The patterns: cognition and Behavior related to design Flashcards
List behavioural patterns
Safe exploration
instant gratification
satisfycing
changes in midstream
deferred choices
incremental construction
habituation
micro breaks
spatial memory
prospective memory
streamline repetition
social media social proof and collaboration
Safe exploration
When someone feels like they can explore an interface and not suffer dire consequence, they likely to learn more and feel more positive about it . Good software allows people to try something unfamiliar back out and try something else, all without stress
Instant gratification
I want to accomplish something now, not later
If someone starts using the application and gets success experience within the first few seconds, that’s gratifying.
You shouldn’t hide introductory functionality behind anything that needs to be read, or waiting for, such as registration, launch sets of instructions, slow-to-load screens, advertisements, and so on. These are discouraging because of the bloke users from finishing the first task quickly.
Anticipate their need, provide an obvious entry point, and provide value to the customer first before asking for something valuable (email address the sale) in return.
Satisfycing
This is good enough I 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.
Use calls to ‘action ‘ in the interface directions of what to do first.
Make labels short plainly worded and quick to read.
Make it easy to move around the interface, especially for going back to the wrong choice might have been made.
Keep in mind that a complicated interface imposes a large cognitive cost to a users.
Changes in meadstream
I change my mind about what I was doing.
Designers should provide opportunities for people to change their mind.
Make choices available. Don’t lock user into a choice- poor environment with no connections to the pages or functionality unless there is a good reason to do so.
You can also make it easier for someone to start a process, stop in the middle, and come back to it later to pick up where they left a property often called re- entrance.
Deferred choices
I don’t want to answer that now just let me finish.
If you ask a task focused user unnecessary questions in the process, they might prefer to skip the questions and come back to them later.
Sometimes it’s just a matter of not wanting to answer the questions. Other times do you so might not have enough information to answer yet.
The implications for interface design as simple to understand, they’re not always easy to implement.
Don’t give the user with too many upfront choices in the first place.
Clearly indicate required versus optional fields.
Separate important questions options from less important. Present the shortlist, hide the long list.
Give users defaults wherever possible to give you some reasonable default answers to start with.
Make it possible for users to return to the food fields or questions later and make them accessible in obvious places.
If registration is required as a website that provides useful services, users might be far more likely to register is the first allowed to experience the website your name and engage and then ask later about who they are.
Incremental construction
Builder-style interfaces need to support that style of work. Keep the interface responsive to quick changes and saves. When creative activities are well supported by good tools, they can induce a state of flow in the user. But bad ones will keep you distracted.
10 Usability Heuristics for User Interface Design
They are called “heuristics” because they are broad rules of thumb and not specific usability guidelines.
#1: Visibility of system status
#2: Match between system and the real world
#3: User control and freedom
#4: Consistency and standards
#5: Error prevention
#6: Recognition rather than recall
#7: Flexibility and efficiency of use
#8: Aesthetic and minimalist design
#9: Help users recognize, diagnose, and recover from errors
#10: Help and documentation
Visibility of system status
The design should always keep users informed about what is going on, through appropriate feedback within a reasonable amount of time.
Communicate clearly to users what the system’s state is — no action with consequences to users should be taken without informing them.
Present feedback to the user as quickly as possible (ideally, immediately).
Build trust through open and continuous communication.
Match between the system and the real world
The design should speak the users’ language. Use words, phrases, and concepts familiar to the user, rather than internal jargon. Follow real-world conventions, making information appear in a natural and logical order.
Ensure users can understand meaning without having to go look up a word’s definition.
Never assume your understanding of words or concepts will match those of your users.
User research will help you uncover your users’ familiar terminology, as well as their mental models around important concepts.
User control and freedom
Users often perform actions by mistake. They need a clearly marked “emergency exit” to leave the unwanted action without having to go through an extended process.
Support Undo and Redo.
Show a clear way to exit the current interaction, like a Cancel button.
Make sure the exit is clearly labeled and discoverable.
Consistency and standards
Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform and industry conventions.
Improve learnability by maintaining both types of consistency: internal and external.
Maintain consistency within a single product or a family of products (internal consistency).
Follow established industry conventions (external consistency).
Error prevention
Good error messages are important, but the best designs carefully prevent problems from occurring in the first place. Either eliminate error-prone conditions, or check for them and present users with a confirmation option before they commit to the action.
There are two types of errors: slips and mistakes. Slips are unconscious errors caused by inattention. Mistakes are conscious errors based on a mismatch between the user’s mental model and the design.
Prioritize your effort: Prevent high-cost errors first, then little frustrations.
Avoid slips by providing helpful constraints and good defaults.
Prevent mistakes by removing memory burdens, supporting undo, and warning your users.
Recognition rather than recall
Minimize the user’s memory load by making elements, actions, and options visible. The user should not have to remember information from one part of the interface to another. Information required to use the design (e.g. field labels or menu items) should be visible or easily retrievable when needed.
Let people recognize information in the interface, rather than having to remember (“recall”) it.
Offer help in context, instead of giving users a long tutorial to memorize.
Reduce the information that users have to remember.
Flexibility and efficiency of use
Shortcuts — hidden from novice users — may speed up the interaction for the expert user such that the design can cater to both inexperienced and experienced users. Allow users to tailor frequent actions.
Provide accelerators like keyboard shortcuts and touch gestures.
Provide personalization by tailoring content and functionality for individual users.
Allow for customization, so users can make selections about how they want the product to work.