Understanding the User Experience of Product should guide the Design process
“Perfection is Achieved Not When There Is Nothing More to Add, But When There Is Nothing Left to Take Away”
– Antoine de Saint-Exupery 🌹
UX Design Principles
User-centered design – focus on the needs of end user 👖
Usability – make sure the product is easy to use and understand 🪛
Consistency – maintain familiarity in elements look & functionality across the product 🧬
Accessibility – design for wide range of users, including ones with disabilities 👂
Visual hierarchy – guide attention to the most important elements 🪜
User control – give users a sense of control over their experience (right amount) ☸️
Usability principles
Usability principles
Learnability – how easy is to accomplish the task the first time use 🧠
Efficiency – does it allow to complete the desired task quickly and efficiently 🎯
Memorability – how easy to recognize how to use it again after a while 🤔
Errors prevention – how does it help users avoid making errors 🧯
Satisfaction – how pleasant and enjoyable product for users to engage 🍦
As a UX designer, U should prioritise usability over aesthetics, ensuring a user-friendly and efficient user experience overall.
Incorporate Usability Testing to enhance it
Accessibility principles
Accessibility principles POUR
Perceivable – user should be able perceive info via either senses 👀
Operable – should be usable without interactions user can not perform 🔦
Understandable – users should be able to comprehend and use info 🛟
Robust – content should be reliably interpreted by a wide variety of user agents 🎲
“UX principles are about both visual design and functionality.
E.g. a car engineer has to understand how car is used, and how its look could enhance its specs”
Less is More
Less is More
Clarity – convey the essential message 💡
Simplicity – keep it simple, avoid unnecessary elements 🪛
Focus – prioritize the most important, direct user’s attention towards goal 🎯
Whitespace – use empty space to create breathing room and guide the user’s 👀
Conciseness – communicate effectively using the fewest words 🎙️
Repetition – minimize redundancy, reuse essential elements for consistency 🧬
Useful, Usable, Used
Useful, Usable, Used
Usafel – helps the user accomplish a task
Usable – the ease at which thea user can complete the task
Used – users keep using the product which helps them achieve their goal
Tesler’s law
Tesler’s law
For any system there is a certain amount of complexity which cannot be reduced
Don’t idealize – build for wide range, not all users behave rationally 🎭
Don’t burden – lift up as much as possible complexity from user ⛑️
Make guidance – accessible help to users no matter what path they choose 🛟
Complexity is a necessary evilbut it should be managed to keep the system usable
Doherty threshold
Doherty threshold
400ms the maximum time a user is willing to wait for system response 🥱
Feedback – let users know their actions are being processed 📡
Progress indicators – show users the progress of their actions 🧨
Pace less than 400msensures that neither system nor user has to wait each other
Heuristics 🧠
Heuristics are like mental shortcuts that people instinctively use to make decisions and judgments quickly and efficiently
Jakob’s law
Jakob's law
Users spend most of their time on other sites
Users prefer Ur site to work in familiar way 🚲
don’t reinvent the wheel unless it provides enough value
Goal-Gradient effect
Goal-Gradient effect
As people increase effort to approach the goal as they get closer to its accomplishment
The closer U get to a finish line, the more motivated you feelindicate progress to motivate users to complete tasks
Fit’s law
Fit's law
The bigger the distance and the smaller the target’s size, the longer it takes to move a pointer to it
Big and near objects are easy to clickmake clickable area big & close enough to point
Parkinson’s law
Parkinson's law
Task will inflate to fill the available time for its completion
Too much time – waste of time
Too less time – frustration
All allocated time will be spentreducing the actual duration a bit might improve experience
Hick’s law
Hick's law
The more choices that are available to the user, the longer it will take them to reach a decision
Challenge to make the right choice of manycan lead to procrastination
Visual Perception biases 👀
Cognitive biases are potential miss-conceptions due to systematic patterns in our thinking,
that can lead us to make irrational decisions or miss-judgments
Aesthetic-Usability effect
Aesthetic-Usability effect
Users often perceive aesthetically pleasing design as design that’s more usable
Visually pleasing designincreases user’s tolerance to some usability issues
Serial Position effect
Serial position effect
People tend to recall items at the beginning (primacy effect) & end (recency effect) of a list better than those in the middle
Better remembering first and last piecesinfluences overall perception
Von Restorff effect
The Isolation effect
When multiple similar objects are present, the one that differs from the rest is most likely to be remembered
Visually distinctive infoattracts user attention
Zeigarnik effect
Zeigarnik effect
People remember uncompleted or interrupted tasks better than completed tasks
Sense of artificial progressincreases motivation to complete task
Gestalt Design principles 🎨
Proximity
Proximity
Objects that are near or proximate to each other, tend to be grouped together
Grouping related itemshelp to organize & comprehend information faster
Similarity
Similarity
Human eye tends to perceive similar elements in a design as a complete picture
Visually similar elements perceived as relateduse colour, shape & size consciously
Closure
Closure
Mind automatically fills the gaps between elements to perceive a complete image
We see the whole firstcleverly placed elements forming the whole are appreciated
Continuity
Continuity
Human eye follows the paths, lines, and curves of a design & prefers to see a continuous flow of visual elements rather than separated objects
Eye follows the direction even through obstaclesalign element to interlink them
Common Region
Common Region
Elements sharing an area with a clearly defined boundary perceived as group
Common region isolates the groupuse border and background to effectively show relationship between elements and sections
Common Fate
Common Fate
Objects moving into same direction perceived as group
Common fate unites the groupuse movement to show relationship between elements
Multistability
Multistability
Ambiguous images can be interpreted in multiple ways, but not simultaneously
we experience the sensation of switching between the interpretations
Eye cannot see the multiple versions simultaneouslyguide the interpretation with contrast
Figure/Ground
Figure/Ground
Brain perceives elements as either objects of focus (the figure) or background (ground)
Brain separates the foreground from the backgrounddistinguish figure, create a sense of visual focus
Uniform Connectedness
Uniform Connectedness
Human eye tends to perceive similar elements in a design as a complete picture
Visually connected elements perceived as relateduse border, lines & arrows to emphasize the items relationship
Symmetry and Order
Symmetry and Order
Symmetrically arranged visual elements usually perceived as grouped
Mind tends to favor symmetrical formsgrid systems help to keep visual order
Focal Point
Focal Point
Highlighted main element or object becomes the center of attention
Emphasis captures & hold attentiondistinguish the most important
Prägnanz law
Prägnanz law
People interpret ambiguous or complex images as the simplest form possible,
because it is the interpretation that requires the least cognitive effort of us
The human eye simplifies complex shapespeople are better able to visually process and remember simple figures