When working on business problems, users flitter among sites, alternating visits to different service genres. No single website defines the user experience on its own.
Opponents of the usability movement claim that it focuses on stupid users and that most users can easily overcome complexity. In reality, even smart users prefer pursuing their own goals to navigating idiosyncratic designs. As Web use grows, the price of ignoring usability will only increase.
A survey of 1,780 people who have bought
something on the Web found that convenience and ease of use are the
main reasons to shop on the Web. Non-buying visits (product research) are important to shoppers.
Users demand compliance with established design conventions. No site can stand out any more; all are part of a single interwoven user experience; the Web as a whole dictates design
The Web is a cognitive medium; the user owns the navigation and won't wait for emotional brand messages. Product sites and classifieds have value, but most ads get puny click-through and few
customers.
The reciprocity principle states that people, when given something upfront, tend to feel a sense of obligation to repay what has been provided. Login walls reverse this sequence and require users to disclose personal info before allowing access to content. People often resent this, and may not be as forthcoming or cooperative as a result.
It's frustrating for users to go back-and-forth and back-and-forth to the same web page, bouncing around without getting what they need. Analytics data can help identify pages that don't help users progress.
When users search for information, they don't always keep looking for the best solution. In our eyetracking studies 20% of the time, users make do with the first result and don't look any further.
Extensive user research with people shopping online identified 5 main types of behavior: product-focused, browsing, researchers, bargain-hunters, and one-time shoppers. Each user type benefits from different UX elements.
We studied the most important activities users perform on the internet, repeating an old classic study. Users' most critical behaviors have shifted substantially over 22 years, due to more information available online and the constant presence of mobile devices.
An engaging gameplay experience is good design. But there's a fine line between engagement and addiction, which would be bad UX, especially in the long term.
Age groups differ in how they use websites, the internet, and computers. Our findings from studying teenagers are contrasted with our other user research with children and adults: user experience designers should target their designs based on target audience behavior patterns.
Today, a SERP (search engine results page) contains so many design elements that users don't have a simple way of picking out their preferred link. Eyetracking studies show that users' eyes bounce around the page between items in a scan pattern that resembles a pinball machine game.
User errors while using computers take two forms: slips (right intent, wrong action) and mistakes (wrong intent). Understanding the differences between the types of user error will help you design to prevent or minimize these problems.
It's important to study why users leave websites. Analytics tools give you two metrics for web pages: exit rate and bounce rate. Understanding the difference between these two numbers is essential for better UX design.
Too many offerings (e.g., products or services) on a website make it harder for users to make a decision due to analysis paralysis. Alternatively, too many options can also cause users to hastily make a decision and later regret their choice due to buyer's remorse.
Negative experiences have stronger emotional impact on humans than positive experiences do. Thus, in designing the user experience, we need extra emphasis on avoiding those lows.
Our new user research with seniors (users aged 65 and up) shows 3 major shifts in how they use computers, compared with our first research with this audience, 20 years ago. Design for today's older users, and not for your stereotype of how these users used to be.
Change blindness is the tendency for people to overlook things that change outside their focus of attention. In user interface design, this explains why screen changes that seem striking to the designer can be completely ignored by users.
Hick's Law (or the Hick–Hyman Law) says that the more choices you present to your users, the longer it takes them to reach a decision. However, combining Hick’s Law with other design techniques can make long menus easy to use.
Eyetracking research shows people read Web content in the F-pattern. The results highlight the importance of following guidelines for writing for the Web.
Confirmatory and destructive actions should be far apart from each other; use additional redundant visual signals to differentiate between them and avoid user errors.
Fact-finding tasks were less memorable, while complex research-based tasks required more effort from users. Top user expectations for each task type varied.
People increasingly discover critical information online without actively searching for it, but such information has poor context and may have credibility issues.
We organize online information-seeking activities that lead to important decisions and actions according to 5 dimensions: purpose, method, content, social interaction, and device used to carry out the activity.
Users have a rudimentary understanding of cloud services and attempt to fit them into their existent, simpler mental models that they had formed for similar, more-traditional services.
Because today’s search-results pages have many possible complex layouts, users don’t always process search results sequentially. They distribute their attention more variably across the page than in the past.
New research with users aged 3–12 shows that children have gained substantial proficiency in using websites and apps since our last studies, though many designs are still not optimized for younger users. Designing for children requires distinct usability approaches, including targeting content narrowly for children of different ages.
Users spend 80% of the viewing time on the left half of the page vs. 20% on the right half. Standard designs will maximize user efficiency and company profits.
How users attend to information on a page depends on their tasks and goals, as confirmed by new eyetracking research. Good design promotes efficient scanning. In usability studies, task formulation may tip users to discover features.