Week Eight
For Week Seven, I learned the Second Chapter of UI design in DesignLab
Laws of UX
Fitts’ Law
The time to acquire a target is a function of the distance to, and size of, the target - means spatially distance
Hick’s Law
The time it takes to make a decision increases with the number and complexity of choices. - simplify things that serves the user needs
Occam’s Razor
Among competing hypotheses that predict equally well, the one with the fewest assumptions should be selected. - simplicity
Tesler’s Law
Every application must have an inherent amount of irreducible complexity to deal with it.
Jakob’s Law
Users spend most of their time on other sites. Therefore, users prefer your site to work the same way as all the other sites. Design for the users’ accustomed patterns.
Aesthetic Usability Effect
Users often perceive aesthetically pleasing design as design that’s more usable. (Usability links to Aesthetics)
Miller’s Law
The average person can only keep 7 items in their working memory.
Pareto Principle, 80/20 rule
80% of the effects come from 20% of the causes
Focus the majority of our attention or effect on the most important areas of the product.
Workflow and the process of Iteration
Empathize: Research to understand the problem
Define: Empathy maps, user personas, point-of-view statements, and how-might-we questions
Ideate: Rapid idea generation. Brainstorming.
Design: creating sketches, wireframes, and prototypes of the final product
Test: models and prototypes are given to users to try out so the design can be iterated and developed
Variations on the format
Design Sprint:
Rapid design problem-solving through establishing clear time constraints
Personal Workflow
-Plan the process in advance, inwardly commit to observing
-Restrict the amount of time to spend on developing wireframes or prototypes of the final design before getting feedback.
Value the process, instead of just end the result
More iterations and variations, more compelling the story
Giving clients the insight of how is the workflow
User Stories
Describing the experience of using a feature in an app
-determine features to be built
Driving prioritization and project planning
motivations/features
Task flows and user flows in UI
Task flows — the steps involved in completing a single task
Draw a flow in an existing app
Navigation:
Decision-making
The number of features or destinations
The logical position of a feature or destination in a hierarchy
The absolute importance of a feature or destination
The stage the user is at in a task flow
Common navigation patterns and models
Hierarchical tree
Hub and Spoke
Nested Doll: new set of options load after select a category
Flat
Search
Differences between navigation for web and mobile:
Physical Interaction:
Websites/desktops/labtops: user has a high degree of control - detailed navigation design
Mobile devices: less precise interaction instrument
Device Constraints: mobile - nested doll, hierarchical tree - desktop
Context of use: might be in motion, (minimize the number of tabs)
Wayfinding concepts in navigation design
Labels
Hierarchy
Breadcrumbs
Safe Exploration