loaded.40 seconds
Key Takeaways
4
1. We’remostcomfortablewith2-5secondinteractions
2. Forinteractionswithdurationsabove10secondssetexpectationswithclearmessaging
3. Usenumberswe’remostfamiliarwithwhendescribinglongerdurations
4. Peoplecanmistrusttechnologywhenitmovestooquicklyforthem

-considermessagingorintroducingartificialdelaysinyourfeedbackloops
5. UseOperationalManagementwhenyoucanimproveasystemtoimprove

theexperienceoftime,keepinginmindWeber’s20%Ratio
6. Forlessfrequentinteractions,usePerceptualManagementtomanipulate

perceptionsoftime
7. UseToleranceManagementbysettingexpectationsclearly,remindingcustomers

oftheimportanceorcomplexityofatask,andsupportmultitaskingwherepossible.
Keytakeawayswhendesigningwithtime
Thank you
andy.marshall@rufusleonard.com
rufusleonard.com
@andy__marshall

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About time

  • 1. Andy Marshall, Head of User Experience Designing for how we perceive, think, and talk about time About time
  • 2. In UX we sketch and wireframe moments in a journey, but we often neglect to think about what happens in between those moments. Time is an often overlooked element in the design process. In this presentation we’ll explore our perceptions of 
 time, and some approaches 
 and strategies when designing with time in mind.
  • 4. Perception And Attention
 Let’s start with exploring what is within the realms of our perception and understanding.
  • 5. ThePitchDropExperiment In 1927 Thomas Parnell of Queensland University heated a substance called pitched, poured it into a glass jar, then left 
 it to cool down. For three years. Pitch is a viscoelastic polymer. So even though it looks motionless, it is in fact pouring through the glass jar, albeit 
 very slowly - it drips about once every 12 - 15 years. This may be an extreme example, but when things move 
 this slowly we simply have no perception of change. Watch The Pitch Drop Experiment live (only 14 years to go!):
 www.thetenthwatch.com
  • 6. Let’s look at something with a shorter duration
 Can you spot the change happening in the following video?
  • 8. changeblindness Changeblindness It’s not just change happening over 12 - 15 years we can’t perceive. Surprisingly we struggle
 to perceive changes happening over as little as 10 or 12 seconds, a phenomena known as 
 Change Blindness. seconds
  • 9. limitsofattention Limitsofattention It’s often said your homepage should load within 8 seconds. There’s good reason for this - 
 when interacting with websites our attention is typically limited at around 7 to 10 seconds. As a result you should notify users every 10 seconds or so with more prolonged interactions. seconds
  • 10. conversation seconds Conversationspeed In a typical conversation the to and fro varies from 2 - 5 seconds as two people exchange information. Responses of less than 2 seconds lead to, “They answered that without thinking”, whilst those longer than 5 seconds lead to,“Why did they have to think about that so much?” or “They’re not paying attention to me”. Too fast or too slow can create a sense of mistrust. We’re incredibly comfortable interacting at between 2 - 5 seconds. As a general rule interactive systems should be designed to respond within this timeframe. The to and fro of information between a system 
 and a user at this speed creates a natural, responsive, and trusting experience.
  • 11. From seconds to milliseconds
 At an even shorter duration, how quickly do we perceive things around us? Let’s follow the journey of light from an object entering your eye, to your becoming aware of what you’re looking at.
  • 12. Thequickestroutetoperception milliseconds Light bounces off a bottle and enters your eye. After 200ms electrical signals from the eye have reached the middle of your brain.
  • 13. Thequickestroutetoperception milliseconds Another 200ms and the signal has reached the back of your brain where you’ve started processing vision.
  • 14. Thequickestroutetoperception milliseconds Back to the middle then bottom of your brain where you decode shape, contrast, and edges.
  • 15. Thequickestroutetoperception milliseconds Electrical signals pass to the front of the brain where we realise, “Oh, I see a bottle”.
  • 16. Thequickestroutetoperception Visual may be the quickest route to perception, but it still takes about half a second before you’re actually aware of what you’re looking at. We think we operate in realtime, but in fact we’re constantly operating about 
 a half a second behind realtime. milliseconds
  • 17. milliseconds Thequickestroutetoaresponse Some of our automatic responses are even quicker. A loud, sudden, and unexpected noise can cause our spinal 
 neurons to respond in just 50ms. This is several hundred milliseconds before we’re consciously 
 aware of the event that just happened.
  • 18. Design interactions at the pace of conversation Longer durations fall outside of perception and attention. Short durations, too short to be perceived seconds Theproblemareasforinteractiondesign
  • 20. Design Considerations
 Now we’ve looked at some of the limitations of our perception and awareness, how should we design with these in mind?
  • 21. Dealingwithlongerdurations + 1. Anyinteractionwhichwilltakelongerthan10secondsdeservesmessaging
 -spinningwheelsarenotsufficient
 2. Thelongertheduration,theless approximateweneedtobewithdurations
 3. Whenwetalkintime,usenumberswearefamiliarwith
 -1,2,3,5,10,15,20,30
  • 22. – 1. Thespeedoftechnologyoutstripsusbutnewtechnologyisperceivedas“toogoodtobe true”andcreatesmistrust
 2. Consideraddinganartificialdelayinyourfeedbacklooptoallowourslower,human brainstoperceivechangeandinteractions
 3. Considerprolongedmessaging,forinstanceshowingthemessage“Documentsaved” for5seconds,eventhoughthedocumentmayhaveactuallysavedin40milliseconds Dealingwithshortdurations
  • 24. Performance Improvement
 In UX we’re often asked to address timing issues, such as interactions that take too long, or through feedback that’s been received from customers about a painfully slow interaction. From the service and retail industries there are three 
 strategies we can adopt to tackle the challenge of 
 improving the experience of time.
  • 25. 1. Makesubstantialchangestothewaybusinessisconducted
 -OperationalManagement
 2. Provideadistraction,divertattention
 -PerceptualManagement 3. Focusonmakingthecustomermoretolerantofinevitablewaitsordelays
 -ToleranceManagement Threestrategiesforimprovingperformance
  • 26. Operational Management
 Operational Management is about investing in a system, platform, or area of a business to help improve performance. This should always be the first strategy to consider when looking to make a performance improvement, though cost can be a limiting factor. The following are examples of Operational Management in action.
  • 27. OperationalManagement The introduction of the Blu-ray format in game consoles has led to the increase in file and data sizes of games, leading to longer and longer installation times. To avoid gamers becoming more and more frustrated whilst waiting for a new game to install, Sony introduced a feature in the PlayStation 4 allowing gamers to begin playing the game as the remainder installs. This feature is the result of an investment in the software and hardware of a system to reduce waiting times.
  • 28. OperationalManagement Fewer companies have analysed the psychology of queues and waiting more than Disney. According to a New York Times article, if a popular ride like Pirates of The Caribbean is too slow, the Disney command centre gives the order to release more boats. This shows an investment by Disney in having more facilities and staff on stand-by, which they can roll out, when required.
  • 29. OperationalManagement 40 seconds I once worked on a dashboard that reports on the health of devices across a global network. A requirement was for the system to ping all devices on the network to retrieve a report on the health of each device. Global networks can have many thousands of devices, so results would take about 40 seconds to appear on the dashboard. An Operational Management approach to reducing this wait would require very high costs to replace expensive technology.
  • 30. How much time saving is enough?
 Applying an Operational Management approach raises important questions such as, “What do we need to change to make the desired reduction in time?”, and“How much will the investment cost?”. The question you should start with is: 
 How much difference in time is perceivable?
  • 31. OperationalManagement “Just-noticeabledifference” Weber’s20%Rule Weber’s ratio of 20% is a good rule of thumb to use. We only perceive differences in time when they are increased 
 or decreased by 20% or more.
  • 32. OperationalManagement 2010 2012 Here’s an example to illustrate. Celebrity chef Jamie Oliver published “Jamie’s 30 Minute Meals”, later followed with 
 “Jamie’s 15 Minute Meals”. In time savings a 15 minute meal 
 is half the time it takes to make 
 a 30 minute meal, or 50% of 
 the time, which far exceeds a 
 20% saving, and is therefore a perceivable difference according
 to Weber’s ratio. Had Jamie Oliver published “Jamie’s 25 Minute Meals” it would have been a different story. A 
 16.6% saving would have been less than a 20% saving, and would have therefore been imperceivable.
  • 33. OperationalManagement Applying Weber’s 20% Ratio to our dashboard with its 40 second wait, 
 a 20% reduction in waiting would create a perceivable difference, 
 so the desired wait would have 
 to be 32 seconds or less to be considered a worthwhile investment. Anything higher than this, for instance, 35 seconds, would be imperceivable, and therefore 
 not a good investment. Incidentally this works both ways. 
 If introducing analytics increases the delay, providing this is within
 a 20% increase, it won’t have 
 a perceivable difference on the experience. 40 seconds
  • 34. 1. Makesubstantialchangestothewaybusinessisconducted
 -OperationalManagement
 2. Provideadistraction,divertattention
 -PerceptualManagement
 3. Focusonmakingthecustomermoretolerantofinevitablewaitsordelays
 -ToleranceManagement Threestrategiesforimprovingperformance
  • 35. Perceptual Management
 Perceptual Management is an approach that focusses on distractions and techniques to influence a customer’s perception of the passing of time and as you’ll see from the examples that follow this is a commonly used strategy. Note that the more a customer is exposed to a distraction, the less effect it has on them so Perceptual Management should only be considered for less frequent interactions.
  • 36. PerceptualManagement There are inevitable delays when eating out; from arriving at a restaurant and waiting for a table, to being seated and then waiting to order and receive your meal. Visit an Honest Burger on a busy day without a reservation where delays can be up to as much as an hour, and they’ll add your details to their booking system, which will send you an alert when your table is ready. This frees you up from staying in the restaurant to go shopping or have a drink nearby, distracting you from the experience of the wait for a table.
  • 37. PerceptualManagement We touched on Disney’s approach to Operational Management, earlier, but they also employ Perceptual Management to overcome the challenge of waiting times in queues. The sight of a long queue is demoralising, so every Disney 
 ride has a serpentine queue that winds through a number of 
 staged distractions. Staff keep customers engaged up and down queues, and some experiences have more specific 
 set pieces to distract waiting customers, such as the special effects waiting room for the Haunted Mansion.
  • 38. PerceptualManagement One commonly used distraction is the use of televisions and radios in waiting rooms. Visit a Post Office, and chances are you’ll find yourself watching 
 a well positioned television, distracting you from the often long wait. This technique has also made its way into healthcare, and televisions are now a common site in hospital and surgery waiting rooms.
  • 39. PerceptualManagement Stepping off a flight at an airport leads to an inevitable wait for your luggage to be taken from the plane and arrive into the building for you to collect. Rather than have you step off the plane and stand for 8 - 10 as you wait for your luggage, many airports employ Perceptual Management through having you step off the plane then walk through a complex route of corridors within the airport to reach the luggage collection point. It takes the same time to be reunited with your luggage, but the short walk distracts you from the experience of waiting for your luggage to arrive.
  • 40. PerceptualManagement Waiting for content to load is all part of the experience when interacting with apps or websites. The loading animations and spinning wheels found in apps and websites are examples of Perceptual Management. These signify that activity is taking place, but they also occupy your time with distractions as content is loaded.
  • 41. PerceptualManagement Another often used Perceptual Management technique is displaying messaging in apps 
 and websites as your customer waits for content to load content. Dedicating time to reading this type of messaging distracts you from the wait for the actual content to load. Slack is shown here displaying messages as the desktop application starts up 
 and loads content.
  • 42. 1. Makesubstantialchangestothewaybusinessisconducted
 -OperationalManagement
 2. Provideadistraction,divertattention
 -PerceptualManagement
 3. Focusonmakingthecustomermoretolerantofinevitablewaitsordelays
 -ToleranceManagement Threestrategiesforimprovingperformance
  • 43. Tolerance Management
 Tolerance Management doesn’t attempt to disguise the duration 
 of waiting, but instead sets out to make customers more tolerant 
 of the delay. Tolerance for any duration is subjective and relative to the situation. For example, a 10 minute delay in travelling to an appointment you’re already 15 minutes late for is far more painful than a 10 minute delay following a 3 day wait for a parcel to be delivered.
  • 44. ToleranceManagement Amazon offer next day delivery, and are very transparent about how they will compensate 
 you if they fail to deliver to 
 their promise.
  • 45. ToleranceManagement During the installation of an operating system, communicating the ongoing process is crucial as users are typically unable to perform any tasks on the computer until the operating system has fully installed.
  • 46. ToleranceManagement Returning the dashboard example, Operational Management wasn’t 
 a viable solution due to costs. Perceptual Management was also not viable due customers using the system multiple times throughout the day. Tolerance Management was the recommended strategy in dealing with delays in waiting for reports to be retrieved. Techniques implemented included messaging that reminded customers of the complexity of the task of pinging the many thousands of devices on their network, and multitasking was supported, allowing customers to perform other tasks as content was loaded.40 seconds
  • 48. 1. We’remostcomfortablewith2-5secondinteractions 2. Forinteractionswithdurationsabove10secondssetexpectationswithclearmessaging 3. Usenumberswe’remostfamiliarwithwhendescribinglongerdurations 4. Peoplecanmistrusttechnologywhenitmovestooquicklyforthem
 -considermessagingorintroducingartificialdelaysinyourfeedbackloops 5. UseOperationalManagementwhenyoucanimproveasystemtoimprove
 theexperienceoftime,keepinginmindWeber’s20%Ratio 6. Forlessfrequentinteractions,usePerceptualManagementtomanipulate
 perceptionsoftime 7. UseToleranceManagementbysettingexpectationsclearly,remindingcustomers
 oftheimportanceorcomplexityofatask,andsupportmultitaskingwherepossible. Keytakeawayswhendesigningwithtime