Norman principles
Delineate the elements of interaction design. Demonstrated below are good examples of each of those elements.- Affordances and signifiers. In other words, functions and perceivable indicators of that function.
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Ex: A doorknob signifies the affordance of pushing. |
- Mapping. When controls are mapped in a way to enable function.
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Ex: A piano app's buttons are mapped naturally to an actual piano. [Flickr] |
- Feedback. A confirmation that the function is successfully (or not) executed.
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Ex: Bell doorbell makes audible sound when rung. [Wikimedia Commons] |
- Constraints. Prevents user from engaging in improper function.
Ex: A yellow line at a stop sign (usually) prevents drivers from crossing without stopping. [Wikimedia Commons] |
- Visibility. When affordances are easily discoverable.
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Ex: "On" light-indicator shows the boiler is on. [Wikimedia Commons] |
- Models. When an end-user's mental representation of how something works matches with the way the system/product actually works. Varies from person-to-person.
Gestalt principles
Are rules on how to organize content according to conventional human perception. The list includes key ideas about how our brain tends to visually simplify the complex.- Proximity. Objects that are close to one another tend to be mentally grouped together.
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- Similarity. Objects that are similar to one another in size, shape, and/or color are grouped together.
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- Closure. The mind completes familiar objects and patterns when elements are missing.
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- Continuity. The mind continues patterns and lines, even in case of interruption.
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- Symmetry. We parse complex scenes in a way to reduce complexity.
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- Figure/ground. Our mind separates a scene into figure (foreground) and ground (background).
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- Common fate. Elements with the same movement (speed and/or direction) are seen as a single unit.
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Jakob Nielsen's Usability Heuristics
These broad rules of interaction design help make a great and user-friendly product.
- Visibility of system status. Keep users informed about system state.
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Autodesk Maya has a neat message bar at the bottom showing the results of every action. |
- Match between system and the real world. Speak the user's language and speak in a natural, logical way.
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"Deal enough damage and you win!" Blizzard's Hearthstone. |
- User control and freedom. Users need to be able to exit, undo, redo.
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"(ESC)exit" command is persistently in view for the user. |
- Consistency and standards. Users shouldn't be confused by similar words (keep use of vocabulary consistent) and have to think whether or not they mean the same thing.
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- Error prevention. Users should prevent errors and give users confirmation messages.
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"Are you sure you want to move this file to the Recycle Bin?" Windows PC. |
- Recognition rather than recall. Minimize users' memory load by making objects, actions, and options visible.
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All of CellPaint's commands are on the interface. |
- Flexibility and efficiency of use. Offer tutorials for beginners and accelerated options for expert users.
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LyricsTraining app to learn languages through music. |
- Aesthetic and minimalist design. Extraneous info competes with relevant units of info and diminishes their relative visibility.
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Neopets has really gone downhill since being sold to Viacom. |
- Help users recognize, diagnose, and recover from errors. Use plain language to offer a solution.
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"Program removal failure. You must restart Windows to completely remove the program." error message well done. |
- Help and documentation. For complex software, it might be necessary to provide documentation that is easy to search, lists concrete steps, and isn't too large.
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Canva has a very helpful Help button at the bottom-right of the screen. |
There you have it! A very simplified overview of design concepts to get you started thinking about your next project.
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