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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.

77 comments
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

Zen replied to Zen

#40. Convention over experimentation.

There are many arbitrary decisions in UI design. for example: where to place the search bar? fundamentally, it doesn’t matter what you do, but if there’s an established convention please use that. Place the search bar on the upper right hand side of your global nav; not because there’s science to back that up but because if you put it there I’ll be able to guess where it is. that’s where most sites put it. Don’t make me search for search.

Zen replied to Zen

41. Dark Patterns
Dark patterns refer to the repertoir of UI designs and techniques intended to trick or coerce a user into doing things or agreeing to things either with or without their knowledge. a windows prompt that registered closing the window as agreement to upgrade, prompts that give only the choices “ok” and “later”, or sign up sheets that hide the “skip uploading my contacts” link with a small dim font (twitter). If you do any of these, I think you’re probably a rapist too.

Zen replied to Zen

I don’t say that last part to be hyperbolic. lack of respect for other people’s consent runs deep and affects everything you do. Implementing a dark pattern is a fucking sign.

Zen replied to Zen

so, serious question about where to go next: I have started to include, sparingly, general design and cognitive psychology principles, which I had been avoiding as while they apply, they’re not *directly* and obvioisly about UI in the specific. should I go ahead and start including more of that stuff? the lawsofux didn’t shy away.

Adrian Cochrane replied to Zen

@zensaiyuki Go ahead, as long as you think they're useful.

Zen replied to Zen

42. for legible body text, optimal line length is 60-70 characters per line. no fewer than 35, no greater than 80. going longer than these ranges makes it difficult for the eye to track back to the beginning of each line. go shorter and reading becomes stuttered, like reading a telegram. or a toot.

Zen replied to Zen

43. The web, and UI frameworks will fight you on this, but if you establish a vertical rhythm in your typographic grid, you’ll increase the feeling of unity in the design and help the eye flow better across the design. Choose a verrical spacing that suits the size and style of your main text font. there’s no hard and fast rules, but it’s good to aim for the vertical spacing to be around 1.33-1.5 the point size of your body text. heading sizes can be neat integer multiples of 1/2 or 1/3 of main

Zen replied to Zen

44. Past the age of 40, vision tends to decline at a steady pace. mine certainly has. Us old people can’t really deal with font sizes much below 14pt- which tends to look large and goofy to younger folk. whatever size you choose or however you set up your grid, please gracefully permit users to override your choice, and ideally design and code your thing to not break when this is done. this isn’t just politeness, it’s the law in USA, the UK and Australia, along with the rest of WCAG 2.0

Zen replied to Zen

I mean, if you set your website at 10px you’re just invoking the wrath of Stella Young’s ghost. watch your toes.

Zen replied to Zen

45. in olden times, type was carved by hand into metal for each type size. the different sizes were not just scaled versions of the same design: tiny adjustments were made for each size for color and workarounds for printing technology. With the invention of computer fonts, "hinting" was only done for screens at small sizes, wrong anti-aliasing later accidentally mimicked the effect. Few noticed laser printed documents looked slightly wrong or why. Now retina screens have the same issue.

Zen replied to Zen

46. Untitled%20toot%208_FINAL.docx
less a principle than a specific criticism of a ubiquitous concept.
problem: filenames try to be both a programmer interface and a user interface and it’s bad at both. spaces, special characters and long names cause problems for programmers. being overly restrictive causes problems for users. Asking for a filename on file close is the wrong time to ask the user to think about a good findable name- exactly when they’ve just decided to do something else.

Zen replied to Zen

47. Optical Adjustment
In the course of creating visual designs, designers very very often accidentally create optical illusions. This usually *isn't* desirable. Objects the same size appear different sizes. Lines that are meant to be straight look curved. The only way around this is to carefully adjust things by hand until they "look right". This is called "optical adjustment"

Zen replied to Zen

48. Things that work different should look different.
in linguistics, false cognates are words that look and sound similar, with similar meaning, but different origin. false friends are words with similar sound but different meaning. software has false cognates and false friends too. In 2018 they nearly ended the world:

core77.com/posts/71726/Bad-UI-

Zen replied to Zen

49. Figure-Ground and sillouettes.

The fastest and most well developed stage of visual recognition is of the sillouette of an object. In character design, getting the sillouette of a character to be disctinct is most important. in portraiture if you get the shape of the head right, you’re 90% there. it takes far longer to notice the interior features. time how long it takes you to spot what is wrong with adele. This is important in icon design too- don’t mask all your avatars in circles please

Zen replied to Zen

like seriously, i know half of you only as “vaguely orangey smudge”, work on your avatar sillouettes people!!

Zen replied to Zen

50. We use too many damn modals.
see also: 10., 23, 29 and 30.

need to use a confirmation box?

are you sure?

cancel, okay.

modalzmodalzmodalz.com

Zen replied to Zen

51. Humans make mistakes. It’s no use pretending they don’t. You’re just going to have to deal with it. So just make them easy as possible to fix. Include infinite undo, back button, home button, version control.

Autocorrect, I am not so sure about. I for one don’t like the computer to insist it knows better than me and then provide no way to easily insist i am right. Let me make mistakes! just make it easy to fix them.

Zen replied to Zen

52. The Perception - Action Loop.
A principle from psychology, it describes a method by which humans interact and learn from their environment. it goes:

1. Perceive situation
2. make prediction about it
3. take action
4. observe result. if it matches prediction, reinforce that mental model.
go back to 1.

this principle relates to constraints and affordances, in that the perception step can exploit pre-existing experiences, and observing a result can either reinforce or contradict them

52. The Perception - Action Loop.
A principle from psychology, it describes a method by which humans interact and learn from their environment. it goes:

1. Perceive situation
2. make prediction about it
3. take action
4. observe result. if it matches prediction, reinforce that mental model.
go back to 1.

Zen replied to Zen

54. THE BLANK PAGE problem
-if a user is presented with a blank screen, a blank search field, or a blank page, it can be very difficult to know what to do or what to try. In this case it is better to lead by example, not by patronising tutorial.

Zen replied to Zen

55. All manufactured things should be designed to be used by one hand. either hand.

there are safety features of some industrial equipment that require both hands so that both hands are no where near the dangerous hand mangler part- use best judgement

via @space_cadet

Zen replied to Zen

56. on Unskippable Cut Scenes.
Game UI seems to live in an alternate universe, immune from both the advances and blunders of mainstream computer interfaces. unskippable Cut Scenes and dialogue bubbles are a staple annoyance for Video Game Afficiandos. What everyone secretly wants is for story cut scenes and dialogues to just be presented with ordinary vhs controls and scrolling text planes to read at our own pace. The game industry is to cowardly to do it for reasons.

Zen replied to Zen

57. Negativity Bias
related/mentioned in #35.
humans are wired to notice and remember negative experiences more strongly than they notice or remember positive experiences. negative yelp reviews are more likely than positive yelp reviews. if your software is successful at being easy to use, it will be invisible, and most people won’t remember it.

Zen replied to Zen

58. more on episodic memory

ever stand up to do something, walk into another toom and forget what you were doing?

it turns out there’s a reason for this. since human memory is organised around episodes, experiments have found that walking through a door is a trigger for ending an episode- the result? short term memory is cleared and primed for new input.

what triggers exist in software? how often have you picked up your phone to do something, saw a notification and lost your flow?

Zen replied to Zen

59. Please don't use confirmation dialogues, but if for some reason you absolutely must, don't sleepwalk through writing the the messages and the button labels. Don't just label them "okay" and "cancel" Without thinking about whether that wording harmonises with the message text. If possible, label the buttons as what they actually do, specifically.

Adrian Cochrane replied to Zen

@zensaiyuki This is exactly why I advise against using JavaScript's alert(), confirm(), or prompt() functions: They don't allow you to label your buttons anything other than "Okay" & "Cancel".

I generally prefer native UIs, but in this case: PLEASE implement your own! Preferably something non-blocking like GTK's InfoBars.

Zen replied to Adrian

@alcinnz those also (at least in some browsers) block the main thread of execution.

Zen replied to Zen

60. Plan for failure

software breaks. hardware fails. services go down. users make mistakes. Anticipate as many failure modes as you can, and design recovery plans and craft reasonable, well written communications for the user. Technical writing is its own topic, but for error messages the important things to accomplish are
a. clearly communicate the situation in language that is relevant to the user demographic. e.g. if it’s not a technical audience don’t use jargon
b. explain what to do next

Zen replied to Zen

61. Label your buttons. With words. don’t do clever shit like only showing labels on hover. hidimg the labels is mystery meat navigation.

Mina replied to Zen

@zensaiyuki i couldn't figure out what was wrong with Adele until i put her upside down…

i hate it.

Adrian Cochrane replied to Zen

@zensaiyuki It's worth noting: This is why FontConfig is part of GNOME's text stack!

To allow font designers to distribute multiple font files for a single font family, so they can perform these optical adjustments for each relevant size & style.

Zen replied to Zen

i keep going over and over this one and i am never satisfied with how I worded it. i have no idea if anyone else gets what i am saying here.

Deborah Pickett replied to Zen

@zensaiyuki I think this idea of different fonts [in the old sense, where font implies a size as well as a typeface] not just being scaled versions of each other is something that OpenType tries to address with its parametric features. There doesn’t seem to have been much uptake of the feature though.

Zen replied to Deborah Pickett

@futzle past a certain threshold of nuance, people tend not to care. they might have the odd feeling that one peice of design seems nicer or “more expensive” than another peice but they won’t be able to put a finger on why.

this level of care in web typography basically represents the tip of the diminishing returns curve: lots of effort for an implacable feeling

mathew 🦜☕ replied to Zen

@zensaiyuki
"Web application loaded. Push F11 to begin web colonoscopy."

Zen replied to Zen

heh, lawsofux.com calls the colonoscopy rule the “peak-end rule”

Zen replied to Zen

prime offender: twitter auto refresh

Zen replied to Zen

53. reiterating the point, is @enkiv2 “Hot UX take apparently: interactive elements should never change position except in direct response to a user-initiated input event, and should never appear or move while such an event is taking place; while they may change color or contents (for instance, a button inverting in response to a mousedown), their bounding box should never change shape during the course of any event.”

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