Foundations of a good UI
codelitt.com
codelitt.com
The said "foundations", stripped down of verbosity, are:
* Consistency;
* Convention;
* Ask for minimum input;
* Load and react fast;
* Use animation to communicate changes;
* Avoid clutter;
* Avoid content which screams "fake".
Now, would anyone advocate for the opposite of consistency, convention, minimizing user work or being fast/giving feedback? This is pretty much the same as saying that the foundation of flying a plane is to not crash said plane. True, but not very helpful.
I've seen lots of engineers advocate for the opposite of consistency or convention in the past, when building particular features. Things like consistency; the attitude that your app doesn't have to follow the rules of the platform and act the same way as others do is surprisingly common!
Similarly, minimising clutter is often overlooked. How often do you see an engineer add a knob or checkbox to control a function without proper consideration of where that should appear in the workflow and whether or not it clutters the user's view? I definitely see that quite often.
So yeah, nobody will actively state that convention is bad, but many will treat it as being less important than it is. So it's definitely worth bearing these principles in mind, IMO.
How many UIs have you seen ruined by an inability to say no to just one more little tiny feature?
This high-level "here's a few tips" view of the common ways to improve the low hanging fruit (sorry) turns out to be really useful.
Do you really think spelling out "consistency makes your UI easier to comprehend" is gonna stop people from designing inconsistent UIs? I'd argue it's much more useful to give low-level examples of what makes a UI look/feel/behave consistent.
I refuse to be critical of something just because it's not the epitome of function that solves all the problems in UX design education.
It's just a nice summary of some common errors, with suggestions on how to avoid them. It's not the end-all utility to stop them from happening, but it's a good high level view.
This kind of "guidelines-based" approach is detrimental to UX, as it enforces the idea of focusing on details instead of considering UX as a whole.
It's not a great list and it's not clearly illustrated. A good starter list would be a combination of Molich and Nielsen's heuristics and Don Norman design principles. But, really, these lists put the emphasis on details, and design should be holistic. If there's a starter advice to give is to study people and their context. There's really little value in having a consistent UI that doesn't map to the user's mental model.
> I see these mistakes all the damn time, and for that reason, it's clear that there's not a universal understanding of how to get them right
You're right, obviously there's not.
However, that doesn't indicate that this list is good or even remotely useful; it's - for me - an indicator that people don't want or don't try to educate themselves and, even worst, IT people are oblivious of design's scope and importance.
> This high-level "here's a few tips" view of the common ways to improve the low hanging fruit (sorry) turns out to be really useful.
There are really many useful - better, clearer, sounder and validated - resources on UI design, UX and usability. The real problem is people doing UI work without education and knowledge, not the lack of resources.
Of course not, but nobody said anything about intentionally deciding against good UI principles. You might be surprised how often these things are simply overlooked.
Surprised? Not at all - I work with engineers.
I have a problem with "Hungry makes me stupid". If my blood sugar gets low, my judgment slips. And the first thing that slips is the judgment that I need to stop and eat before I do Just This One More Thing. A large number of people in my life are under standing orders to make me stop whatever I'm doing and eat something if they see my judgment impaired. Simple, stupid, obvious. And missing it is pretty much hardwired in me.
This would depend on the obviousness at stake. I don't know what your daily job is, but I imagine that there are things so basic that don't really need "remembering". Imagine a programmer being told how a "if" works; that's the obviousness level at stake in this article.
Consider, for a programmer, the obviousness of not using hardcoded values. But we do all the time, as a placeholder while we finish a bigger picture thing. We fully intend to fix it later, but we don't, until it bites us in the ass. That's just one example. Most programmers I know do things they know they shouldn't do, all the time, because it gets them through that particular moment.
* Build user interfaces that are suited to a particular task. Don't sacrifice the optimal interface for a task for consistency between different parts of your site.
* Use your company's brand color throughout your app. This gives your app a consistent visual theme and makes it easy for users to find it.
* Make it possible to accomplish all common tasks in as few screens as possible. Don't force users to go through multiple steps to enter information.
* Don't waste time optimizing your code for fast loading before you know which areas your users are spending their time on.
* Show changes as quickly as possible. Don't make the user wait through extraneous animations to see what changed.
* Make sure all important elements are visible "above the fold". If this means reducing padding a bit, so be it.
* Photos lend your app warmth and increase user engagement. Stock photos can be a cost-effective way to do this.
Our brains are pretty good at coping with sudden changes.
What's more important than animating changes, is to make sure the user expects the change. For example, if extra form fields appear after the user clicks a button labelled 'show advanced settings', nobody will be surprised. However, if form fields appear and disappear automatically as you are typing, you'll startle the user wheter you use animation or not.
My recommendation would be: keep UI as static as possible, make changes predictable. If you really want to use animations, put a lot of effort into testing them to make sure they are beneficial. Hastily added animations can do a lot of harm.
http://deathtothestockphoto.com/ is awesome and very affordable.
I work on software for apartment communities, and a huge offender I see is stock photos of smiling people being used on property websites. Do you want to see fake people on an apartment website? No, you want to see photos of the actual property.
http://www.istockphoto.com/photo/white-window-frame-and-wint...
Not sure I see the difference between that and Unsplash.
Wrong type of windows, those.
How much weight does this really carry if your product is good ? My guess, negligible. Websites just pick a theme color and go with it e.g. Facebook/twitter : blue, Youtube/Google+/Pinterest : red, etc.
Colors: Depends. Use the same as long as you don't change the colors of native UI elements.