Principles of UI, A Thread:
1. natural mapping
2. visibility of system state
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.
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
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: https://www.asktog.com/columns/066Panic!.html
17. Consider the 3 important limits of your user's patience:
0.1 second, 1 second, 10 seconds
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.
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.
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.
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.
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.
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.
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.
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
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.
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:
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,
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.
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.
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.
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.
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.
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.
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?
8, Fast Feedback 17. Consider the 3 important limits of your user's patience:
0.1 second, 1 second, 10 seconds
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.
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
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.
a multifaceted solution to alarm fatigue (pdf)
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.
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.)
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.
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.
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.
an amusing consequence of #35 is what a study about colonoscopies can teach us about software interfaces.
#37. https://lawsofux.com contains another numbered list of of principles that amazingly mostly does not overlap with this one.
#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
#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.
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.
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.
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
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
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.”
That's interesting. What's your source on the shortcut keys being measurably slower than choosing something from a menu?
I'm warry of all the surveillance it enables, but adding more permission prompts would just backfire! In order to be effective I need to master the art of subtlety!
As in "ofcourse clicking this link send a network request", or "ofcourse the file I just selected will be uploaded when I submit this form".
@zensaiyuki <troll>Should we put captchas in confirmation boxes? 😅</troll>
It's a nice thread: I learned a lot. Thanks! 😊
@MartinShadok to be honest I am not sure what the solution is to the whole captcha thing, other than a significant restructuring of our culture and society. we require ever more complex captchas in the first place because there is a financial incentive to defeat it. we should work toward an equitable world where no one believes it’s worth the effort to spam.
or in specific instances, forcing yourself to think about the wider cultural and social context that requires it, beyond the tech.
@zensaiyuki @MartinShadok see cloudflare: they know fully well that bots and automatic requests are a core component of the web, but for whatever reason, they indiscriminately bar access from API interfaces as they would "human" interfaces
specific to cloudflare, there are better approaches to spam, and DoS attack vector can be decreased by static content serving and caching. cf already does caching, it would be trivial to allow e.g. tor users a static view of websites
@zensaiyuki @MartinShadok in general i've been seeing "the light" of closed-registration federated communities, invite trees, friend-to-friend networks overall, that could cut down a majority of moderation and abuse issues we have on current platforms, i believe. it's what i want to push forward on and encourage others to do the same. pros: users and admins have better relationships and trust, manual vetting trumps automated antispam measures, administration is more focused on important issues
Server run by the main developers of the project It is not focused on any particular niche interest - everyone is welcome as long as you follow our code of conduct!