[e-book / cheat sheet] The 21 guidelines for a successful human-centered ux-design
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UX 👋
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Structural principles
Stay consitent - Your user will thank you for spotting and recognizing relevant elements quickly.
A clear visual hierarchy / structure is key - it enables the user to scan the needed information in a destinguished way. Fast, efficient and without distraction.
Understand the users' goals - Sketch the users goals and find out about which information must be available at which point of interaction
Perception: color vision and peripheral/central vision
Nine percent of men are color-blind vs. only half percent of women. Take this into account, when designing solutions for male audience.
Do not overwhelm your users - recurring design patterns (e.g. used in terms of safety) can lead to less attention given
The users' peripheral vision determines, what users can see : Even though
the middle of the screen is important for central vision, don’t ignore
what is in the viewers’ peripheral vision. Make sure, important
information is not placed outside of the radius.
Limits on attention / memory and forgetting
Short-term memory is limited - don't ask people to remember information from one place to another - such as
in a checkout process - this can always lead to cancellation of the
user's task
People remember only four items at once - Studies show, that memorizing many items at once, leads to the lack of memory. Turning chunks of information into structured fragments can help. (e.g. 782 229 293)
Attention is selective - People will pay attention to only one thing and ignore everything else as long as you give them specific instructions to do so, and the task doesn’t
take too long.
Reading and conditioning / learning & habits
Reading a computer screen is harder than reading paper - We need to take this into account, when optimizing digital solutions for
people. Use of structured and annotated information can improve the
overall reading experience on computer screens.
Reading and comprehending are two different things - e.g. when designing for crucial processes like signing a contract
online, a "Tl;dr" could be included in order to check and keep up with
the user's comprehension.
Reading is not as fluid as it seems - Eyes move in quick. sharp jumps with short moments of stillness in between.
That's why centered text is way harder to read for users, than left or
right-aligned text.
Learning & decision-making
People make most decisions unconsciously, which does not mean they are irrational or bad. However, users still
want a rational, logical reasoning for the decision they make - so for
us designers is it crucial to know, the unconcious motivations of our
user group to encourage their action.
Mood influences the decision-making process - the state of mood can and has be influenced by using small things
like videos. People in good mood will rate a product as being more
valuable to them as people in bad mood. If there just was a way to
detect the current emotional state of the user, we designers could react with different solutions for a variety of emotional stages. But even without knowing them, we are still able to find and build on
the emotional stages most likely for the user group we design for.
People learn best from examples - Don’t just tell people what to do. Show them and guide them through the process.
Laws, time requirenments, emotions & bodily sensations
Some types of mental processing are more challenging than others - use fitt's law to determine motor loads and evaluate to see, if the overall load can be reduced in order to improve ease of use
Expectations can change over time - and so do the time requirenments from the users. Ten years ago, a
website which took 20 seconds to load was nothing really uncommon.
Today, anything longer than 3 seconds can already lead to inpatient
users, who might even drop from the page
If an ongoing process takes longer than one second, always implement a process indicator to show the user, what amount of time he most likely has to wait
What we need to know about motivation
People are more motivated as they get cloaser to the goal - when implementing a process indiocator, the process could be highlighted e.g. as some special success. As well, a process step indicator can be handy to show the users, how many forms are yet to fill in (+ estimated time left)
People are more motivated by intrinsic than by extrinsic rewards - intrinsic rewards (autonomy, lerning, mastery, meaning,...) are more about feelings and liberties of the individuals, while extrinsic rewards (badges, money, points) are controlled by external factors. Real-life example: That's why slot
machines are not necessarily about the loss or outcome of money but even more: The user wants to get better and better in the game (intrinsic
rewards), while getting incentivized by external factors such as badges, points and money. And as so many factors come together here, the loss of money is not perceived as being that tragic.
People are motivated by doing things on their own in an autonomous way. To encourage this aspect, as a designer we can give our users the feeling of them being in control of the current task and will reach their goal without any effort or assistance needed.
E.g.: The newly released movie "Black Mirror - Bandersnatch" implements
the user and his decisions within the movie, so the user can decide
about which path the movie takes. But beware: The overuse of guidance in ground up intuitive process can already lead to less motivated users.