the new era of (non-) discoverability
Post on 17-Aug-2014
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Nothing you can see that isn't shown...The Beatles“All You Need is Love”
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Screen ShotTake Screen Shot
Affordances?
NEIN!
Interaction design...can be thought of in part as providing AFFORDANCES so that the features and functionality of a product can be discovered and correctly used.
Dan SafferDesigning for Interaction (2009)
WTF?
The New Era of (Non) Discoverability Dan Saffer@odannyboy
DISCOVERABILITY is the ability to detect a feature by its AFFORDANCES or VISUAL CUES.
DISCOVERABILITY
Object with Affordanceand Label
Object with Label
Object without Affordanceor Label
Label Only
Nothing
Button
Mainframe Command Line GUI Post-PC
DISCOVERABILITY
Physical Controls
Keyboard
Mouse and Stylus
Touch
Gesture
Voice
The more important the task, the more DISCOVERABLE it should be.
The Top Three kinds of features that should be DISCOVERABLE (via Scott Berkun):
1.Things most people do, most often.
2. Things most people do, somewhat often.
3. Things some people do, most often.
HOWEVER: In almost any UI, not everything is going to be DISCOVERABLE. Not. Going. To. Happen.
Why ever hide ANYTHING?
1. Screen Real Estate2. Emphasis3. Aesthetics
Operational Simplicity v. Perceived Simplicity
PROGRESSIVE DISCLOSURE
More DISCOVERABLE = More INTUITIVE ?
NEIN!
DISCOVERABLE is what can be FOUND. INTUITIVE is what can be LEARNED.
If a control isn’t DISCOVERABLE, it should at least be LEARNABLE.
Mainframe Command Line GUI Post-PC
Discoverability Expected Ease of Learning
Mainframe Command Line GUI Post-PC
Discoverability Expectation of Ease Learnability
As DISCOVERABILITY declines, the ability to LEARN how a product works should rise to accommodate for it.
The CELLO PRINCIPLE
A LEARNABLE UI is one where users can make a MENTAL MODEL of it easily.
A LEARNABLE UI is also one where interactions build on one another.
The RULES are understood and logically applied across the system.
How do you make non-discoverable UIs LEARNABLE?
Coach Marks?
NEIN!
NO ONE wants an owners’ manual for a mobile app.
If [an app] needs to be explained, then it’s probably broken.
Khoi Vinh
Users need INFORMATION to make decisions: information about what they can do.
Without affordances or labels, users only have their memories to rely on.
Without information, users are left to their own methods:
1. Not doing it2. Work arounds3. Looking for help4. TRYING RANDOM SHIT
The penalty for experimenting should be NONE.
If (Expectation != Outcome) {
Learning;
}
Make controls for low-frequency tasks GUESSABLE.
NEVER make an essential task gesture- or voice only...unless it is rapidly LEARNABLE.
For high-priority tasks: use gestures and voice as shortcuts, while providing visible controls to do the same thing.
TWO-PLY PRODUCTS:
DISCOVERABLE
LEARNABLE
Visible controls for high-priority tasks
Gestural/voice shortcuts for high-priority tasks, guessable controls for low-priority tasks
Come for the DISCOVERABLE, stay for the LEARNABLE.
DANKE. THANKS.
dan@odannyboy.com
@odannyboy on twitter
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