Designers, researchers, and generalists alike can improve their visual design skills through creative exercises focused on identification, replication, or exploration.
Users believe that designs that look good also work well, and UX should take advantage of this. But don't make aesthetic usability lead you astray as a designer, because the UI must actually work well for long-term success.
People can only hold a small amount of information in their short-term memory, which fades fast. These facts impact most aspects of screen design and dictate many usability guidelines.
Fitts's Law describes how long time it takes to click a target, based on the distance to the target and its size. Use this information to make buttons and links faster to click.
How to familiarize users with new user interfaces? Onboarding techniques include feature promotion, customization, and instructions. All must be kept simple.
A good design relies on a thorough task analysis of the steps required to complete a task, as well as determining what information users need at each step.
Tooltips are small user-triggered popups that explain UI elements when the user points to something. They are useful, but don't use them for critical information.
Redesigning a user interface can be done in many smaller incremental releases, or as one big complete redo. Big change is risky, but necessary in 3 cases.
Enterprise applications that support work often do so poorly and have bad user experience. The usability requirements and tradeoffs for workplace app design are different from consumer apps.
Onboarding instructions that users must digest before they start using an app or other product require attention and effort, and thus reduce usability. They should be avoided as much as possible.
Animations can make user interfaces both easier and nicer to use, but the timing has to be right, as we demonstrate in this video. Many other details also contribute to the quality of animation in the user experience.
Users waste unacceptably much time struggling with computer bugs. Users' mental models suffer when systems don't work as advertised, leading people to question their understanding of the UX.
To enable fast and reliable understanding of data shown on dashboard overviews, use visualization styles that work with human preattentive visual processing.
Using a modal dialog to display an error message can cause usability problems on mobile devices. Error handling must respect human-memory constraints and remain visible as the user is fixing the problem.
Users pay more attention to big things than to small things, and this design principle can be used to prioritize a user experience design, such as a web page or application screen.
On–off controls that switch between two different system states need to clearly communicate to users both the current state and the state the system will move to, should the user press that control.
Three stereotypes explain much resistance to improving the usability of complex applications for domain-specific tasks: that people like the old ways, that they are experts in the existing UI, and that training will make up for bad design. All are misleading.
Designers, researchers, and generalists alike can improve their visual design skills through creative exercises focused on identification, replication, or exploration.
Users believe that designs that look good also work well, and UX should take advantage of this. But don't make aesthetic usability lead you astray as a designer, because the UI must actually work well for long-term success.
People can only hold a small amount of information in their short-term memory, which fades fast. These facts impact most aspects of screen design and dictate many usability guidelines.
Fitts's Law describes how long time it takes to click a target, based on the distance to the target and its size. Use this information to make buttons and links faster to click.
How to familiarize users with new user interfaces? Onboarding techniques include feature promotion, customization, and instructions. All must be kept simple.
Tooltips are small user-triggered popups that explain UI elements when the user points to something. They are useful, but don't use them for critical information.
Redesigning a user interface can be done in many smaller incremental releases, or as one big complete redo. Big change is risky, but necessary in 3 cases.
Enterprise applications that support work often do so poorly and have bad user experience. The usability requirements and tradeoffs for workplace app design are different from consumer apps.
Onboarding instructions that users must digest before they start using an app or other product require attention and effort, and thus reduce usability. They should be avoided as much as possible.
Animations can make user interfaces both easier and nicer to use, but the timing has to be right, as we demonstrate in this video. Many other details also contribute to the quality of animation in the user experience.
Users waste unacceptably much time struggling with computer bugs. Users' mental models suffer when systems don't work as advertised, leading people to question their understanding of the UX.
To enable fast and reliable understanding of data shown on dashboard overviews, use visualization styles that work with human preattentive visual processing.
Using a modal dialog to display an error message can cause usability problems on mobile devices. Error handling must respect human-memory constraints and remain visible as the user is fixing the problem.
Users pay more attention to big things than to small things, and this design principle can be used to prioritize a user experience design, such as a web page or application screen.
Three stereotypes explain much resistance to improving the usability of complex applications for domain-specific tasks: that people like the old ways, that they are experts in the existing UI, and that training will make up for bad design. All are misleading.
Virtual reality (VR) user interfaces are currently more difficult for users to manipulate than a traditional GUI, partly because of more degrees of freedom and partly because VR is still new, so people have less experience using it. Advice for how to employ usability studies to alleviate this problem.
In case of slow response times in a user interface, indicate that the wait time will soon be over by showing an animation. For longer delays use a percent-done indicator.
At the very first Virtual UX Conference, Jakob Nielsen answered a participant question about what user experience can do to help with the coronavirus crisis.
Macintosh-style interaction design has reached its limits. A new paradigm, called results-oriented UI, might well be the way to empower users in the future.
Once an online form goes beyond two screenfulls, it's often a sign that the underlying functionality is better supported by an application, which offers a more interactive user experience.
Despite posing well-known risks, websites continue to feature poorly designed scrollbars. Among the ongoing problems that result are frustrated users, accessibility challenges, and missed content.
A field study identified 22 ways that automated hospital systems can result in the wrong medication being dispensed to patients. Most of these flaws are classic usability problems that have been understood for decades.
User interface guidelines for when to use a checkbox control and when to use a radio button control. Twelve usability issues for checkboxes and radio buttons.
Usability tests of 46 Flash applications identified basic issues related to the ephemeral nature of Web-embedded apps. Some findings restate old truths about GUIs; others reflect the Net's new status as nexus of the user experience.
Established wisdom holds that good error messages are polite, precise, and constructive. The Web brings a few new guidelines: Make error messages clearly visible, reduce the work required to fix the problem, and educate users along the way.
The Internet is undoing the industrial revolution's emphasis on mass-produced products; now everybody can get exactly what they want. But designing the product you want is hard, and current design interfaces are not good enough for novice designers (i.e., all normal customers).
Instead of making users wander indefinitely and frustratingly around a site looking for something that's just not there, tell them if it lacks a frequently requested feature
Applets are divided into two categories: functionality applets that need to open in a new window and content applets that should stay on the browser page.
Designing for the Web is different from traditional user interface design. Fundamentally, the designer gives up a lot of control to the user - get used to it: WYSIWYG is dead
All usability studies show that fast response times are essential for Web usability: let's believe the data for once! Advice for speeding up sites despite the fact that bandwidth is going down, not up.
How users react to delays in a user interface, whether website or application. The 3 main response time limits are determined by human perceptual abilities.
The concept of direct manipulation is usually viewed as a single characteristic of a class of interaction styles. Here, direct manipulation is analyzed according to a detailed layered interaction model, showing that it has quite different effects on the dialogue on the different levels. In particular, the "no errors" claim may be true at the syntax level but not at several of the levels above or below that level.
Furthermore, a unified framework is presented for conceptualizing Direct Manipulation, What You See Is What You Get (WYSIWYG), Transparency, Immediate Command Specification, Arcticulatory Directness, and Computational Appliances according to a layered interaction view.
User interface standards can be hard to use for developers. In a laboratory experiment, 26 students achieved only 71% compliance with a two page standard; many violations were due to influence from previous experience with non-standard systems. In a study of a real company's standard, developers were only able to find 4 of 12 deviations in a sample system, and three real products broke between 32% and 55% of the mandatory rules in the standard. Designers were found to rely heavily on the examples in the standard and their experience with other user interfaces.
Thovtrup, H., and Nielsen, J. (1991). Assessing the usability of a user interface standard. Proc. ACM CHI'91 Conf. Human Factors in Computing Systems (New Orleans, LA, 28 April-2 May), 335-341.