Using Your UI To Lead The User (To Do What You Want) Al Wilkinson.

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Presentation transcript:

Using Your UI To Lead The User (To Do What You Want) Al Wilkinson

Hi! I’m Al  First program in Logo in 1985 in 1st grade #loveatfirstbyte  Started HTML in 1996, led to web apps  Written device drivers, console apps, desktop apps, services, websites, and mobile apps  Worked as code monkey, dev team lead and manager, architect, and product lead  Currently at Balance Innovations working with web and mobile  Presentation available at:

Why Are We Here?  To understand how users approach and interact with software

A Few Terms So We Speak The Same English  App / Software / Application  Anything with a graphical interface you write and a user can use – desktop app, website / web app, mobile app, mobile website, etc  Graphical Interface / Graphical User Interface (GUI)  The visual portion of any app (that is not a console app) that provides a way for users to interact with the app  UX / User Experience  A person’s overall engagement with something, especially in terms of how easy or pleasing it is to use  The study and understanding of the user’s experience in order to improve it

Building Blocks  The User’s Mental Model – every user’s preconceived ideas and notions about any system they are going to use  Every other system the user has previously used affects their mental model when they start to use your software  Previous experiences may or may not be very applicable, but they will factor in

Passing The Rock 

The Mental Model Meets The Bear  More info at  This original video was created to study change blindness  Around 50% of participants did not see the gorilla or bear or other changes in different variations  The research revealed two surprising observations  We miss a lot of what goes on around us  We have no idea that we miss so much  Possible causes include:  Capacity  Expectation  Conspicuity  Working Memory  Mental Workload

Who Is Going To Use My Software?  Identify your target audience  What is their level of technical ability?  Is your software something they are choosing to use or something they are forced to use?  Will they be doing other things while using your software?  What devices are they using?

Drawing The User’s Attention  Follow common, general conventions  Break pages into visually defined areas  Have a clear visual hierarchy on the screen  Minimize noise

Elements of Good Design

Navigation  Tells user where they are  Shows the user where they can go and how to get there  Shows user how they can go back  Provides users with alternatives  Is obvious to the user  Matches the user’s mental model

Challenging The Norm

Visual Hierarchy Least Important Medium Importance Most important information on the screen

Conventions and Areas  Looks the same, even in a different language  What can we tell about this site?

Conventions and Areas  Good guessing!

Page Layout  Above the fold  Portion of the page that is initially viewed without scrolling  Must contain critical information, navigation, context, links, and graphics  Below the fold  Requires scrolling to access  Should contain supporting information  Repeat navigation below the fold on long pages

Shapes  Research indicates people’s eyes tend to move in specific patterns  When we fight the brain’s expectations, software can seem difficult to use, or users may miss whole portions of the app

Grouping  Gestalt refers to the human perceptual process that allows people to interpret stimuli holistically  Gestalt principles help designers control visual context

Color Me Happy  Colors set the tone for what you see  Warm colors – ranging from red-violet to yellow  Cool colors – ranging from violet to green-yellow  Complementary colors – colors that are directly opposite  Analogous colors – any 3 consecutive color segments  Split-complementary - two split colors adjacent to direct opposite complementary  Triadic colors – colors that are separated by 120 degrees

Color Me Happy  The brain naturally uses color as a cue to group objects and show relationships between them  Color can help reinforce brands and common messages

Color Me Confused  Not all color usage is good  Approximately 9% of men and.5% of women are color deficient.  How many colors is too many?

Can You Read Me Now? Good.  Fonts are graphical by nature  Font Styles  Serif  Text has “serifs” or cross-lines at the end of a stroke  Helps distinguish letters  Provides continuity for the reader’s eye  Sans Serif  Sans means without  Often preferred for its more casual look  Font Treatments  Underlining  Reserve only for clickable text  Italics  Use sparingly for emphasis  ALL CAPS  Avoid, degrades reading performance 14-20%  Different fonts: designers-share-their-favorite-typefaces

Act Now!  At some point, the user will read the words  Use active voice  Strive for precise meaning  Keep it short and simple  Remove repetition

Watch Their Eyes Not Their Words  Eyes fix and scan to read text  Users fixate on the part of the page they identify as meeting their need

Look! Real Examples

 Green vs Red “Get Started Now!” button – 21% more clicked Red  Human photo over icon “Contact” link – up to 50% increase clicks

Look! Real Examples  Adding “It’s free!” increased conversion rate by 28%  Single Page over Multi-Step Checkout increased sales by 21.8%

In Reality, It Depends…  Make it pretty, but focus on usable  All rules, conventions, standards, patterns, etc. can potentially be thrown out the window

Thanks!    Presentation: