http://andculture.com/lab/efficient-memorable-satisfactory 'Usability' is a term that is referred to when describing a user interface, from a web page to an airplane cockpit to a door handle. A usable interface is intuitive, pleasant to interact with and accommodating of the user's wants, needs, strengths and weaknesses. Whether the interface is a physical object, a piece of software or a service experience, the principles used to create a good interface can be implemented to design for a good user experience overall. Designing for a good user experience requires a deep knowledge of the user's tendencies, abilities and limitations. Experience designers can (and do) spend months studying the patterns of those they're designing for. Fortunately, psychology already tells us a lot about these users. In this presentation, I tap into these basic psychology principles of usability as they apply to user interface design, and offer some tips for applying them to the broader practice of designing good user experiences.
<ul><li> 1. Efficient, Memorable, Satisfactory Usability principles beyond usability</li></ul>
<p> 2. Whats he talking about? - Terms - Users - Usability - Experiences 3. Terms - system: the thing being built, used, tested, improved, abandoned, replaced - user interface (UI): the part of the system the user interacts with - user: the person, customer, experiencer 4. The User - The user is a person. - People have similar abilities and limitations - People form goals - People use systems to achieve their goals (duh, users) - People use their brains to make decisions and perform actions 5. Brain Functions - Attention: filtering information - Perception: recognizing meaningful information - Cognition: evaluating that information, weighing outcomes, forming memories - Action: doing something 6. Brain Functions AttentionCognition PerceptionAction 7. Usability - Refers to usefulness of UI - Related to how UI facilitates and accommodates the four brain functions of the user 8. A usable UI manages Attention 9. Attention - Simplicity (or complexity) of UI 10. Attention - Signal vs. noise 11. Attention - Signal vs. noise 12. Attention - Channels of attention - High-demand- Low-demand 13. A usable UI accommodates Perception 14. Perception - Legibility SizeColor Color Color Color No Colormatters Contrast Contrast Contrast Contrast Contrast 15. Perception - Tactility 16. Perception - Audibility - Tone - Volume - Pronunciation 17. A usable UI enables Cognition 18. Cognition - Knowledge in the world - Affordances - Sounds - Icons - Prompts - Manuals 19. Cognition - Knowledge in the head - Language - Memory - Mental model - Risk and reward 20. A usable UI facilitates Action 21. Action - Expectation - Evaluation - Feedback from the system - Errors (system vs. user) - Progress indicators 22. Assessing Usability - Efficient - Memorable - Satisfactory 23. Efficient - Ease of perception - Learning - Error recovery - Steps - Time 24. Memorable - Mental model - Redundancy - Vernacular - Chunking of information - Redundancy 25. Satisfactory - Provides feedback - Goal achievement - Egress (a way out, an exit, finality) 26. Usability and Experiences - The whole world is a system - Users strive to achieve goals - Ideally, the world would help them do so efficiently, memorably, and satisfactorily - The world sucks 27. Usability and Experiences - We can make the world better: more efficient, more memorable, more satisfactory - Design with principles of usability in mind - Learn about people - Exercise empathy 28. Designing with Empathy - Focus on user goals - Simplify processes - Test, test, test - Ask real users 29. Thanks! ?s </p>