Efficient Memorable Satisfactory
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Transcript of Efficient Memorable Satisfactory
Efficient, Memorable, SatisfactoryUsability principles beyond usability
What’s he talking about?
- Terms- Users- Usability- Experiences
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
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
Brain Functions
- Attention: filtering information- Perception: recognizing meaningful information- Cognition: evaluating that information, weighing outcomes, forming memories- Action: doing something
Brain Functions
Attention
ActionPerception
Cognition
Usability
- Refers to usefulness of UI- Related to how UI facilitates and accommodates the four brain functions of the user
A usable UI manages Attention
Attention
- Simplicity (or complexity) of UI
Attention
- Signal vs. noise
Attention
- Signal vs. noise
Attention
- Channels of attention- High-demand
- Low-demand
A usable UI accommodates Perception
Perception
- Legibility
ColorColorColorColorNo Color
Size mattersContrastContrastContrastContrastContrast
Perception
- Tactility
Perception
- Audibility- Tone- Volume- Pronunciation
A usable UI enables Cognition
Cognition
- Knowledge in the world- Affordances- Sounds- Icons- Prompts- Manuals
Cognition
- Knowledge in the head- Language- Memory- Mental model- Risk and reward
A usable UI facilitates Action
Action
- Expectation- Evaluation
- Feedback from the system- Errors (system vs. user)- Progress indicators
Assessing Usability
- Efficient- Memorable- Satisfactory
Efficient
- Ease of perception- Learning- Error recovery- Steps- Time
Memorable
- Mental model- Redundancy- Vernacular- ‘Chunking’ of information - Redundancy
Satisfactory
- Provides feedback- Goal achievement- Egress (a way out, an exit, finality)
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
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
Designing with Empathy
- Focus on user goals- Simplify processes- Test, test, test- Ask real users
Thanks!
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