All Flashcards
Aesthetic-Usability Effect
Users often perceive aesthetically pleasing design as a design that’s more usable
Doherty Threshhold
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
Fitts’s Law
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)
Hick’s Law
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
Jacob’s Law
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.
Goal-gradient Effect
The tendency to approach a goal increases with proximity to the goal
- Progress bars
False-consensus effect
Tendency to assume that others share your beliefs and will behave similarly in a given context.
YOU ARE NOT YOUR USER
Pareto principle
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
Weber’s law of just noticeable differences
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
The rule of the first impression.
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
Von Restorff Effect (or Isolation Effect)
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
Peak-End Rule
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
The principle of familiarity
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
Picture superiority effect
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
Miller‘s law
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