the new era of (non-) discoverability
DESCRIPTION
Some thoughts on discoverability and learnability. A talk given at MOBX 2011 in Berlin.TRANSCRIPT
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Nothing you can see that isn't shown...The Beatles“All You Need is Love”
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Tap to Launch
Press and Hold to Move or Delete
Drag Icon Onto Another Icon to Make Folder
Slide for Next/Previous/Search Screen
Double-Click to Reveal Active Apps
Return to Home or Stop Moving Mode
Press and Hold for Voice (Siri)
Turn off screen
Screen ShotTake Screen Shot
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Affordances?
NEIN!
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Interaction design...can be thought of in part as providing AFFORDANCES so that the features and functionality of a product can be discovered and correctly used.
Dan SafferDesigning for Interaction (2009)
WTF?
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The New Era of (Non) Discoverability Dan Saffer@odannyboy
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DISCOVERABILITY is the ability to detect a feature by its AFFORDANCES or VISUAL CUES.
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DISCOVERABILITY
Object with Affordanceand Label
Object with Label
Object without Affordanceor Label
Label Only
Nothing
Button
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Mainframe Command Line GUI Post-PC
DISCOVERABILITY
Physical Controls
Keyboard
Mouse and Stylus
Touch
Gesture
Voice
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The more important the task, the more DISCOVERABLE it should be.
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The Top Three kinds of features that should be DISCOVERABLE (via Scott Berkun):
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1.Things most people do, most often.
2. Things most people do, somewhat often.
3. Things some people do, most often.
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HOWEVER: In almost any UI, not everything is going to be DISCOVERABLE. Not. Going. To. Happen.
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Why ever hide ANYTHING?
1. Screen Real Estate2. Emphasis3. Aesthetics
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Operational Simplicity v. Perceived Simplicity
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PROGRESSIVE DISCLOSURE
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More DISCOVERABLE = More INTUITIVE ?
NEIN!
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DISCOVERABLE is what can be FOUND. INTUITIVE is what can be LEARNED.
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If a control isn’t DISCOVERABLE, it should at least be LEARNABLE.
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Mainframe Command Line GUI Post-PC
Discoverability Expected Ease of Learning
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Mainframe Command Line GUI Post-PC
Discoverability Expectation of Ease Learnability
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As DISCOVERABILITY declines, the ability to LEARN how a product works should rise to accommodate for it.
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The CELLO PRINCIPLE
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A LEARNABLE UI is one where users can make a MENTAL MODEL of it easily.
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A LEARNABLE UI is also one where interactions build on one another.
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The RULES are understood and logically applied across the system.
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How do you make non-discoverable UIs LEARNABLE?
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Coach Marks?
NEIN!
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NO ONE wants an owners’ manual for a mobile app.
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If [an app] needs to be explained, then it’s probably broken.
Khoi Vinh
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Users need INFORMATION to make decisions: information about what they can do.
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Without affordances or labels, users only have their memories to rely on.
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Without information, users are left to their own methods:
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1. Not doing it2. Work arounds3. Looking for help4. TRYING RANDOM SHIT
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The penalty for experimenting should be NONE.
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If (Expectation != Outcome) {
Learning;
}
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Make controls for low-frequency tasks GUESSABLE.
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NEVER make an essential task gesture- or voice only...unless it is rapidly LEARNABLE.
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For high-priority tasks: use gestures and voice as shortcuts, while providing visible controls to do the same thing.
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TWO-PLY PRODUCTS:
DISCOVERABLE
LEARNABLE
Visible controls for high-priority tasks
Gestural/voice shortcuts for high-priority tasks, guessable controls for low-priority tasks
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Come for the DISCOVERABLE, stay for the LEARNABLE.
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DANKE. THANKS.
@odannyboy on twitter