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Zen

Principles of UI, A Thread:
1. natural mapping
2. visibility of system state
3. discoverability
4. constraints and affordances
5. habits and spatial memory
6. locus of attention
7. no modes
8. fast feedback
9. do not cause harm to a user's data or through inaction allow user data to come to harm
10. prefer undo to confirmation boxes. For actions that can't be undone, force a "cooling off" period of at least 30 seconds.
11. measure using Fitt's, Hick's, GOMS, etc. but always test with real users.

154 comments
Zen

12. don't assume that your skills or knowledge of computers as a designer or programmer in any way resemble the skills or knowledge of your users.

13. Consider the natural order of tasks in a flow of thought. Verb-Noun vs. Noun verb. Dependency->Dependants vs. Dependants->Dependencies.

14. Instead of having noob mode and advanced mode, use visual and logical hierarchies to organise functions by importance.

15. Everything is an interface, the world, learning new things, even perception itself

Zen

16. Consider the psychology of panic. Panic kills scuba divers, panic kills pilots. panic kills soldiers. panic loses tennis matches. Panic leads to stupid mistakes on a computer.
more at: asktog.com/columns/066Panic!.h

Zen

17. Consider the 3 important limits of your user's patience:
0.1 second, 1 second, 10 seconds

nngroup.com/articles/response-

Zen

18. An interface whose human factors are well considered, but looks like butt, still trumps an interface that looks slick but is terrible to use. An interface that is well considered AND looks good trumps both, and is perceived by users to work better than the same exact interface with an ugly design.

Zen

19. Don't force the user to remember things if you can help it. Humans are really bad at remembering things. This includes passwords, sms codes, sums, function names, and so on. My own personal philosophy is to consider humans a part of your system, and design around our shortcomings instead of thinking of users as adversaries. Software should serve humans, humans shouldn't serve software.

Zen

20. Some Sources:
Donald Norman
Jef Raskin
Jacob Nielsen
Bruce "Tog" Tognazzini

I recommend all the talks by Alan Kay and Bret Victor, here's two:

Doing with Images Makes Symbols
youtube.com/watch?v=p2LZLYcu_J
The Future Of Programming
youtube.com/watch?v=8pTEmbeENF

Zen

The first 8 items of this thread are extremely terse, to the point of being meaningless on their own. Please use them as search terms, or ask me to expand on them when my dog isn't barking at me to go to bed.

Zen

21. Gall’s Law:
A complex system that works is invariably found to have evolved from a simple system that worked. A complex system designed from scratch never works and cannot be patched up to make it work. You have to start over with a working simple system.

Zen

22. show, don’t tell. lengthy tutorials and “protips” forced on the user at app start usually do nothing other than get in the way of the user’s task. if you want to teach the user about a feature, include easy to find examples.

Zen

23. don’t interrupt flow of thought. if a user is opening an application, they usually have some specific task to complete. nagging them at this point in time about software updates or handy tips is very user hostile.

Zen replied to Zen

24.many jokes are made about the “save” icon looking like a floppy disk. it’s very appropriate, since the command as a concept is built around the technological limits of floppy disks, limits that are comically irrelevant in the 21st century.drag your app out of the 1980s and implement autosave and version control already.

Zen replied to Zen

25. consistency consistently consistent. there’s few things more fun than designing your own custom ui widget toolkit, css framework, or interaction paradigm. however, please strongly consider *not* doing this. custom UI is like ugly baby photos. instead, stick as much to the HIG guidelines and conventions of the platform you are on, so users can use what they’ve already learned about where things usually are, and what the fuck the weird molecule icon does.

Zen replied to Zen

26. try to imagine ways to use your shiny new software to abuse, harass, stalk, or spy on people, especially vulnerable people. ask a diverse range of people to do the same.
then fix it so you can’t. if you cannot figure out how to do your special software thing without opening vulnerable people to abuse, consider not making it available to anyone.

Zen replied to Zen

27. UX is ergonomics of the mind (and also body). Where traditional ergonomics considers the physical abilities and limits of a human body, UX considers the limits of the human mind: attention, memory, response time, coordination, emotions, patience, stamina, knowledge, subconscious, and so on. If you ever find a UX practitioner sacrificing accessibility on the altar of so called “good experiences”, you are dealing with incompetence.

Zen replied to Zen

expanding on 1. Natural Mapping:
user interfaces typically “map” to the system they control, each button and dial corresponding to some element of the system. Natural mapping is when the interface forms an obvious spatial relationship to the system, such as 4 stovetop dials that are in the same arrangement as the stovetops. the anti-pattern is arranging controls in an arbitrary order with no spatial correspondence to the system.

Zen replied to Zen

2. Visibility of System State:
Software typically has state (to state the obvious), such as “where” you are in the software’s menu system, what “mode” you are currently in. whether your work is safely stored on disk or has “unsaved changes”, what stage of a process you are up to and how many steps are left. Failure to effectively communicate system state to the user is inviting them to get lost and make mistakes. counterexamples: setting the time on a digital wrist watch, programming a VCR

Zen replied to Zen

3. Discoverability
this is about making the possible actions in a system visible- or if not immediately visible, the mechanism of their discovery should be visible and consistent. For instance, the menu items in a GUI system are discoverable. the available commands in a unix system are not. the opposite of this principle is “hidden interface”, examples of hidden interface are rife in iOS: tapping the top of the screen for “scroll to top”, shake to undo, swipe from edge for browser back- etc.

Zen replied to Zen

4. Constraints and Affordances.
A constraint is something that is not possible in a system. an affordance is something that is possible to do. which is which should be communicated clearly- the nature of this communication breaks down into three subcategories:
a. physical:
visually obvious from the shape of objects in a system- two lego bricks can only snap together in a limited number of ways.
b. logical: what’s possible or not makes sense logically: e.g. color coding,
c. cultural

Zen replied to Zen

constraints and affordances is at the heart of the “flat design” vs. “skeumorphism” debate. the benefit of skeumorphic interfaces is that replicating the look of real world objects like buttons, provides a natural way to communicate interactions. where skeumorphism went wrong is communicating false affordances: a detail in the ios6 calendar app hinting that pages could be torn out- when no interaction supported it.
flat design throws the baby out with the bathwater. we still need real buttons.

Zen replied to Zen

5. Habits and Spatial Memory
this is mostly about not arbitrarily moving around.buttons in an interface. people are creatures of habit, and if you fundamentally change the method of performing a task for no good reason, it’s not a “UI revamp” it’s pointlessly frustrating your existing users.
for spatial memory, millions of years of evolution have left us with mental machinery for remembering exactly *where* something is physically. you can take advantage of this in UI with persistence of space.

Zen replied to Zen

an example of this persistence of space concept is the meticulous way some people curate their phone’s launch screens. even better would be if iOS allowed a different wallpaper for each page, and for icon grids to permit gaps anywhere instead of forcing them to sort left to right, top to bottom. the different look of each screen could then be very personal and memorable. Finding an app, then, a matter of finding the page with the right color and shape.

Zen replied to Zen

6. Locus of Attention
this is a recognition of the fact that human consciousness is single threaded. that while parallel processes permit us to do things like walk and chew gum at the same time, there is only one thread of processing that represents our conscious awareness. therefore, interfaces that expect our attention to be fully present in the status bar, the cursor, the flashing banner ad, the address bar, the lock icon, the autoplaying video and the notifications are misguided.

Zen replied to Zen

7. No Modes
A Gesture is an action (a keystroke, a mouse move) expected to result in some effect (a letter being added to a document, a cursor moving).
A mode changes the effects associated with some or all gestures. caps lock is a mode. “apps” are modes. Modes are bad if they result in modal error: the unawareness that a mode has been activated, resulting in unexpected effects, and possibly unawareness it *is* a mode, or how to get out of it. VIM is prime offender. so are modern TVs.

Zen replied to Zen

modes are typically employed as solutions to the situation of the number of functions in a system far exceeding the number of available external controls. this can happen either as a result of featuritis, or an apple-esque fetish for small numbers of buttons.
suggested remedies include quasimodes like the shift key, that activate a mode only while a button is being held down. another approach is developing composable UI conventions like GUI menus, or search, that can scale without modes.

Zen replied to Zen

another way of looking at this is examining how much context a user needs to understand what effect a gesture will have, and how effectively that context is being communicated. Can i write a step for step guide to doing a task on a computer, for a computer novice, that doesn’t include first determining where in the operating system you are, whether the correct application is open, figuring out which of many methods can get you into that apllication are applicable in that situation?
no.

Zen replied to Zen

this is what was nice about the “home” button on iphones: it doesn’t matter where you are in the system, there’s a physical hardware clicky button that will always bring you back to the start, and cannot be overriden by third party software.
apple ruined it with the iphone X swipey home gesture. not only is it hidden interface, but it’s modal now-which edge you swipe depends on the orientation sensor, and is —- sometimes but not always visually indicated by a line that is maybe correct.

Zen replied to Zen

8, Fast Feedback 17. Consider the 3 important limits of your user's patience:
0.1 second, 1 second, 10 seconds

nngroup.com/articles/response-

why is this important? because without fast and constant communication, the UI will feel broken. it’s why a chattering cli log *feels* faster than a crawling progress bar. the gui might, on stopwatch time, be faster than the CLI, but time *perception* works differently, it works with feedback and delays.

Zen replied to Zen

28. making your software configurable/customisable allows you to accomodate more diverse users, but it also makes your software more complicated and harder to document and learn, since a configuration is a kind of mode.

Zen replied to Zen

29. Never use a warning when you mean “UNDO”.
while there are many actions you can take on a computer that are non reversible, most of the ones with confirmation dialogs truly are reversible. these boxes should only be used when absolutely necessary, and seriously rethoghr even then. the unfortunate side effect of their overuse has been alert fatigue: people have become accustomed to their typical meaninglessness and dismiss them without reading, even important ones

web.archive.org/web/2020033119

29. Never use a warning when you mean “UNDO”.
while there are many actions you can take on a computer that are non reversible, most of the ones with confirmation dialogs truly are reversible. these boxes should only be used when absolutely necessary, and seriously rethoghr even then. the unfortunate side effect of their overuse has been alert fatigue: people have become accustomed to their typical meaninglessness and dismiss them without reading, even important ones

Zen replied to Zen

30. Avoid alert fatigue at ALL costs.
imagine the marketing department got their hands on the fire alarms. they would almost certainly use them every day to gather the entire building to one spot, and megaphone about the latest 30% off sale at Myer.

when there’s something actually important, like a real fire, people would die, and it would be marketing directly responsible for those deaths.

this is why letting app developers register notifications on your phone was a huge mistake.

30. Avoid alert fatigue at ALL costs.
imagine the marketing department got their hands on the fire alarms. they would almost certainly use them every day to gather the entire building to one spot, and megaphone about the latest 30% off sale at Myer.

when there’s something actually important, like a real fire, people would die, and it would be marketing directly responsible for those deaths.

Zen replied to Zen

31. don’t rely on the user to have fast reaction times, or high levels of hand eye coordination. this is as much an accessibility guideline as it is a usability guideline. Primary offenders are things like double clicks, rapidly changing search results, drop down menus, popouts that rapidly appear and disappear, and in general bait and switch buttons.

Zen replied to Zen

32. don’t confuse a steep learning curve for bad UI. don’t confuse something that is just similar to what you’re used to for good UI. Don’t confuse the level of pain you went through to learn something with its intrinsic worthiness. The only “intuitive” interface is the nipple.
(not actually true, there’s a whole job for teaching babies how to breastfeed, but that’s the catchphrase for this one, sorry.)

Zen replied to Zen

33. the subjective experience of a UI is often vastly different from the objective reality of the system, particularly with regards to perception of time and mental models about what the computer is actually *doing* and how it works. The Watched Kettle effect. For instance, shortcut keys *feel* faster but are measurably slower than just using menus. A file copy routine can be made as fast or slow as you like but the *perception* of its speed is down to how the progress bar is animated.

Zen replied to Zen

34. The user maintains a mental model of the system in their mind, a representation of the way the system works that helps them percieve situations, respond to situations predict outcomes and solve problems. It’s the software UI’s responsibility to either help the model become more accurate, or intentionally abstract and deflect the mental model from the truth. A user with a wrong mental model making an inaccurate prediction leads to user frustration.

Zen replied to Zen

35. the brain structures responsible for human memory and perception of time are wired directly to the amygdala: the seat of human emotion. a session at a computer will be represented by an episodic memory, regulated by the user’s emotional state at different points in time. frustrating experiences will be represented more prominently in memory than “average” experiences. the last experience in the episode is more prominent than experiences in the middle. our memory is structured narratively.

Zen replied to Zen

an amusing consequence of #35 is what a study about colonoscopies can teach us about software interfaces.

fool.com/investing/general/201

Zen replied to Zen

#36. the law of conservation of complexity. Every system has an irreducable minimal amount of complexity. The only question is, where will you put the complexity? on the user, the application developer or the platform developer?

Zen replied to Zen

#37. lawsofux.com contains another numbered list of of principles that amazingly mostly does not overlap with this one.

Zen replied to Zen

#38. Gestalt, or “the sum is greater than the parts” refers broadly to the repertoir of tricks the human mind has for completing patterns from incomplete evidence. I could go on and on about it, but i found this great article summing it up along with examples of how it applies to various UI situations

uxdesign.cc/ux-psychology-go-h

Zen replied to Zen

#39. this might seem obvious, but it’s violated enough times to make it worth saying: if you’re making a UI for a touch screen, make the buttons big enough for adult human fingers. Apple reccomends at least 40x40pts

Henry Edward Hardy replied to Zen

@zensaiyuki

Or, you could use a journaling file system.

Adrian Cochrane replied to Zen

@zensaiyuki I do try to adhear to this for Odysseus (in bridging between an elementary OS & Web experiences), but for my other browser(s) I'm guilty of all three.

But really that's in the name of giving webdevs something even cooler to play with: Building webpages that works great on absolutely any device and/or OS!

Zen replied to Adrian

@alcinnz i wouldn’t begrudge anyone their fun or their experiments trying to push the state of UI forward. brace for failure though. hopefully the “ugly baby photos” metaphors makes sense. years ago I took a photography class that forbade pet photos. Your pets always look beautiful to you, but that’s not enough to make it a good photo interesting for everyone else to look at.

Adrian Cochrane replied to Zen

@zensaiyuki Well, success to me looks like webdevs building more accessible pages. For it to be feasable for others to build their own, simpler, browser engines to display those pages. And for The Web to better protect users' privacy!

What I really care about are the deeper architectural issues, which I may still fail at.

Zen replied to Adrian

@alcinnz that’s fine, my comment wasn’t personal. you’re talking to someone who designs widget toolkits for fun and has a list of UI guidelines pinned to their social media. I’d be a hypocrite to dump on you for designing widgets for fun.

Zen replied to Zen

@alcinnz and well, more broadly, you’d have to be fairy resiliant and inattentive to not have been occasionally annoyed by some electron app or cross platform ui toolkit completely breaking the conventions of your os, perhaps even having non standard keyboard shortcuts. or the morass of the linux/unix world where you’d be hard pressed to find any standards whatsoever. the trouble with quitting vim, for instance, isn’t that it’s hard to learn, it’s that it’s not just control+c or control+d

Zen replied to Zen

@alcinnz ah! i just rememebered the ui principle i was gonna post the other day and forgot. #32.

Jeremy Friesen replied to Zen

@zensaiyuki This has been one reason I've looked at moving away from Atom. I often perform `git commit` from the command line and use my editor for filling in the message.

The 1s or 2s load time is enough to disrupt my thoughts. I switched to vim for a bit, and that is quite snappy. As I'm choosing to learn emacs, I've changed to use that for my messages

Zen replied to Jeremy

@takeonrules i tried atom once and immediately dumped it when it threw up a sequence of “save or discard” dialogue boxes on attempting to exit. once you’ve tried a text editor that just simply saves your workspace and then exits, upon telling it to exit, it’s hard to go back to software that doesn’t just do what you ask it to.

Adrian Cochrane

@zensaiyuki To expand on this point: Linus only wrote his code to run on his x86. Stallman did similar for his early GNU tools.

Early computers could really only handle English text, now they can easily handle practically any language. But it takes a lot more code to do so.

Now these projects are totally rewritten, and much larger.

-
@zensaiyuki > no modes
vim would like to know your address
TeMPOraL

@zensaiyuki

11a. Telemetry does not count as "testing with real users".

Seirdy
@zensaiyuki You've given me a lot to think about; may I recommend compiling all this into a blog?
Octavio Alvarez

@zensaiyuki Once a button or component appears on screen, it must not move or change its definition ever. Dynamically loading pages break this. Only user actions may cause changes on the screen (scrolling, clicking...)

KT, who's FINALLY at MFF,

@zensaiyuki

I lost count of how many times this thread made me say "Ugh I HATE that!!!"

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