All Flashcards

1
Q

Aesthetic-Usability Effect

A

Users often perceive aesthetically pleasing design as a design that’s more usable

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2
Q

Doherty Threshhold

A

Productivity sores when a computer and its users interact at a pace (less than 400 ms) that ensures that neither has to wait on the other

Don’t make users wait

If > 400mls show loading

10 seconds is too long to wait

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3
Q

Fitts’s Law

A

The time to acquire a target is a function of the distance to the target divided by the size of the target.

Make UI elements large enough and position them close to users (sticky footer)

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4
Q

Hick’s Law

A

The time it takes to make a decision increases with the number and complexity of choices

Reduce the number of choices users have to make

Prioritize navigation options

Breakdown complex tasks into smaller ones

Highlight recommended options

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5
Q

Jacob’s Law

A

Users spend most of their time on other sites. This means that users prefer your site to work the same way all the other sites they already know.

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6
Q

Goal-gradient Effect

A

The tendency to approach a goal increases with proximity to the goal

  • Progress bars
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7
Q

False-consensus effect

A

Tendency to assume that others share your beliefs and will behave similarly in a given context.

YOU ARE NOT YOUR USER

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8
Q

Pareto principle

A

For many events, roughly 80% of the effects come from 20% of the causes

Product Design: within any given system only a few main variables affect the outcomes while most other factors will return little to no impact.

Ex: Microsoft noted that by fixing the top 20% of their most reported bugs, 80% of the related errors and crashes in a given system would be eliminated

Prioritize attention and resources to essential features that generate the most value to your users

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9
Q

Weber’s law of just noticeable differences

A

The slightest change in things won’t result in a noticiable difference

Users don’t like major changes to products

Avoid dramatic redesigns

Introduce changes gradually

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10
Q

The rule of the first impression.

A

Early impressions of a product influence long-term attitudes about their quality

People judge a book by its cover

Use emotion to make an impact

Use mood boarding to find a particular look and feel that fits your overall goal

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11
Q

Von Restorff Effect (or Isolation Effect)

A

When multiple similar objects are present, the one that differs from the rest is most likely to be remembered

Make important information or key actions visually distinctive

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12
Q

Peak-End Rule

A

People judge an experience primarily based on how they felt at its peak and at its end rather than the total sum or average of every moment of the experience.

This occurs of whether the experience was pleasant or unpleasant

Strive to provide the best possible experience in the most intense points and in the final moments of the user journey

Reduce pain points

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13
Q

The principle of familiarity

A

Users prefer your product to work the same way as all the other products from the product’s category

Don’t reinvent the wheel

design patterns that users are accustomed to

Principle of least astonishment

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14
Q

Picture superiority effect

A

Pictures and images are more likely to be remembered than words

Use visual storytelling in your products

Pair text with images to increase chance that users will remember the information

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15
Q

Miller‘s law

A

The average person can only keep 7 (plus or minus 2) items in their working memory at one time

Chunk telephone numbers into groups 1 (650) 123-4567

Use chunking to present groups of content in a manageable way

Organize information in categories no larger than nine, but preferibly five junks

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16
Q

The Zeigarnik Effect

A

People remember uncompleted or interrupted tasks better than completed tasks

Task specific tension from not completing task

Commonly used in gameification

Add progress trackers in UI to remind users about unfinished tasks and motivate them to complete those tasks

17
Q

Serial position effect (aka primacy recency effect)

A

Items at the beginning (primacy) and items at the end (recency) of a list of information or more easily recalled than items in the middle

Consider this effect when delivering information or displaying navigation options (put Home and Profile items all the way to the left and right)

18
Q

Occam’s Razor

A

When we have two explanations for an occurrence the one that requires the least speculation is usually correct

Entities should not be multiplied without necessity

Analyze each element and remove as many as possible without compromising the overall function