the new era of (non-) discoverability

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Nothing you can see that isn't shown... The Beatles “All You Need is Love”

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Some thoughts on discoverability and learnability. A talk given at MOBX 2011 in Berlin.

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Page 1: The New Era of (Non-) Discoverability

Nothing you can see that isn't shown...The Beatles“All You Need is Love”

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Tap to Launch

Press and Hold to Move or Delete

Drag Icon Onto Another Icon to Make Folder

Slide for Next/Previous/Search Screen

Double-Click to Reveal Active Apps

Return to Home or Stop Moving Mode

Press and Hold for Voice (Siri)

Turn off screen

Screen ShotTake Screen Shot

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Affordances?

NEIN!

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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?

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The New Era of (Non) Discoverability Dan Saffer@odannyboy

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DISCOVERABILITY is the ability to detect a feature by its AFFORDANCES or VISUAL CUES.

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DISCOVERABILITY

Object with Affordanceand Label

Object with Label

Object without Affordanceor Label

Label Only

Nothing

Button

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Mainframe Command Line GUI Post-PC

DISCOVERABILITY

Physical Controls

Keyboard

Mouse and Stylus

Touch

Gesture

Voice

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The more important the task, the more DISCOVERABLE it should be.

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The Top Three kinds of features that should be DISCOVERABLE (via Scott Berkun):

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1.Things most people do, most often.

2. Things most people do, somewhat often.

3. Things some people do, most often.

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HOWEVER: In almost any UI, not everything is going to be DISCOVERABLE. Not. Going. To. Happen.

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Why ever hide ANYTHING?

1. Screen Real Estate2. Emphasis3. Aesthetics

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Operational Simplicity v. Perceived Simplicity

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PROGRESSIVE DISCLOSURE

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More DISCOVERABLE = More INTUITIVE ?

NEIN!

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DISCOVERABLE is what can be FOUND. INTUITIVE is what can be LEARNED.

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If a control isn’t DISCOVERABLE, it should at least be LEARNABLE.

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Mainframe Command Line GUI Post-PC

Discoverability Expected Ease of Learning

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Mainframe Command Line GUI Post-PC

Discoverability Expectation of Ease Learnability

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As DISCOVERABILITY declines, the ability to LEARN how a product works should rise to accommodate for it.

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The CELLO PRINCIPLE

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A LEARNABLE UI is one where users can make a MENTAL MODEL of it easily.

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A LEARNABLE UI is also one where interactions build on one another.

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The RULES are understood and logically applied across the system.

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How do you make non-discoverable UIs LEARNABLE?

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Coach Marks?

NEIN!

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NO ONE wants an owners’ manual for a mobile app.

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If [an app] needs to be explained, then it’s probably broken.

Khoi Vinh

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Users need INFORMATION to make decisions: information about what they can do.

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Without affordances or labels, users only have their memories to rely on.

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Without information, users are left to their own methods:

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1. Not doing it2. Work arounds3. Looking for help4. TRYING RANDOM SHIT

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The penalty for experimenting should be NONE.

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If (Expectation != Outcome) {

Learning;

}

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Make controls for low-frequency tasks GUESSABLE.

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NEVER make an essential task gesture- or voice only...unless it is rapidly LEARNABLE.

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For high-priority tasks: use gestures and voice as shortcuts, while providing visible controls to do the same thing.

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TWO-PLY PRODUCTS:

DISCOVERABLE

LEARNABLE

Visible controls for high-priority tasks

Gestural/voice shortcuts for high-priority tasks, guessable controls for low-priority tasks

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Come for the DISCOVERABLE, stay for the LEARNABLE.

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DANKE. THANKS.

[email protected]

@odannyboy on twitter