Design Concepts on LawsOfUX.com
Aesthetic-Usability Concept
Something that’s nicer to look at is easier to use (at least, that’s what we think)
We like attractive things, so we are inclined to believe something pretty is better
We are therefore also more forgiving of small issues when something looks nice
– This can be a problem in QA testing
– How could this affect client reviews?
– How could problems missed affect usability for disabled clients?
– Remember, small issues! Good aesthetics can only hide so much
Early impressions stick around, so it’s important to consider aesthetics
Positive relationships with a design can encourage us to be better problem-solvers instead of getting frustrated and quitting
– Negative relationships reduce patience and creativity
– Consider this when stress increases fatigue and lowers cognitive performance
Form and function should go together
Doherty Threshold
Productivity increases when both the user and computer interact at a pace that doesn’t slow down either (About <400ms)
Providing system feedback can help maintain the attention of users
Progress bars, e.g., can increase patience by providing feedback, even if they aren’t accurate
– Animation provides the feedback while processing is happening
Purposely delaying something can increase our sense of its value
Surpassing the threshold (coming in under 400ms) can make interaction “addictive”
Fitt’s Law
The time needed to trigger a target is a function of the distance to and size of the target
– i.e. How long it takes for you to hit a button depends on where it is located on the screen and how big it is
Targets should be large enough to hit, spaced out from each other to prevent misclicks, and placed on the screen where the user can reach them
– Fitt’s Law predates it, but specifically important for mobile!
If something is too difficult to hit, you risk losing a person’s attention or patience
Assumes how users work and where the user’s hands are (which is difficult on a computer and near impossible on a smartphone)
UX is about user advocacy! Consider that you can’t assume how the user works
Goal-Gradient Effect
The follow-through rate towards a goal increases the closer you get
– e.g. Duolingo’s “Learners who complete the first lesson are 10x more likely to finish it”
We work more quickly when we are closer to completing something
Providing artificial progress markers can inspire people to continue
Be clear in indicating progress to learners
Look at loyalty-programs, progress bars, and milestone awards
Gamification is a way to add these milestones to help us feel like we’ve made progress
Allowing for flexibility in goals help retain people who may be otherwise falling behind