ux basics, simplicity
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Simplicity!Based on Giles Colborne, Simple and usable.
UX Basics | Simplicity | mdorka@me.com | 01.09.2015 | slide 01 of 95
People prefer to be pilots, not
passengers .
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Next 40 minutes
What is “Simplicity”?
What is it good for?
How to create it?
…
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Three perspectives:
● the manager’s
● the engineer’s
● the user’s
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Simple doesn’t mean minimal.
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Simplicity isn’t something you
can stick on top of a user
interface .
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What is this for?
UX Basics | Simplicity | mdorka@me.com | 01.09.2015 | slide 08 of 95
The experience I want the users
to have
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First, understand the users’
world, then figure out how your
design fits in .
UX Basics | Simplicity | mdorka@me.com | 01.09.2015 | slide 10 of 95
Get out of your office
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The best place to watch users is
in their
natural environment
UX Basics | Simplicity | mdorka@me.com | 01.09.2015 | slide 12 of 95
What to look for:
● Offices
● Homes
● Outdoor
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At home, at work, and outdoors,
you must design for constant
interruptions .
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Three types of user:
● Experts
● Willing adopters
● Mainstreamers
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Sometimes, it’s best to ignore
the expert customers.
Experts often want features that
would horrify mainstreamers .
UX Basics | Simplicity | mdorka@me.com | 01.09.2015 | slide 16 of 95
If you want simplicity, if you want
to be seen as an innovator, then
it’s the mainstream customers
you should be aiming at.
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Mass appeal comes from
focusing on the mainstream .
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What mainstreamers want
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Mainstreamers are interested in
getting the job done now; experts
are interested in customizing
their settings first.
UX Basics | Simplicity | mdorka@me.com | 01.09.2015 | slide 20 of 95
Mainstreamers value ease of
control; experts value precision
of control.
UX Basics | Simplicity | mdorka@me.com | 01.09.2015 | slide 21 of 95
Mainstreamers want reliable
results; experts want perfect
results.
UX Basics | Simplicity | mdorka@me.com | 01.09.2015 | slide 22 of 95
Mainstreamers are afraid of breaking
something; experts want to take
things apart to see how they work.
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Mainstreamers want a good
match; experts want an exact
match.
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Mainstreamers want examples
and stories; experts want
principles.
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Simple user experiences need to
work for a novice, or a
mainstreamer who’s under
pressure.
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Mainstreamers don’t want to
build it from scratch .
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People are driven by an
emotional need
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Make user feel confident that
they’d be able to put tasks away
and find them again later.
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Simplicity is about feeling control
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Simple experiences make users
confident that they’re making
good choices.
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Simple experiences reassure
users that the product will
respond in a predictable way.
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describe the beginning to the end of their experience,
remembering that the user’s actions is most important
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Turn problem into a vision. Tell
the story.
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Describe what you want in the
simplest possible terms .
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World, character, plot:● A believable world (the “where” and “when” of our story)
● Credible characters (the “who” and “why”)
● A coherent plot (the “what” and “how”)
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Extreme usabilityUsability aims for...
● a specific group of people can use it● easy to use● responds quickly● understood quickly● works reliably● straightforward error messages● complete information● works in a user test
Simplicity aims for...
● anyone can use it● effortless to use● responds instantly● understood at a glance● works always● error-free● just enough information● works in a chaotic environment
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Review your story and ask: What
things have the most impact on your
users’ behavior?
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Check the facts about the users, their
problems and the world they live in.
Prioritize things that have the most
impact on your users’ behavior.
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Prioritize points to act on: where can
you have the most impact? What can
you change easily?
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Test your insights
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The most obvious way to simplify is to
remove what’s unnecessary
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Do not remove features only because
they are difficult to build.
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Improve the core experience
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Customers chose basic improvements
over value-added extras .
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Get rid of poorly implemented features
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The question is never, “Why should we
get rid of it?” It is always, “Why should
we keep it?”
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Stop guessing “what if...?” and go find
out what is.
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Features often involve trade-offs that
customers aren’t always aware of.
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Don’t be afraid to ignore requests to add
more to your product.
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When a small change leads to complex
processes, it’s time to step back and
find another solution .
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In the long run, adding features is a
losing strategy .
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Identify the users’ goals and set them in
order of priority.
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Focus on solutions that completely meet
users’ high-priority goals.
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Identify things that are common sources
of anxiety or stress and prioritize
features that alleviate that stress
effortlessly.
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Identify the “good enough” controls that
satisfy mainstream users’ needs and the
“precision” controls for experts.
Set aside the “precision” controls.
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Don’t judge your product by the number
of features. Instead, consider if it meets
users’ high- priority goals.
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People have a limited capacity to
process information, learn procedures,
and remember details.
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Removing options, content, and distractions lightens the load on users so they can
focus.
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Removing visual distractions helps them
process what they’re seeing faster and
more reliably.
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It’s the details that make all the
difference.
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Choice can easily overwhelm users.
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People having limited choice are more
satisfied with their selection than those
who’d been given more options.
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Irritating distractions can turn simple
tasks into a chore.
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Designing simple experiences, your job
is to remove distractions and let the user
focus.
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Mainstream users don’t like the burden
of setting options and preferences .
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Whenever a user has to correct an
error, it breaks his concentration and
makes the experience feel more
complex.
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Removing sources of errors is an
important way to simplify an experience.
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Remove visual clutter so people process
less information and concentrate on
what’s important.
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Users don’t read every word. They skim
over pages, picking out the odd keyword
or sentence.
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Simplify with a shared vision, a focus on
the mainstream user, and a thoroughly
researched design.
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Organizing is often the quickest way to
make things simpler .
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Break items down into groups of “seven
plus or minus two.” This corresponds to
the number of items your brain can hold
in short-term memory.
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Understand users’ behavior: what they
want to do and in what order they want
to do it.
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To organize a group of items that are
equivalent choose clear categories with
labels that make sense to your
audience.
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Organizing by a quality results in problems since users make different
choices depending on their point of view.
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Hiding anything means putting a barrier
between the user and the feature.
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Profile settings
that change infrequently are good
choices to hide .
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Invite to explore. Small cues can hint at
hidden features . For example using
label that will only appeal to a certain
group
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Where you place a label is more
important than how big it is.
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Locus of attention
Area of the screen that the user is
concentrating on.
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The strategies: remove, organize, and
hide fit together neatly: remove what
you don’t need, organize what you do,
hide what you can.
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The final strategy, displace, is about
rethinking the interface entirely.
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Mobile devices to record what users
see, hear and where they go .
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Entering and reading large amounts of
text is uncomfortable .
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Mobile devices are used when walking,
standing, sitting, lying. Outside, inside,
with sunshine , rain, wind and snowfall.
UX Basics | Simplicity | mdorka@me.com | 01.09.2015 | slide 86 of 95
Be aware of data transmission and
signal strength on mobile.
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The user is directing, the computer guiding, the experience feels simpler .
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Let experts and mainstreamers set their own goals. Based on their experience they know how much effort it will take.
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Should a task be automated or
controlled by the user?
UX Basics | Simplicity | mdorka@me.com | 01.09.2015 | slide 90 of 95
Create a simple user experience shifting
complexity into the right place, so that
each moment feels simple.
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Simplicity often depends on details.
UX Basics | Simplicity | mdorka@me.com | 01.09.2015 | slide 92 of 95
Missing details can have a catastrophic
effect or cause irritation that builds over
time.
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Simplicity happens
in the user’s head
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Making software usable means not
exceeding your users’ capacity.
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