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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:!.h

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.

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
The Future Of Programming

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.

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.

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.

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.

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

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.

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

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.

@zensaiyuki Can you expand on what you don't like about modern TVs, so I can avoid replicating it in my 3rd browser?

For the record I don't personally have one, and when my family give me the remote to theirs' I typically go to the browser or a USB stick I've just plugged in. Hence why I want to make my own smart TV browser.

I think you can guess I don't like the distribution channels for mainstream entertainment...

@alcinnz it’s not a matter of personal “like” or “dislike”, it’s watching my grandmother’s personal triumph over finally mastering the ability to control one. In the road toward that, a common episode is accidentally pressing the wrong button which put the tv into some mode, leaving her with no frame of reference for how to get out of it. enough episodes like this can make people afraid to touch the remote control at all.

@alcinnz i mean, if you’ve never has a problem figuring these things out it can be very hard to empathise, but remote controls have a *lot* of cryptically labelled buttons. if you don’t already know what every one of them does, it’s impossible to know which to press in any of dozens of possible situations. it’s a bit of a bandaid, but one of the best things apple phones used to have is a “home” button, which would always do the same exact thing no matter when you pressed it. pissed it’s gone.

@alcinnz modern home entertainment systems can’t easily work around this problem either, because of the multiple inputs and the input mode selector, there is no single computer in control of the entire system, and so switching input modes is. the only way to, for instance, switch away from the nintendo game so you can watch Home and Away.

@zensaiyuki You'd hope this would get better again with "smart TVs", but from what I can tell "streaming services" won't let them.

I guess that's what "Vodafone TV" is about.

@alcinnz smart tvs are just a worsening of the problem. more complicated modes and menus. the problem that TV Menus have (and the web itself for that matter) that traditional GUI menus don’t, is TV menus have no sense of space or position. You are instantly teleported from point to point and “where i am”, “where I came from”, and “how to get where I am going” is state that you need to hold in your head. you don’t get a map or compass.

@alcinnz it’s easy to think that this is a generational thing. but, I’m 38 and already feeling my ability to navigate these spaces slipping away.

@alcinnz it’s kinda goofy looking if you’re used to “normal” websites, but I see a lot of potential in things like Prezi, where you have the exact same content as a normal slide presentation, but every part of it has a position in space, and you can always zoom out to see the shape of the entire system, and where you are within it. human brains were built for that.

@zensaiyuki Can't say I fully know to address this problem with The Web, but tree-style history seems like a good step in the right direction. I'm planning to implement that as a (ironically) seperate mode.

From my experience creating a WebKitGTK desktop browser I get the impression existing browser engine embedding APIs and SPAs are frustrating these explorations...

As for Smart TVs, did I mention all I want is to rewatch & relisten to things I've already downloaded?

@alcinnz Jef Raskin’s proposed solution was to put a tiny thumbnail of the destination webpage next to each link. clicking on the link (or thumbail) then zooms the view into the thumbnail, and the thumbnail becomes the real webpage after it loads. going “back” zooms out.

@zensaiyuki It does make perfect sense to have some sort of transitions between pages to establish a spatial metaphore! Especially with a need to communicate that loads are happening.

In the context of TVs this would resemble the menus on DVDs, but I'd NEVER be able to pull off transitions that elaborate!

I'd probably combine that animation with a slide right in reference to the tree-style history UI.

@alcinnz right. my problem with it is that a thumbnail small enough to fit next to a link is too small to make anything useful out about it, other than vague color layout. There was a demo of this as a flash movie on raskin’s website once too. the zoom animation is a little nauseating if you’re motion sensitive.

the browser I would build if I had the skills, would merge “new tab”, “new window” and “navigating in the same window” into a single concept. for conversation i’ll call it “new card”…

@alcinnz clicking a link would generate a new card that would visually slide over the top of your current card. you’d still see the left edge of the previous page. clicking on it would be equivalent to the back button, sliding the new card to the right, but leaving ITS left edge visible as a “forward” button. zooming out would reveal stacks of cards, each representing previous browsing sessions.

@alcinnz tree history would be a bit tricky to do with this, but i imagine it wouldn’t be much of an issue to just handle this as linearising the tree into the stack. if that makes sense. going “back” and clicking a different link adds a new card between the current one and the cards above. maybe offset sligjtly up or down.

complicating the model is state, like partially filled out forms. implementation wise i’d want to build a bullet proof tab hibernatation system that would avoid reloads.

@alcinnz this is not entirely dissimilar to how mobile safari works, except that it does certain things to make the model useless for the things i wanted it for in the first place. for instance, you can swipe left or right for back and forward, but there’s no visibility into where you’re going. i can pull the edge slightly to peek and change my mind. but the gesture is invisible: I only ever activate the gesture accidentally.

@zensaiyuki That's *pretty* much what I was planning! Thanks for suggesting refinements!

Though I wasn't planning anything regarding browser sessions, beyond what comes naturally from placing an address (and bookmarks) on the homepage/root of the history tree. I guess I have space to add it!

Not sure about supporting editing these piles on a smart TV though, sounds like one mode too many. It's better on a laptop with the drag quasimode.


@alcinnz yeah too much for a tv. i was speaking to desktop safari. and i realise it’s hard to implement- more of an aspiration really.

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