UI is Communication

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    UI is Communication (in a nutshell)

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    UI is communicationbetween the user andtechnology

    UI is different from natural language, but only slightlyWe can and should use the same approach andstandards to communicate to users throughtechnology as we do in person

    This approach was developed over centuriesDoing so is a simple way to help us focus on ourusers and their goalsIf a UI feels like a natural, professional, friendlyconversation, its probably a good design

    Attributes of effective communication

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    Useful, relevant Provides the right information,purposefulClear, natural Speaks the users languageEasy to understand Doesnt require thought,experimentationExplicit, specific Doesnt under communicateConcise, efficient Doesnt over communicateGood tone Friendly, good personality

    Control Leaves user in control of the conversationTimely Presented at the right time

    Communications applies to all UI

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    All UI elements communicate something:Task flowControlsUI textIcons, graphics, colorsAnimations, transitionsPage layoutFeedback

    UI elements arent arbitrary choicesThey work together harmoniously to communicate differentaspects of the same consistent story

    Example: Animations and transitions

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    Good animations and transitionsCommunicate non-verbally and make state changesmore natural and less noticeableOften used for feedback, showing relationships, causesand effects, or drawing attention to important change

    Consistency is crucial to their effectivenessSpecific effects should have specific meaningsException: Generic effects like cross fades

    Best approach: define an animation and transitionvocabulary

    We need the same standards for HCI

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    as we do for human interaction:Tone attitude a UI conveys to the userRespect users are emotional, care for users feelingsPoliteness good manners, social behavior (rude demo)Forgiveness Preventing and recovering from mistakesPersonality characteristics that connect emotionally withusers

    If a behavior would be inappropriate between people, itshould be inappropriate for softwareA interesting test: if your product were a person, whowould it be?

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    Communication design review

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    Exercise 3 How well does this UI communicate?

    Can we make it communicate moreeffectively? More natural and friendly? How to use the right UI elements

    The language of UI

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    Using the right UI element

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    Key questions to ask:Is the element used for the correct purpose?

    Is the interaction natural, efficient, and standard?Is the purpose and effect obvious from inspection?

    Can a label clearly communicate the purpose?For all states?

    Are the details right?Is the scale suitable?

    Is it the best choice compared to the alternatives?Is there a simpler, lighter weight alternative?Is there a more constrained, less error prone alternative?

    Evaluating elements by what theycommunicate

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    WarningsA condition that might cause a problem in the futureGood: and communicates info that makes users performan action or change their behavior

    ConfirmationsA possibility user might be making a mistakeGood: and communicates a good reason not to proceed

    Wizard pagesA step in a processGood: where users need to actually do something

    UI element body language

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    Body language its not just what you say, but howyou say it

    Data type, source

    Data values, continuityNumber of items

    Immediate vs. delayedScreen space requiredDefault values

    Encourage change

    Secondary commandsPresentation, order

    Level of commitmentComplexityDiscoverability

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    Body language example

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    Exercise 4 These controls have the same basicpurpose: to choose a single item

    But their body language is differentHow?

    Based on effective communication

    A design process

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    Consider a conversation between friends

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    Suppose you are looking over a users shoulder andhe or she asks, What do I do here? Think aboutthe explanation you would give the steps, theirorder, the language youd use, and the way youexplain things. Also think about what you wouldnt sayThis is a high-level guide to design and evaluate taskflowsLook for discrepancies they reveal problems

    Inductive UI

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    An inductive UI is designed to be self-explanatory to

    lead users through a taskGoal: To eliminate the need to think and experiment

    Elements of inductivityA clear main instruction that explains the purpose of a pagePage content that is related to the main instructionUse of clear, specific language on all controlsClear navigation elements

    Underlying concept: Explainable UI is understandableUIthe quality of the main instruction oftenpredicts/indicates the quality of the page (ex: Manage)Implication: Not a good idea to avoid writing UI text

    A deductive UI example

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    An inductive UI example

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    A communication-based design process

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    Explain the task as you would to someone in person

    Break the task into natural, goal focused, easilyexplainable stepsPresent each step using appropriate controls, UItext, layout, defaults, etc.

    Refine and simplify as necessary untilcommunication goals are achieved

    Designing task steps

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    Lets think about the steps required to perform a task

    Break task down into individual stepsWhere does the user start?Where does the user end?What are the steps in between

    Craft a plain, friendly language description of each, focused on goals and purpose

    Designing screens

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    Start by thinking about the purpose of the screenWhat does the user need to do?How can you communicate that concisely and naturally?What is the input, likely actions?

    Map the communication to controls and UI textNeed progressive disclosure, dynamic behaviors?

    Determine layout by consideringProper sizing and spacingOrder the actionsVisual hierarchy, focus, flow

    Details: defaults, optimize for probable, error handling

    Inductive UI design review

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    Exercise 5 How well does this UI communicate?How can we make it more inductive?

    Everybody wants an intuitive UI

    Intuitive communication

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    Everybody wants an intuitive UI

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    Having an intuitive UI is a top goal for any UXproject

    To users, describing a UI as intuitive is the highestpraise they can bestow

    Funny thing: nobody really knows what an intuitiveUI is

    Lets try to define it!

    So, whats an intuitive UI?

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    A UI is intuitive when it has an appropriate combination of:Affordance Visually, the UI has clues that indicate what it is going todo. Users dont have to experiment or deduce the interactionExpectation Functionally, the UI delivers the expected results, withno surprises. Users dont have to experiment or deduce the effectEfficiency The UI enables users to perform an action with aminimum amount of effortResponsiveness The UI gives clear, immediate feedback to indicatethat the action is happening, and was either successful orunsuccessfulForgiveness If users make a mistake, either the right thing happensanyway or they can fix or undo the action with easeExplorability Users can explore without fear of penalty or gettinglost

    Consistency

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    Consistency is crucial to being intuitive

    Jakob Nielsens Law of UX (rephrased):Users spend most of their time using software other than yours

    Benefits of small improvements achieved throughinconsistency are easily outweighed by the lack of familiarity

    Common controls with standard interaction are bestCustom controls are acceptable when really needed

    Following guidelines helps

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    Guidelines are rules, based on experience andconvention

    Guidelines are the grammar and usage rules for thelanguage of UI

    Following guidelines will help your programcommunicate to users effectively, feel intuitive,and have a familiar, consistent appearance

    Bottom line

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    The various element design decisions arentarbitrary they need to work together tocommunicate different aspects of the sameconsistent message

    The effective communication is essential to anintuitive UI

    Trying to make a UI intuitive directly doesnt get usvery far

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    How to make sure that youve got it right

    Evaluation techniques

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    Communication review

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    A communication review evaluates how well adesign communicates by reading it according to aset of rules

    Process: Apply rules for immersive, scanning, andGinger reading

    A simple way to evaluate if a design communicateswell

    My inspiration for Ginger

    Copyright 2010 UX Design Edge. All rights reserved.Cartoon Gary Larson

    How people read

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    People read in a left-to-right, top-to-bottom order (in Western

    cultures)There are two modes of reading: immersive reading and scanningThe goal of immersive reading is comprehensionThe goal of scanning is to find things

    Generally, users usually don't read they scanThey aren't immersed in the UI itself but in their workThey first scan the whole pageThey read bits of text comprehensively only when they believe theyneed toThey tend to skip over large blocks of unformatted text without readingthem at allThey tend to read interactive control labels

    Immersive reading rules

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    RulesRead all text from left to right, top to bottomRead icons (ex: warning icon as Warning!)Drill down into any progressive disclosureRead wait cursors and progress barsRead whitespace as pausesBut ignore anything that requires hover

    What to look for:Text makes sense, is well written, not redundantA good design wont sound silly when read this way

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    Scanning rules

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    RulesReader generally from left to right, top to bottom, but let

    your eye gravitate to things that catch your eyeRead all prominent textRead only the first line, replace the remainder with blah, blah,blah

    Read all control labelsRead error and warning iconsIgnore everything else

    What to look for:It should be clear what to do

    Ginger rules

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    RulesIf there is a heading, read first 7 words

    Read all interactive control labelsRead anything that heading or interactive controlsindicate that you should readIgnore everything else

    What to look for:It should still be clear what to do

    Q: Using this model, how do you make sure usersread essential text?

    Lets try a communication review

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    Exercise 6 Apply the reading rules to the followingexamples

    What problems did you find?How can you fix them?

    Communication review example 1

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    Communication review example 2

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    Summary and wrap up

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    Summary

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    UI is communication!Focusing on communication is the simplest way to

    develop design thinking and focus on user goalsWe should have the same standards for HCI as we dofor human interactionEffective communication applies to al l UI elementsUI elements have a body languageInductive UI suggests a design processMost of the attributes of an intuitive UI are related toeffective communicationWe can easily evaluate a UI easily just by reading it

    Things to remember

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    UI is a conversation between users and a productGood designs communicate their purpose wellGreat designs have a human touchMost interaction problems are some type of communicationproblem

    When in doubt, ask yourself:What would you say in person to a friend or colleague ?Does the UI match?

    For the details:Why is this element here?What does it communicate?Would an alternative communicate better?What would you lose if you removed it?

    UX Design Edge offerings

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    UX Design Edge is all about helping teams withoutdesign resources do their best workEfficient, cost effective consultingTeam, onsite, and online trainingDesign reviews, in house UX expert serviceIf you need design help, please contact me

    [email protected]

    Be sure to subscribe to my blogAnd join my mailing list

    UX Design Essentials Course

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    A three-day UX design course targeted at non-designers

    Top goals:Learn the practical essentialsHelp you make better decisions more quickly andconfidently

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    UX Design Essentials Outline

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    Part 1: Basic design process

    Part 2: Design principles and guidelinesPart 3: User centered decisionsPart 4: Elements of UIPart 5: Task flowsPart 6: Modern UXPart 7: Delighting usersPart 8: Design communication techniques: sketches, prototypes,specsPart 9: Design evaluation techniquesPart 10: Informal usability studiesOptional workshop

    For more info, check http://www.uxdesignedge.com

    Useful UX Design Edge blog posts

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    From http://www.uxdesignedge.com/blog :Getting started in interaction designWhy everybody is a designer : The UX Design SkillsLadderIntuitive UI: What the heck is it?Dont design like a programmerIcon design for non-designersDesign scenarios and how thrilled users ruin themAre you sure? How to write effective confirmationsInteraction design interview question #1The politics of ribbons

    mailto:[email protected]://www.uxdesignedge.com/http://www.uxdesignedge.com/http://www.uxdesignedge.com/http://www.uxdesignedge.com/bloghttp://www.uxdesignedge.com/bloghttp://www.uxdesignedge.com/2010/03/getting-started-in-interaction-design/http://www.uxdesignedge.com/2010/03/why-everybody-is-a-designer/http://www.uxdesignedge.com/2010/03/why-everybody-is-a-designer/http://www.uxdesignedge.com/2010/06/intuitive-ui-what-the-heck-is-it/http://www.uxdesignedge.com/2010/03/dont-design-like-a-programmer/http://www.uxdesignedge.com/2010/07/icon-design-for-non-designers/http://www.uxdesignedge.com/2010/05/design-scenarios-and-how-thrilled-users-ruin-them/http://www.uxdesignedge.com/2010/05/design-scenarios-and-how-thrilled-users-ruin-them/http://www.uxdesignedge.com/2010/05/design-scenarios-and-how-thrilled-users-ruin-them/http://www.uxdesignedge.com/2010/06/are-you-sure-how-to-write-effective-confirmations/http://www.uxdesignedge.com/2010/04/interaction-design-interview-question1/http://www.uxdesignedge.com/2010/04/the-politics-of-ribbons/http://www.uxdesignedge.com/2010/04/the-politics-of-ribbons/http://www.uxdesignedge.com/2010/04/interaction-design-interview-question1/http://www.uxdesignedge.com/2010/06/are-you-sure-how-to-write-effective-confirmations/http://www.uxdesignedge.com/2010/05/design-scenarios-and-how-thrilled-users-ruin-them/http://www.uxdesignedge.com/2010/05/design-scenarios-and-how-thrilled-users-ruin-them/http://www.uxdesignedge.com/2010/05/design-scenarios-and-how-thrilled-users-ruin-them/http://www.uxdesignedge.com/2010/07/icon-design-for-non-designers/http://www.uxdesignedge.com/2010/07/icon-design-for-non-designers/http://www.uxdesignedge.com/2010/07/icon-design-for-non-designers/http://www.uxdesignedge.com/2010/03/dont-design-like-a-programmer/http://www.uxdesignedge.com/2010/06/intuitive-ui-what-the-heck-is-it/http://www.uxdesignedge.com/2010/03/why-everybody-is-a-designer/http://www.uxdesignedge.com/2010/03/why-everybody-is-a-designer/http://www.uxdesignedge.com/2010/03/getting-started-in-interaction-design/http://www.uxdesignedge.com/bloghttp://www.uxdesignedge.com/http://www.uxdesignedge.com/mailto:[email protected]
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    i ht 2010 UX D i Ed All i ht

    Got feedback?

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    Would love to hear it!

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    Questions

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    Thank you!!

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