10 things someone else told me, that you might already know
DESCRIPTION
Some universal principles and concepts, mostly common sense. Now you have an objective reason for all that subjective design. Get to work.TRANSCRIPT
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10ish THINGS SOMEONE ELSE TOLD ME THAT
YOU MIGHT ALREADY KNOW
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1GETTING TO THE TOP CAN
HAPPEN OVER NIGHT. STAYING THERE IS HARD WORK.
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PRODUCT LIFE CYCLEINTRODUCTION GROWTH MATURITY DECLINE
PRO
DU
CT
SALE
S
-
+
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2THE HIGHER THE PERCEIVED
VALUE OF YOUR PRODUCT IS, THE MORE SUCCESSFUL IT IS.
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PRODUCT HIERARCHY OF NEEDS
FUNCTIONALITY
RELIABILITY
USABILITY
PROFIENCY
CREATIVITY
The Perceived Value Of A Design Corresponds To Its Place In The Heirarchy–I.E., Higher Levels In The Hierarchy Correspond To Higher Levels Of Perceived Value.
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3AN ACTIVITY WILL BE PURSUED
ONLY IF ITS BENEFITS ARE EQUAL TO OR GREATER THAN THE
COSTS.
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COST BENEFITAN ACTIVITY WILL BE PURSUED ONLY IF ITS BENEFITS ARE EQUAL TO OR GREATER THAN THE COSTS.
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4IMPROVING THE DESIGN &
USABILITY OF A PRODUCT CAN INCREASE IT’S COST BENEFIT.
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HAPPY USERSBUY THINGS & TELL PEOPLE& CREATE NEW CUSTOMERS
5WHEN PEOPLE HAVE A GOOD
EXPERIENCE WITH YOUR PRODUCT THEY TELL PEOPLE.
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5.5WHEN PEOPLE HAVE A BAD
EXPERIENCE WITH YOUR PRODUCT THEY TELL PEOPLE.
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6YOU HAVE THE POWER TO
CREATE A GOOD EXPERIENCE.
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FLOW THE MENTAL STATE OF OPERATION IN WHICH THE PERSON IS FULLY IMMERSED IN WHAT HE OR SHE IS DOING BY A FEELING OF ENERGIZED FOCUS, FULL INVOLVEMENT, AND SUCCESS IN THE PROCESS OF THE ACTIVITY.
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HOW DO WE CREATE FLOW?
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PRACTICE CONSISTENCYSET CONTEXTSHOW VALUE
GIVE FEEDBACKPRACTICE FORGIVENESS
CREATE FLOW
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7THE USABILITY OF A SYSTEM IS
IMPROVED WHEN SIMILAR PARTS ARE EXPRESSED IN SIMILAR
WAYS.
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CONSISTENCYTHE USABILITY OF A SYSTEM IS IMPROVED WHEN SIMILAR PARTS ARE EXPRESSED IN SIMILAR WAYS.
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7.5ELEMENTS THAT ARE
CONNECTED BY UNIFORM VISUAL PROPERTIES ARE PERCEIVED TO
BE MORE RELATED THAN ELEMENTS THAT ARE NOT.
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UNIFORM CONNECTEDNESSELEMENTS THAT ARE CONNECTED BY UNIFORM VISUAL PROPERTIES, SUCH AS COLOR, ARE PERCEIVED TO BE MORE RELATED THAN ELEMENTS THAT ARE NOT CONNECTED.
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8CHUNKING MANY UNITS OF
INFORMATION INTO A LIMITED NUMBER OF UNITS MAKES IT
EASIER TO PROCESS.
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CHUNKINGA TECHNIQUE OF COMBINING MANY UNITS OF INFORMATION INTO A LIMITED NUMBER OF UNITS SO THE INFORMATION IS EASIER TO PROCESS.
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9THE GREATER THE EFFORT TO
ACCOMPLISH A TASK, THE LESS LIKELY THE TASK WILL BE
ACCOMPLISHED SUCCESSFULLY.
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PERFORMANCE LOADTHE GREATER THE EFFORT TO ACCOMPLISH A TASK, THE LESS LIKELY THE TASK WILL BE ACCOMPLISHED SUCCESSFULLY.
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9.5PRACTICING FORGIVENESS IN
DESIGN MINIMIZES ERRORS AND REINFORCES POSITIVE
BEHAVIORS & EXPERIENCE.
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FORGIVENESSDESIGNS SHOULD HELP PEOPLE AVOID ERRORS AND MINIMIZE THE NEGATIVE CONSEQUENCES OF ERRORS WHEN THEY DO OCCUR.
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10AN ACTIVITY WILL BE PURSUED
ONLY IF ITS BENEFITS ARE EQUAL TO OR GREATER THAN THE COSTS. (Yup, said it twice)
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PRACTICE CONSISTENCYSET CONTEXTSHOW VALUE
GIVE FEEDBACKPRACTICE FORGIVENESS
CREATE FLOW
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REFERENCESCsikszentmihalyi, Mihaly. (1990). Flow – the Psychology of Optimal
Experience. New York: Harper Perennial.
King, Andrew B. “Chapter 2 – Flow in Web Design.” 2003. http://www.websiteoptimization.com/speed/2/ accessed on March 21/2009.
Lidwell, William. (2003). Universal Principles of Design: a cross-disciplinary reference / William Lidwell, Kritina Holden and Jim Butler.
Simon, H. A. (1971), “Designing Organizations for an Information-Rich World”, in Martin Greenberger, Computers, Communication, and the Public Interest, Baltimore, MD: The Johns Hopkins Press, ISBN 0-8018-1135-X. pp. 40-41.