Upgrade to Pro — share decks privately, control downloads, hide ads and more …

The Principles of Interface

The Principles of Interface

Graphic and interactive elements together in harmony can create a great user experience.

Christina Wodtke

January 03, 2013
Tweet

More Decks by Christina Wodtke

Other Decks in Design

Transcript

  1. The Language of Interface Graphical (understanding) • Layout • Objects

    • Type • Color • Line • Hierarchy • Relationships Interactive (doing) • Affordances • HUD • Feedback • Modes • Input • Navigation
  2. On Subtlety When you don’t want to interrupt an action,

    be subtle (think of footnotes). If they are reading, don’t bother them. When you need to prompt an action, subtlety will send you to the poor house. Tell your users what to do. Clarity is relaxing, not annoying.
  3. Form Principles • Consider Context • Set expectations • Use

    appropriate inputs • Give sift and clear feedback • Ask for less • AB test
  4. 21 Navigation IA made visible “Like putting an Armani suit

    on Attila the Hun, interface design only tells how to dress up an existing behavior.” – Alan Cooper
  5. 22 Most IA is invisible • A lot of work

    no one sees • Synonym rings, etc • If it was seen, is would be too much • We show only a subset
  6. 23 The magic number? • 13 tabs– no one saw

    them. Six tabs, everyone saw them
  7. 24 But not everything is simple masthead Global links Folders

    Mail tools ad Other properties upsell Web search Related Services tip inbox ads ad Related Services upsell Mail tools Log out inbox Write mail And there isn’t even content!
  8. 26 Understanding Navigation Message and Access Where Am I? What's

    Nearby? What's Related To What's Here? Global Navigation Local Navigation Content Lives Here, With Contextual Navigation Inline Or Separate.
  9. 27 Global navigation • Where you are – Brand/masthead •

    Where you can go (site offering) – Top level categories • Safety nets – Where’s my (shopping cart/account/help???)
  10. 31 Local Navigation • I’ve started down the path •

    Now what? – What are the categories of items? – What are the siblings of what I see? – What are the subcategories?
  11. 39 Pagination Useful to reduce page download speed and cognitive

    overload. Annoying for printing. Impossible to predict what you’ll get Users would rather scroll than click
  12. 47 You can make it helpful “After testing several different

    sitemap designs on users, I decided to try putting one on every page of my small Columbian web site. I then decided to track how often it was used for navigation. It turns out the sitemap is used for over 65% of all navigation done on the site.” -- Usability Report by Peter Van Dijck of poorbuthappy.com (Guide to Columbia) http://www.webword.com/reports/sitema p.html
  13. 48 Conventions It is certainly probable, then, that placing these

    objects in expected locations would give an e-commerce site a competitive edge over those that do not… -- Examining User Expectations for the Location of Common E-Commerce Web Objects Usability News 4.1 2002
  14. 49 Conventions If 90% or more of the big sites

    do things in a single way, then this is the de-facto standard and you have to comply. Only deviate from a design standard if your alternative design has at least 100% higher measured usability. If 60-90% of the big sites do things in a single way, then this is a strong convention and you should comply unless your alternative design has at least 50% higher measured usability. If less than 60% of the big sites do things in a single way, then there are no dominant conventions yet and you are free to design in an alternative way. -- Jakob Nielsen, November 14, 1999 Alertbox column "Identifying De-Facto Standards for E-Commerce Web Sites“ © 2003 Heidi P. Adkisson
  15. 50 Conventions • Some things are becoming de rigor •

    Deviate when you’ve got something better • Not because you are bored "Identifying De-Facto Standards for E-Commerce Web Sites“ © 2003 Heidi P. Adkisson
  16. 51 Now combine • Follow expectations based on conventions •

    Design a hierarchy based on task importance • Err on the side of simplicity
  17. Homework • Analyze two competitors, one complementor – Layout –

    Inputs/functionality – Groupings – Hierarchy – Trust/reassurance Product (noun) Buy (verb) Costs (adverb) Look (verb) Costs (adjective)
  18. Designing to Understand Use • Hierarchy • Layout • Images

    • Type • Color • Line • Relationships • Progression For • Importance • Sequence • Location • Reassurance • Motivation • Involvement • Seduction
  19. HIERARCHY GIVES CLARITY Law of Focal Point The idea that

    a point of interest, something emphasised or different will catch and hold the viewers attention (Chang, 2002). LOOK LOOK LOOK LOOK LOOK
  20. Comics are read in the west left to right, like

    a page. However, good artists add visual elements to help you flow. http://samkieth.blogs pot.com/
  21. Cheaters Tricks • One color, with variations. One accent. Period

    • Use a generator site http://www.colourlovers.com/ • Use nature http://boxesandarrows.com/natural- selections-colors-found-in-nature-and- interface-design/
  22. If you are putting boxes around things to make it

    clear, you probably should start over
  23. Minimalist Design • Only use one font. Preferably helvetica. •

    Only use three, all very very different. Perhaps a fourth for footer text. • Only use one color, with variations, and one “accent” color. • Turn on the grid (if you are using photoshop, etc) • Never align center. • Don’t use stock photography, unless you have awesome taste. It has no soul. • Have a hierarchy
  24. Cheats • Patterns • Kits like this • Libraries •

    Odesk • Conference proceedings You can’t buy taste
  25. Homework • Analyze two competitors, one complementor • Do wire

    frames for three key screens • Optional: begin interfaces