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Career/Resources/Don't make me think.md
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## Don't Make Me Think
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The goal is not to make an interface that leads to the least amount of clicks, it should be the least amount of thoughts.
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Thinks that make people think are:
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• Not knowing the meaning of text, so use simple language.
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• Not knowing what to interact with.
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So things should be self-evident, or at least self-explanatory.
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## How We Really Use the Web
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Web pages are not read they are scanned. People need to find something, they dont need to read everything and are good at scanning.
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Also people look for a reasonably good option instead of the best one. They are in a hurry, there is little penalty for guessing wrong.
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Users are there to muddle through.
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## Billboard Design 101
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Some quick conventions
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• Make use of conventions
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- Use visual hierarchy .1'm portent things are prominent.
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• Related things are visually related
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• Nested things are a part of • Break up pages into areas
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• Show what is clickable.
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• Eliminate visual noise
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• Format to support scanning
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## Animal, Vegetable, or Mineral?
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Navigation becomes difficult by not knowing where to click, it number of clicks is less relevant.
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Omit needless words
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Keep text short or hidden in order to:
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- reduce noise
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- make use full content more prominent
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- make pages shorter
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The same holds for instructions, people only read them if muddeling through does not work.
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## Street Signs and Breadcrumbs
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Some users are search dominant others are link dominant.
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After a browsing click, the user should know it was the right click.
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Compared to normal navigation web browsing gives no sense of scale, direction or location. This needs to be added.
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Away to get this is, persistent navigation. Which should include, the site identification, its sections, utilities and a search.
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Give users to option to limit the scope after they have seen the scope is to wide.
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Due to search engines, people are dropped randomly in a site. Make sure that they know where they are.
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Site > Page name > Sections > Local navigation > you are here > Search
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## The Big Bang Theory of Web Design
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Things a homepage needs to do:
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- Site identity and mission, where am I?
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- Hierarchy, where to go next.
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- Search, help?
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- Teases, hint at the good stuff
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- Content promos, the top content
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- Feature promos, the top sections
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- Timely content, the reason to come regularly
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- Deals
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- Shortcuts, utility
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- Registration, utility
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Some abstract objectives:
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- Show people what they want to see or how to get there.
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- Expose people to new stuff.
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- Establish credit-lily and trust.
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Given that every has an option about what needs to be on the frontpage. Remember them the page is for the user, not for them.
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While doing all this, keep in mind the first questions:
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- What is this?
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- What do they have here?
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- what can I do here?
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- Why should I be here?
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## Usability Testing on 10 Cents a Day
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Testing should be done during the entire design stage.
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Don't use focus group, one is for testing peoples feelings. Usability is about a single person getting the site.
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See the rest should we even start testing.
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## Mobile; It's not just a City in Alabama Anymore
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There is not much difference between desktop and mobile, people just read even less and scroll faster.
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