Visualizzazione post con etichetta Nielsen Norman Group. Mostra tutti i post
Visualizzazione post con etichetta Nielsen Norman Group. Mostra tutti i post

sabato 24 febbraio 2018

Usable Products

Usable Products


BASIC UX — A Framework for Usable Products


The problem is this…
While information and opinions on ‘good UX’ are increasing in availability, teams, organizations, and individuals still struggling to define, measure, and agree upon principles of UX in a productive manner. That is, a lot of UX discussions end in design arguments. Meanwhile, the developers are waiting for direction, the designers are waiting for a correction, and the end-users are waiting for a satisfying experience.

BASIC UX does not set out to be the ‘end all, be all’ of UX principles. It does set out to help solve or at least reduce the problem stated above — UX design in productive environments is harder than it should be.

A set of common principles that test something’s overall user experience.

First, each letter in the word BASIC stands for a UX principle.

  • Beauty
  • Accessibility
  • Simplicity
  • Intuitiveness
  • Consistency

______________

Beautiful

Is it aesthetically pleasant?

The look and feel of a product are important to its overall user experience. The Aesthetic-Usability Effect shows that a visually appealing design is perceived as easier to use than an ugly one. Developers should refer to style guides and design specs for reference here. A few pixels can make a design look ‘off’ and leave the product feeling ‘broken.’

Questions to ask

Is it aesthetically pleasant?
Does it follows the style guide? (Attractive things work better)
Are high-quality images and graphics used? (balance with size optimization)
Is it properly aligned with the layout?

__________

Accessible

Can ‘everyone’ use it?

A product’s accessibility is measured by how available and usable it is for people, regardless of their ability. Developers must go beyond the ‘average’ user and ensure that those with disabilities are also able to use the product. These disabilities might include: poor or no vision, color blindness, lack of motor skills, lower than average intelligence, etc. In these cases, third-party software such as mouse-dictation and screen readers are often used to navigate and perform actions within the product. Using existing standards such as WCAG, 508 compliant, and W3C will help increase the overall accessibility of the product. Subtle accessibility impacts should also be kept in mind when choosing font size, colors, and animations.

Questions to ask

Does it comply with standards? (WCAG, 508 compliant, W3C)
Is it cross-browser compatible? (IE8–11, CH, FF, SF)
Is it ‘display’ responsive?
Is the language simple enough for most to understand?

__________ 

Simple

Does it make life easier?

Hick’s Law states that the time it takes to make a decision is proportionally related to the number and complexity of choices. Additionally, Ockham’s Razor states that simplicity should be the deciding factor when choosing between two identical designs. Developers must then create user interfaces that distill the options to only what is needed to perform the user’s task.

Visually, this means balancing the use of white space and alignments to create associations, rather than complex graphics and styling. The Principles of Gestalt informs us that the use of distance, alignments and color similarities can help guide a product in a clean, simple and intuitive manner. For language content, this means reducing redundancy, removing passivity and filler words.

Questions to ask

Does it reduce the user’s workload? (automate where possible, reduce user’s workload)
Is it free of clutter and repetitive text? (Cognitive load, DRY text, KISS)
Is its functionality necessary? (YAGNI)

________ 

Intuitive

Is it easy to use?

The Gulfs of Evaluation and Execution (Norman 1986) help us understand the usability gaps that users face in any system. Evaluation happens when the user is trying to understand the state of the system. If the state is not clear, the user might unnecessarily repeat an action, or feel a sense of anxiety that their task wasn’t completed. Execution is needed for a user to achieve their goals. If the path of execution is unclear, then the user won’t know how to achieve their goals in the system. If either one of these “gulfs” are too wide, then users will not have a good experience in the system and will dread using it.

Affordance is another key aspect of an intuitive UX. For example, the color of links or the shape of buttons indicates that there is an action available. It’s import to realize that most people spend most of their time with other products and in other systems. Thus, building upon established design patterns is key.

Questions to ask

Is the functionality clear (Affordance and Gulfs of Evaluation/Execution)
Can the user achieve their goal with little or no initial instructions?
Is the task easily repeated by the user without further instruction?
Can the user predict the outcome/output?

_________ 

Consistent

Does it match the system?

Consistency is the thread that holds BASIC UX together. A beautiful product is consistent. An accessible product is consistent. A simple product is consistent. An intuitive product is consistent. In UX, consistency is the thing that separates frustrating chaos from cohesive harmony. It is important that design colors, spacing, fonts and alignments are uniform throughout the product. This visual and functional uniformity creates a sense of dependability and trust between the user and the system.

Developers should reuse existing and established elements in the system whenever possible. Forms should have consistent alerts, labels, validation, and action behaviors. If consistency is lacking, then the entire UX will be as well. Performance glitches should be minimized so that pages load as a consistent rate and actions produce predictable responses.

Questions to ask

Does it reuse existing Interfaces/Interaction?
Is its language, images, and branding consistent with the system?
Does it appear in the right place at the right time? (workflow, navigation, visual hierarchy and information architecture)
Does it perform consistently every time?

__________ 

Conclusion

User Experience Design is at the forefront of product management in today’s industries. However, in spite of this vast and growing knowledge-share on the topic, UX Design is still a difficult area to gain team consensus around. It is in these situations that frameworks can provide clear direction. BASIC UX is a user experience design framework made up of five key design principles. It strives to help developers and designers guide their products in the right direction while remaining productive in the development process. I encourage you to introduce BASIC UX to your team and use it to enhance the experiences your products deliver.

lunedì 4 dicembre 2017

Bad Icons: How to Identify and Improve Them

Bad Icons: How to Identify and Improve Them

by KARA PERNICE  (Nielsen Norman Group)

Summary: Related links are often chunked as a set, each with an icon. One bad icon hurts user interaction. A set of bad icons is worse because it amplifies confusion, adds clutter, and wastes screen real estate.

Sets of bad icons are very common on intranets. In fact, unhelpful sets of icons appear on most intranets I have seen. As an example, I just looked at this year’s Intranet Design Annual submissions. I excluded the ten winners and opened 20 other homepages at random. In almost every case I saw set of bad icons right away. In three cases there were none on the homepage, but I didn’t have to look far to find one. Only one out of the 20 intranets didn’t have any bad sets of icons. (That site didn’t have any icons at all.)

What Makes an Icon “Bad”

  • The visual already has a different, established meaning. A star icon, for example is for rating and bookmarking, not to view “presentation templates.” The Internet Explorer icon means “launch Internet Explorer,” not “open a list of web links.”
  • The reference is too esoteric and requires too many inferences. An image of a rocket may lead the occasional user to make the leap from “rocket” to “launch” to “app”, as in launch applications. Just as a bull’s eye with an arrow jabbed in its center may conjure “target” then “hit the target” then “financial targets” to finally, savings and retirement. But most users don’t want to solve a puzzle to understand an icon.
  • Blurry. Assumedly because some intranet teams don’t have graphic designers on staff or proper software, some icons are produced with subpar tools, and are thus grainy-looking, fuzzy, and hard to make out.
  • The icon is repeated for every item in a list. Why add a silhouette icon next to every user in a list of names, when the list contains only names and nothing else? Why add a small chain icon by each link in a list of links? Why add a paper icon next to each document in a list of documents?
  • The icons only work as a set. Users should not have to study all icons in a set to determine the meaning of an individual icon.


Examples of intranet icons: without their labels, can you tell what each one is for? The solution is shown further down in this article.

These following types of icon clusters frequently appear on the intranet homepage and other main section pages, probably because these pages act as a portal to more content and applications:


  • Quicklinks (we don’t recommend this name) — links to the areas that are most commonly used, most important to the organization, personalized based on the user’s role, or customized by the user
  • Processes
  • Areas on the intranet



Why There Are So Many Bad Icons on Intranets
Intranets consolidate like commands and links in clusters. Clustering related items helps employees scan and digest pages more quickly. This good design principle, combined with good intentions and a chain of damaging events leads to bad icon design. A common scenario is this: A set of related links are placed together in a list, or as a set of buttons. One or two of the words — such as calendar or comment — in the set create an obvious opportunity to add an icon. The remaining words in the group don’t offer a straightforward iconic representation, but designers are now sold on the idea of using icons, so they conjure poor visuals to accompany or to replace each of the text links.

Another scenario is when a page is text-heavy, and the easiest solution is to break up the text with photos, illustrations, and icons.


Cost of a Bad Icon
If the plan is to always have a label with every icon, then why is a bad icon harmful? After all, the label will be there to disambiguate its meaning, right?

Wrong. Icons are not free, and not every link on your intranet deserves an icon. Each of the following resources used for icons have financial costs, interaction costs, and opportunity costs associated with them:

  • Design and research: Icons don’t just materialize out of thin air. Unlike adding a text link, someone with graphic-design skill needs to create them. They are conjured, drawn, usability tested, and iterated.
  • Development and support: Once created, they still need to be coded, quality-tested (usability-tested again), supported, and sometimes documented. This may be more work than implementing a text link.
  • Screen real estate: Icons take up more space on the screen than text links alone. The space used means another UI component may be forced below the fold, onto another page, or must be omitted altogether.
  • Information processing: Icons may add to visual noise. While good icons can be helpful, poor icons add clutter, and some are hard to understand.


The benefit the icon offers should be greater than the costs of having it.

Examples of intranet icons that are not helpful (from left to right): the ubiquitous wireless symbol used here to represent support, a hard-to decipher image of a person with a magnifying glass over his face to represent personalization, a briefcase standing for job listings, books to represent internal audit, and a chair with a speech bubble to represent departments. (To maintain anonymity of the organization who created these icons, we recreated them in different colors and slightly different styles, but the concepts are the same as the originals.)


Benefits of Good Icons
There are many ways in which icons on intranets can help employees. Some of these include the following:

  • Fast recognition: A familiar or memorable icon may quickly convey meaning — sometimes more so than a text link.
  • Findability:  When people learn what action is associated with a given icon, the icon’s presence can provide an opportunity for some users to locate the command quickly and to become thus more efficient with repetitive tasks. Still, we recommend including a text label on all icons, mainly to ensure that all commands are understandable even if the image isn’t identifiable to every user. With the text label always present, will the icon provide any additional benefit? Answer that question before deciding to include an icon.
  • Brand and style reinforcement: Icons that adhere to brand guidelines reinforce the intranet’s aesthetics style. (Links and buttons without icons can also do so, with color, style, shape, typeface, and color.)

Remember that good icons should be identifiable, quick to locate, and memorable.


Opportunities for Good Icons
Do you think you have a place where you can add some helpful icons? Before proceeding, make sure that:

  • The concept or command that you want to enhance with an icon can be naturally represented by an icon. Don’t forget that some concepts are very complicated, and too difficult to represent with an icon.
  • Your candidate visual for the icon will fit well in the available (usually small) space. Sometimes designers think of a great visual, but it’s impossible to minimize, shrink, crop, or take a portion of to make it work as an icon.
  • The candidate icon is simple and easy to decipher, devoid of a lot of detail. People should not need to lean in or squint to decrypt the icon.
  • The reference is obvious and easy to interpret at a glance, and does not require decoding, studying, or thinking. A web icon is not a painting in a museum ­— users shouldn’t have to stare at it for a long time. One fixation should be enough to understand it. (On an intranet, every second employees waste on poor design is one more second you pay their salary without getting any work done.)


Conclusion
Icons can help users recognize and recall commands. But, a set of links with icons of inconsistent quality will confuse employees and waste their time. Better to either brainstorm, research, and design a set of usable icons; or just use clear text links and no icons at all.