Laws of ux design Flashcards
Psychological principals
Safe Exploration
Good software allows people to try something unfamiliar, back out, and try something else
Examples:
Back buttons making it easy to get back where I started
Trying photo filters but making it easy to undo if I don’t like the result
Saving history
Undo buttons for documents
Instant Gratification
If someone starts using an application and gets a “success experience” within the first few seconds, that’s gratifying! Consider in your design how you can give your users a feeling of satisfaction or achievement in the experience.
Examples:
Getting a match on a dating app
A blast of Confetti when you complete a habit
Calling an Uber and immediately having one on the way
Hitting the snooze button
Satisficing
This is good enough. don’t want to spend more time learning to do it better
“People are willing to accept “good enough” instead of “best” if learning all the alternatives might cost time or effort.”
If you’re relying on your users to read large blocks of text to understand how your product can benefit them, then you’re allowing the majority of potential users to fall through the cracks.
Key points:
Make obvious options that are safe for the user to select
An interface should be easily scannable
Users will look for the first option that might work
Deferred Choices
“I don’t want to answer that now; just let me finish!”
Don’t ask for unnecessary information, but more importantly, allow information to be entered later or make it optional.
Anything that isn’t 100% necessary should be skippable.
Key points:
Don’t have too many steps
Allow users to ‘skip’
Separate important questions from the ones that are less important
Allow users to add, change, or edit things later
Habituation
“That gesture works everywhere else; why doesn’t it work here, too?”
If there is an industry-standard for interaction or UI, then it’s best to follow these conventions to be safe — redesigning existing patterns is generally more confusing than useful. Save your creativity for other aspects of the product.
Examples:
CTRL + S, CTRL + Z
Swiping left or right to go to the next or previous screen
Pressing X to exit a dialog
Swiping down to refresh on mobile
Spacial Memory
Think about your application as though it’s a physical space. People will be arranging things in a way that they see fit, not how your algorithm thinks they should be. Make it easy for your users to re-arrange things and bookmark or save items for later.
Examples:
Grouping apps into folders
Snapchat placing different screens with a swipe left, right, up, or down
Arranging programs on a desktop
Sorting cards in Apple wallet
Social Proof
Social proof can make your product more compelling. It doesn’t necessarily need to include the user’s friends, though it can. Displaying items based on popularity will make your users feel less alone in their decision making.
Examples:
Reviews on Amazon, Airbnb, Yelp, etc.
Likes, reactions, shares, retweets, followers, number of friends, a blue checkmark, comments, or views.
Advice or recommended products from friends
“48 of your friends like this page”
Streamlined Repetition
In many kinds of applications, users sometimes find themselves needing to perform the same operation over and over again. The easier it is for them, the better. If you can help reduce the operation down to one keystroke or click per repetition — or better, just a few keystrokes or clicks for all repetitions — you will spare users much tedium
Examples:
Autofill when you start typing something
Google Chrome auto-completing the query “yo” with “www.youtube.com”
Automating routine processes in Slack with workflow builder
“Delete All” or “Select All”
Prospective Memory
We arrange in prospective memory when we plan to do something in the future, and we arrange some way of reminding ourselves to do it.
Examples:
Leaving windows open as a reminder that something needs to be completed
Starring or marking an email as unread
Bookmarking websites to view later
Highlighting text in a document as a reminder to revise it later
Microbreaks
They want to do something constructive or entertaining to pass the time, knowing they won’t have enough time to get deep into an online activity.
Examples:
Scrolling through Instagram
Reading news
Playing a game
Responding to messages
Checking email
Swiping on Bumble
Aesthetic-Usability Effect
An aesthetically pleasing design creates a positive response in people’s brains and leads them to believe the design actually works better.
People are more tolerant of minor usability issues when the design of a product or service is aesthetically pleasing.
Visually pleasing design can mask usability problems and prevent issues from being discovered during usability testing.
Doherty Threshold (<400ms)
Productivity soars when a computer and its users interact at a pace (<400ms) that ensures that neither has to wait on the other.
Provide system feedback within 400 ms in order to keep users’ attention and increase productivity.
Use perceived performance to improve response time and reduce the perception of waiting.
Animation is one way to visually engage people while loading or processing is happening in the background.
Progress bars help make wait times tolerable, regardless of their accuracy.
Purposefully adding a delay to a process can actually increase its perceived value and instill a sense of trust, even when the process itself actually takes much less time.
Fitts’s Law Touch targets should be
The time to acquire a target is a function of the distance to and size of the target.
Touch targets should be large enough for users to accurately select them.
Touch targets should have ample spacing between them.
Touch targets should be placed in areas of an interface that allow them to be easily acquired.
Goal-Gradient Effect
The tendency to approach a goal increases with proximity to the goal.
The closer users are to completing a task, the faster they work towards reaching it.
Providing artificial progress towards a goal will help to ensure users are more likely to have the motivation to complete that task.
Provide a clear indication of progress in order to motivate users to complete tasks.
Hick’s Law complexity of choices.Give examples of how to implement
The time it takes to make a decision increases with the number and complexity of choices.
-Minimize choices when response times are critical to increase decision time.
-Break complex tasks into smaller steps in order to decrease cognitive load.
-Avoid overwhelming users by highlighting recommended options.
-Use progressive onboarding to minimize cognitive load for new users.
-Be careful not to simplify to the point of abstraction.
Jakob’s Law Users spend most of their time on other sites.
Users spend most of their time on other sites. This means that users prefer your site to work the same way as all the other sites they already know.
Users will transfer expectations they have built around one familiar product to another that appears similar.
By leveraging existing mental models, we can create superior user experiences in which the users can focus on their tasks rather than on learning new models.
When making changes, minimize discord by empowering users to continue using a familiar version for a limited time.
Law of Common Region
Elements tend to be perceived into groups if they are sharing an area with a clearly defined boundary.
Common region creates a clear structure and helps users quickly and effectively understand the relationship between elements and sections.
Adding a border around an element or group of elements is an easy way to create common region.
Common region can also be created by defining a background behind an element or group of elements.
Origins
CONFIRMATION BIAS DEFINITION
People tend to search for, interpret, prefer, and recall information in a way that reinforces their personal beliefs or hypotheses.
PRIMING DEFINITION
Subtle visual or verbal suggestions help users recall specific information, influencing how they respond. Priming works by activating an association or representation in users short-term memory just before another stimulus or task is introduced.
A “Buy Now” button primes users to make a purchase.
A “Limited Time Offer” label primes users to act quickly.
A progress bar primes users to complete a task.
COGNITIVE LOAD DEFINITION
Cognitive load is the total amount of mental effort that is required to complete a task. You can think of it as the processing power needed by the user to interact with a product. If the information that needs to be processed exceeds the user’s ability to handle it, the cognitive load is too high.
Anchoring Bias
The initial information that users get affects subsequent judgments. Anchoring often works even when the nature of the anchor doesn’t have any relation with the decision at hand. It’s useful to increase perceived value.
Nudge
Subtle hints can affect users’ decisions
People tend to make decisions unconsciously. Small cues or context changes can encourage users to make a certain decision without forcing them. This is typically done through priming, default option, salience and perceived variety.
PROGRESSIVE DISCLOSURE
PROGRESSIVE DISCLOSURE
An interface is easier to use when complex features are gradually revealed later. During the onboarding, show only the core features of your product, and as users get familiar, unveil new options. It keeps the interface simple for new users and progressively brings power to advanced users.
Banner Blindness
Users have learned to ignore content that resembles ads, is close to ads, or appears in locations traditionally dedicated to ads.
DECOY EFFECT
When we are choosing between two alternatives, the addition of a third, less attractive option (the decoy) can influence our perception of the original two choices. Decoys are “asymmetrically dominated”: they are completely inferior to one option (the target) but only partially inferior to the other (the competitor). For this reason, the decoy effect is sometimes called the “asymmetric dominance effect.”
The framing effect
The framing effect happens when your decision is influenced more by how the information is presented (or worded) than by the information itself. It’s partly due to the fact that people evaluate their losses and acquire insight in an asymmetric fashion (see Loss Aversion and Prospect Theory, by Daniel Kahneman and Amos Tversky).
Social proof
Social proof is a convenient shortcut that users take to determine how to behave. When they are unsure or when the situation is ambiguous, they are most likely to look and accept the actions of others as correct. The greater the number of people, the more appropriate the action seems.
Scarcity
While scarcity is typically invoked to encourage purchasing behaviors, it can also be used to increase quality by encouraging people to be more judicious with the actions they take. It can come in different forms: Time-limited, Quantity limited, Access-limited. Never fake scarcity if you don’t want
curiosity gap
The curiosity gap is the space between what users know and what they want or need to know. Gaps cause pain, and to take it away, users need to fill the knowledge gap.
A mental model
A mental model is an explanation of someone’s thought process about how something works in the real world. It is a representation of the surrounding world, which might be accurate or not. What users believe they know about your product changes how they use it.