George Olse n Principal, Interaction by Design User interface design It s not just what you say, it s how you say it

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1 George Olse n Principal, Interaction by Design olsen@interactionbydesign.com User interface design It s not just what you say, it s how you say it

2 In design school you may have heard Art is about expression...design is about communication. But interactive design is different still...

3 Interactive design is like conversation Your work needs to not only speak to users...

4 Interactive design is like conversation But more importantly, listen

5 Interactive design is like conversation And respond based on what they ve said

6 Creating a good user interface isn t that different to holding a good conversation It s both what you say... (information architecture and interaction design)...and how you say it (user interface and visual design)

7 would you really enjoy talking to...

8 Yes, UI design has real world impacts...

9 yes, design really does matter...» Nearly 42% of consumers judged the credibility of health websites on their visual appeal Wall Street Journal Oct. 29, 2002» MayoClinic.com outranked the National Institute of Health website» Experts judged MayoClinic second to NIH» But consumers found the amount of information overwhelming at NIH, while MayoClinic presented it in a more manageable way

10 yes, design really does matter... but sometimes not in the way we d like» Almost 90% of visitors to Las Vegas plan to gamble at least four hours» Only 2-10% of guests at the prestige hotels on the Strip actually do, due to the design of the casinos Source: Inside Las Vegas Travel Channel

11 » In UI and interaction design we re not just creating indirect messaging about the product or business» We re creating the direct experience of interaction with that product or business

12 » Many businesses are spend millions annually through traditional methods to drive their brand message» Then they work against themselves with user interfaces that send a completely different message» User interface is becoming the face of the company

13 Oh my God! UI is people Thanks to Matt Blackbelt Jones for the Solvent Green inspiration

14 the ascent of user experience» Measuring how people work» Taylorism» Measuring people s physical size» Ergonomics, human factors» Measuring how people think» HCI» Measuring how people feel Bill Moggridge,IDEO

15 » Don t think of it as usability vs. design» Think of useful, usable and stylish

16 holding good conversations... It s both what you say... (information architecture and interaction design)...and how you say it (user interface and visual design)

17 the anatomy of good ui User interface is the visible expression of the underlying structure and behavior of a site» Aesthetics and style» Graphic design» Form» UI and graphic design» Behavior» Interaction design skin musculature nervous system» Structure» Information architecture skeleton

18 starting the conversation off right... Know who you re talking to personas» Archetypal persons» Each represents a typical type of user» Based on a summary of key characteristics and/or facts about a particular type of user» A way of putting a human face on the user» A focusing tool for the design process» Lets us be very specific about a single person s needs and behaviors» Satisfying this person will probably make other people with similar goals happy too

19 starting the conversation off right... Know why you re talking to them scenarios» A story with the persona as a principal character» Who uses your site?» What are their goals?» When and under what circumstances is it used?» What type of experience are they expecting?

20 those %$&$#! three circles The balance among these three dimensions depends on the site Know content behavior presentation Do Feel

21 the big 3 types of experiences» Know: Now I know» Focus on informing content, findability and comprehension» Readers» Do: I able to accomplish» Focus on enabling action functionality, usability and efficiency» Users» Feel: I laughed, I cried,it was better than Cats» Focus on creating aesthetic/emotional satisfaction presentation and memorability» Viewers

22 » Personas and scenarios» Help determine what the site should have and how it should behave» Why are users coming to your site? What are their goals? What other needs or desires do they have?» How will you enable them to achieve their goals? Ensure that those desires or needs are satisfied?» What supported assumptions can you make about your users and their skills?» What are the five or ten most important tasks or actions users need to complete?» Are these five or ten actions the clearest and simplest for users to access? (And complete?)

23 talking about the right thing How many people and how often? Fewer clicks Frequent by few Only some people will do it, but they ll do it often. Consider segmenting site. Occasionally by few Only some people will do it, and only occasionally. You can downplay this, but beware of burying it. Frequent by many Most people will do, most of the time. Obviously, this should be the most prominent. Occasionally by many Most people do it, but only occasionally. Make it secondary but still accessible. More visible

24 talking about the right thing How important (to achieving goal) and how often? Fewer clicks Important but occasional Secondary positioning, but still should be easily accessible. Less important and occasional You can downplay this. However, people may need more hand-holding to find it. Important and frequent Make it prominent and easy to get to (duh!). Stay out of the way of experienced users. Less important but frequent Secondary positioning, but still should be easily accessible. More visible

25 don t bother me with trivia...

26 if i want details, i ll ask for them

27 » What s one of the hallmarks of a good conversation? It flows» The irony of flow in design is that when it is achieved, the design itself often goes unnoticed» Every page and every element of your site has to be created with the user s perspective at the core of your thinking» There are two kinds of questions about flow:» How well does your site structure match the way your users think about the world?» How well does your site enable users to complete the task they re trying to achieve?

28 getting things to flow» Where does the user start a particular task?» How do they get from one step within the task to another?» What happens if they get lost along the way or make a mistake?» How will they know when they are done?» What common mistakes are they likely to make? How are these prevented or handled?» How does the layout or organization of the page make the answers to these questions as self-evident as possible for users?

29 don t make me stop and ask directions» 3 types of navigation to keep people oriented Global On every page of the site - often the top nav Enables direct access to key areas and functions Global navigation Local Often the side nav Enables users to explore their immediate area Where am I? Contextual Specific to a particular page, document or object often within the text Enables linking when relationships don t fit neatly into structure Where can I go? Local navigation Contextual navigation What s nearby? What s related to what s here? Where can I go? Where can I go? Note: these layouts are conceptual representations don t take them as literal layouts

30 be aware of me

31 be interested in me

32 use the right tone of voice... Alloy is just right for teenage girls, but what if your bank site looked like this?

33 ...but speak clearly What s behind Real Life?

34 speak loud enough for me to hear you 5-pixel high type

35 speak up when necessary... I watched an experience computer user sit in front of this screen for more than a minute without a clue what to click on.

36 ...and show me you re listening

37 help me respond to you» Fitt s law» The bigger the target, the easier it is for users to click on it» It s why Mac menus traditionally were 5x faster than Windows» It s not used enough on the Web 7x12 pixels

38 don t interrupt me

39 know when to shut up... Mind you, this is only the first of five screen s worth of links

40 and don t distract me

41 keep mum about your personal problems Bottom screenshot from the Interface Hall of Shame

42 don t ask personal questions The only information that s actually needed if is the product type, brand and age

43 keep me well-informed

44 anticipate my needs

45 anticipate my needs

46 anticipate my questions

47 help me if things go wrong

48 be polite... From the Interface Hall of Shame

49 better yet, prevent misunderstandings

50 Because while first impressions count last impressions count more

51 A good resource: Designing Visual Interfaces by Kevin Mullet Thanks...

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