UI + UX 101
- Where am I?
Always indicate active navigation states, breadcrumbs, etc.
- What do I need to complete?
Dashboard overview, notifications, alerts, comments and a list of tasks to complete and their status.
- What am I looking at?
Headings, introduction text, graph information (titles, labels, keys) and use of plain concise English to reduce jargon and uncertainty.
- What can I do here?
What elements can I interact with (aka visual clues and signifiers)?
- Where do I go to find help?
Search functionality, FAQs, training material, support documents and support contact details.
Intent VS outcome:
- Intent: What that person is coming here to do
- Outcome: What is the person expecting when they’re done doing that thing. Match or exceed their expectations.
The Usability Trinity:
3 Usability measures:
- Speed of use
- User satisfaction
- Task completion
The six rules of usability
- The design is based upon an explicit understanding of users, tasks and environments
- Users are involved throughout design and development
- The design is driven and refined by user-centred evaluation
- The process is iterative
- The design addresses the whole user experience
- The design team includes multidisciplinary skills and perspectives.
Context of use
A description of the users, tasks, equipment (hardware, software and materials), and the physical and social environments in which a product is used.
What people say isn’t as useful as what people do.
How to test a user story
- Is it something a real user would say?
- Does it help you design and prioritise?
- Does it unnecessarily constrain possible solutions?
- Do you have good evidence?
- Effectiveness: completion of a task.
- Efficiency: time take to complete a task.
- Satisfaction: The outcome of that task.
Connecting people to the content they are looking for.
- Classification & hierarchy
- Labels and tagging
- Navigation & wayfinding
Organising information (LATCH)
The process of identifying design solutions and creating prototype user interfaces.
Affordances vs signifiers
- Affordances: The physical properties of an object that suggest to people how the object can be interacted with.
- Signifiers: The virtual properties on an object.
Formative usability test
A form of iterative usability testing that aims to find problems with a system so they can be fixed.
Summative usability test
A form of usability testing that aims to measure usability metrics, such as effectiveness, efficiency and satisfaction.