Professional Documents
Culture Documents
10 Commandments of UI Design Natoli PDF
10 Commandments of UI Design Natoli PDF
10 Commandments of UI Design Natoli PDF
g o o d
ux
the 10 commandments of
UI DESIGN
10 timeless, proven principles
that will make your UI designs soar
0 14 Introduction: Intuition and the 4 C’s
1 7 4 Assume Nothing!
j o e n at o l i t h e 1 0 c o m m a n d m e n t s o f U I d e s ig n a l l i l lu s t r at i o n s © 2 0 1 4 j o e n ato l i TOC
Introduction Intuition and the 4 Cs
At the end of the day, it doesn’t matter how technically superior your code is.
The remarkable, industry-leading depth of functionality it provides only matters
if it’s easy to use, if it’s intuitive.
And because that’s a loaded, misused and often misunderstood word, let me
take a moment to explain, in three words, what intuitive should mean to you in
terms of product design of any kind:
Single-trial learning.
That’s the real meaning of the word as it pertains to design of any kind. Intuitive
doesn’t mean that someone instantly knows exactly how to use something the
very second they lay eyes on it. That’s often not possible, primarily because
every human being has different, unique perceptions, interpretations and levels
of understanding, the majority of which exist as a result of personal experiences.
What intuitive does mean is that when something is designed well, in an intuitive
manner, we catch on pretty quick — and one time is all it takes. Do it once,
remember it forever. Intuitive interfaces share 4 main characteristics:
What follows here are ten principles you can apply to any kind of digital product.
Any app, site, portal, system, software product. If it has a screen, these 10 things
should be addressed.
At every phase of design and development, no matter what your internal process
may be, I can guarantee you’ll find opportunities to evaluate what you’re doing
with these commandments in mind.
Failure to follow these two commandments has been responsible for easily
half of the product failures I’ve seen in my 25 years doing this.
These following 10 commandments are essentially the heart and soul of solid
usability, user interface design and user experience.
Serve them well and they will do the same for you in return.
The areas where these three models overlap most are the sweet spots:
the places where it’s easiest for the user to accurately predict the outcome of
their actions.
Our ability to predict is born from learned behaviors. These come from our
experiences across the web, devices, and also from real-world places and
objects. So the “single trial learning” that constitutes an intuitive experience is
largely dependent on whether or not we recognize some aspect of the task at
hand as familiar. As an echo of something we’ve seen or done before.
Part of making interactions predictable is making them easy to learn and easy to
remember. Even interfaces that seem simple may require learning, and the more
we use it, the easier it seems.
When they don’t know what to do (or what they can do), they’ll attempt interaction
with anything on the screen. Which typically has unintended consequences and
quickly leads to frustrating situations.
By contrast, when they have a clear understanding of what they can do and
what will happen, they only interact with the necessary elements to complete
their task and accomplish their goals.
Every aspect of your UI design should set accurate expectations about what will
happen before the interaction has occurred. Labels, controls, text and images
should all work together to answer the inherent questions every user will have:
The more of these questions your UI answers, the better. This increases the
user’s confidence and encourages them to continue using the system.
The more they’re able to do this, the better the system serves their needs, the
more efficiently they can use what’s in front of them.
Much like the processor in your laptop or phone or tablet, the brain’s
cognitive processes have limits. When those limits are exceeded, we get
overloaded and distracted. Things take longer and we make mistakes.
In addition to the mental energy expended for the task at hand, we also expend
mental energy interpreting and using the interface. Consistency allows people
to focus on the former, because they don’t have to work too hard to figure out
the latter.
For instance, on your phone, there’s a UX pattern for how an item is deleted. A
dialog appears in a particular way with standard buttons, e.g. DELETE. The first
time you saw the pattern, you spent a few seconds looking at it, and you paid
attention to what you were selecting in order to get the result.
All you do now, however, is do it. Habit and reflex take over; no conscious
thought required. That’s because you already know the delete pattern, and it’s
applied consistently. The option is always in the same place, the controls look
the same and they respond to your actions in the same way. Tap, tap, done.
And if other apps on your phone follow the same pattern, your efficiency and
ability increases. The pattern is the same even though it’s a different app, so you
don’t have to stop and think.
That’s UI consistency – not just within a single app or interaction, but across
multiple apps or interactions within a “collection.”
But when the software vendor comes out with an upgrade and the pattern
changes, or your new favorite app uses a completely different pattern, it all
grinds to a halt. You have to start over. The speed and dexterity gained is gone,
because you now have to stop and examine the new pattern and think, “Am I
doing this correctly?”
And, continuing the phone example, the more apps you have, and the more
difference there is in the delete pattern across those apps, the more work your
brain has to do just to figure out what to do. Repeatedly. This is the fabled “death
by a thousand cuts.”
When users start asking why something is the way it is, that’s a red flag. It means
they’re focused on your UI, instead of the content or the experience.
Which is the reason they’re using your UI in the first place :-)
When we’re confronted with too much information all at once, we assume we’ll
have to read all of it in order to understand any of it.
If we have no sense of getting closer to the finish line, motivation, interest and
involvement are the first casualties.
Your default should always be the simplest level of information, with details
accessible – but only if and when the user wants them. In addition, the user
should be able to set the default level of information, to avoid repeating the
same actions every time s/he logs into the system.
At any given moment, you should only be surfacing what the person needs
to know in order to take the very next step. Put yourself in their place and
consider how much information is needed in order to act. And remember that
the “act” in question may be a request for additional detail!
A user should be prevented from making too many mistakes — that is, a
system should be designed to minimize user errors. That means introducing
purposeful, intentional constraints that determine what can be done at any
given moment or scenario. Constraints limit possible actions, and we use them
primarily to:
For example, hiding unavailable software controls constrains the options that
can be selected. If you’ve ever visited an online auto site (e.g. carmax.com), you
have to enter a make – e.g. GMC – before you can enter a model (e.g. Terrain).
That’s a purposeful constraint.
Physical Constraints
There are several types of physical constraints, and they can be applied to any
app, website or software system. Consider the following and think about how
they might benefit what you’re working on:
Psychological constraints
Visibility invites interaction, so making sure your users can see what’s
available to them – and can infer how to interact with it – is absolutely
key to positive user experience.
Any activity – onscreen or otherwise – will be pursued only if its benefits are
perceived to be equal to or greater than the costs of taking the action. In other
words, if we don’t think the reward is worth the effort, we bail.
The cost-benefit model isn’t new. It’s a principle.... We leverage the cost-benefit
model to determine design quality from a user experience perspective. It’s
actually pretty simple:
If costs associated with interaction outweigh the benefits, the design is poor. If
the benefits outweigh the costs, the design is good.
It’s worth noting that design features or elements that excite designers are
often never used or even noticed by other people. So evaluating cost-benefit
in the things you design and build is a matter of thinking like your user:
How long is too long for a person to wait for a page to load, a
3
process to finish or a file to download?
The answers to those questions are dependent on what the user believes to be
the benefits of the interaction.
eople need to know the results of their actions immediately. Each action a
P
user takes should have an immediate and obvious effect. Feedback is important
because it provides:
• Location: where am I?
• Status: what’s happening – and is it still happening?
• Preview: what will happen?
• Outcome: it has happened
This is all too often forgotten because designers and developers assume their
users are as tech-savvy as they are. The problem with this rationale is that
positive user experience isn’t a matter of savvy or understanding. It’s a matter
of how much effort someone has to expend to ascertain what’s done, what’s
left to do and where they are in the process.
The UI’s mode of operation should match the user’s mode of operation. People are
typically operating in one of three modes when they interact with a digital product
of any kind:
Everything from labeling (e.g. verbs vs. nouns) to control types (e.g. boolean search
vs. multiple choice selections) should make sense for the mode of operation, the
primary way the person uses the app or the system. For example, people who use
financial systems spend the majority of their time manipulating data: searching,
filtering, calculating and running projections.
So a UI designed for this user’s mode of operation would primarily consist of tools,
controls and functions that allow for sorting, comparison and calculation at a very
granular level of detail, across multiple categories, data types and parameters.
You wouldn’t expect to find paragraphs of text or free-form search or fancy
illustrations here. The focus of both content and controls would be on data: getting
it, manipulating it and understanding it.
If the performance load is high, performance time and errors increase. Which
means that the probability of successful accomplishment decreases.
If the performance load is low, performance time and errors decrease, and the
probability of successful accomplishment increases.
There are two types of performance loads: cognitive and physical. Here’s a
quick primer on each and why they are extremely important to your design and
development work:
Cognitive Load
Physical Load
Physical load is exactly what it sounds like. It’s the degree of physical
activity required to accomplish a goal. A single tap or a click may not seem
exhausting to you, but multiplied by repetition and time, they quickly
add up to fatigue. This is where the idea that more than 3 clicks to get to
something is a bad idea...which compels me to digress for a minute and
tell you:
The “3 clicks” rule is a myth. People could care less about the number of
clicks – IF each click (1) delivers value to them and (2) perceptibly moves
them closer to their goal.
Studies have shown that people in data entry jobs, for example, type
15,000 keystrokes a day and click a mouse approximately 430 times a
day. That’s actually a high degree of sustained physical effort.
The most important thing you can do to be successful is take yourself out of
the equation. Your perceptions, your preferences, your assumptions and your
ego. This is not about you. It’s about the two parties who stand to receive value
from what you’re doing: users and client stakeholders.
Rules to remember:
• Understand the goals and needs for which you are designing.
• Think analytically and critically about the design and the experience.
• Never hinder, obstruct, or interfere with the experience.
• Advocate for the user but strive to achieve to the business goals.
• Break everything you design by being your own worst visitor.
• You are not designing for yourself.
The things that we all find memorable and exciting, the things we’re willing to spend our
time and money on, haven’t really changed all that much throughout human history. The
way we’re wired as human beings is the key to how we perceive what we experience.
The tactical things you do to design or build something don’t matter nearly as much as
Follow Me on Twitter what you think about while you’re doing those things. What makes you truly valuable as
a UX designer or consultant is what’s between your ears. Cultivating that, learning the
Like Me on Facebook
fundamental principles behind the things that motivate human beings, is your core task.
Anyone can learn to deliver great user experiences. Any and every one of you can add
some measure of what we’re talking about here to the work you’re doing right now. All it
takes is being mindful of the principles we’ve discussed, and allowing them to affect and
inform your decisions.
I wish you much success on the road ahead. I invite you to visit my website and take
advantage of a wealth of free tips, templates and how-to articles to help you deliver
useful, valuable experiences for your customers, clients or employers.