Download presentation
Presentation is loading. Please wait.
1
Don’t make me think Usability
2
Usability A web page should be self-evident- obvious and self explanatory Effective UI design is intuitive User should understand how it works–and quickly.
3
Usability BAD UI DESIGN Drops you off in the middle of the desert
A web page should be self-evident- obvious and self explanatory Effective UI design is intuitive User should understand how it works–and quickly. BAD UI DESIGN Drops you off in the middle of the desert Expects you to make it on your own Does not lead you where you need to go
5
Things that make you think
• Cute or clever names • Marketing-induced names • Company-specific names
6
Things that make you think
• Cute or clever names • Marketing-induced names • Company-specific names • Unfamiliar technical terms • Too much information • Not clear links
8
Goal is to get rid of question marks
9
Every question mark adds to our cognitive workload, distracting our attention from the task at hand. These distractions can add up and cause frustration. Not making things obvious can erode confidence in the site and the organization behind it.
10
Every question mark adds to our cognitive workload, distracting our attention from the task at hand. These distractions can add up and cause frustration. Not making things obvious can erode confidence in the site and the organization behind it.
11
Every question mark adds to our cognitive workload, distracting our attention from the task at hand. These distractions can add up and cause frustration. Not making things obvious can erode confidence in the site and the organization behind it.
13
Some things a user shouldn’t need to spend their time thinking
Where am I Where should I begin Where did they put ______? What are the most important things on this page? Why did they call it that ? Is that an ad or part of the site?
15
Always keep your user informed of what is going on and where they are
Make your interface simple, do not be tempted to sacrifice clarity to artistic expression When in doubt, mimic interactions and cause-and-effects examples from the real-life Microinteractions can have a macro impact on UX, do not overlook them Know your audience and let it inspire you Allow your users to explore and make mistakes
16
How we really use the Web
17
We don’t read pages we scan them
People spend very little time reading most web pages Why do we scan? We are on a mission. Users are trying to get something done and get that done quickly We know we don’t need to read everything. Users are really only interested in a fraction of the page. We are looking for the bits that interest us. We are good at it.
19
We don’t make optimal choices
Why don’t Web users look for the best choice? Usually in a hurry There is not much a penalty for choosing wrong Weighing options may not improve chances. On poorly designed sites putting effort in sometimes doesn’t give good results Guessing is more fun and sometimes faster
20
WE don’t figure out how things work. WE muddle through
Why does this happen? Its not important to us. Its doesn’t matter to most of us if we don’t understand how it works, just that it works If we find something that works, we stick with it. Even if it works badly people tend not to make changes unless they have to or stumble upon something better.
21
If the user “gets it” There is a better chance they will find what they are looking for Better chance they will understand the full range of what your site has to offer You have a better chance of steering them to the parts of your site that you want them to see They will feel smarter and more in control when they are using your site.
22
Making sure your users sees and understands as much of what they need to know and of what you want them to know Take advantage of conventions Create effective visual hierarchies Break page up into clearly defined areas Make what’s clickable obvious Eliminate distractions Format content to support scanning
23
MAKE IT EASY FOR USERS
24
Conventions are your friends
25
Conventions are your friends
26
Conventions for webpages – in last 20 years conventions have evolved
Conventions for webpages – in last 20 years conventions have evolved. Users have some general expectations. Where things are located on a page. Users expect logo to be in the top left corner and the primary navigation to be across the top or the down the left side How things work. Using the shopping cart metaphor for commerce sites. Clicking a button and being taken to new information How things look. Standardized appearance, icons for video or social networks.
27
Effective Visual Hierarchies
28
Pages with clear VISUAL HIERARCHY have 3 traits
1. The more important something is the more prominent it is
29
Pages with clear VISUAL HIERARCHY have 3 traits
2. Things that are related logically are related visually
30
Pages with clear VISUAL HIERARCHY have 3 traits
3. Things are nested visually to show what’s part of what
31
A good VISHUAL HIERARCHY saves us work by preprocessing the page for us, organizing and prioritizing its contents in a way that we can grasp almost instantly.
32
FLAWED VH Parsing a page with a VH that is even slightly flawed – where heading spans things that aren’t part of it is like reading a carelessly constructed sentence.
33
Make it obvious what is clickable
34
Format Text to support scanning
35
Make sure there’s an obvious impossible to miss visual distinction
Use plenty of headings Make sure there’s an obvious impossible to miss visual distinction Don’t let heading float. Make sure closer to the selection they introduce.
36
Keep Paragraphs short Use bulleted lists Highlight key terms
Similar presentations
© 2025 SlidePlayer.com. Inc.
All rights reserved.