Design for Simplicity

My presentation from a workshop I lead at work on design for simplicity. Below are the notes for each slide:

2. Simplicity can be divine. When done right.
When done right, you will find people using your product as if it were an extension of themselves.
They will be focused on what they can do with it, rather than on how to operate it.
You will find people understanding the main messages of your presentation or document, rather than drifting away.
When done right, simplicity is elegant, exciting and positive. Powerful.zen.

3. But it is not easy to achieve. It requires effort, dedication and sophistication.
It gets worse.Once you have achieved simplicity, if you’ve done it right, it can be under appreciated.
People seem to think the solution was obvious due to its simplicity.
Effortless requires a lot of effort.

4. This guy branded his products by simplicity. He did pretty well.Notice the borrowed motto…

5. Within this sentence lay the 2 causes of complexity: many parts and the arrangement of the parts.
Complexity. It has its pluses – but for today lets just call it evil. It’s simpler.

6. Complexity happens.No one intends to create complex systems or documents unless they are lawyers.
No one says lets make this thing as complex as possible so nobody can understand it, read it, or use it.

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8. The first enemy of simplicity is sheer amount.
Amount of features. If you are writing a presentation it’s the amount of contents you feel you need to include in the presentation. Same for e-mail. All people guilty of featuritis please smile now…

9. Amount of hardware pieces, input devices, buttons, controls, cables. Many times happen due to constraints of time and resources.No time to invest in designing it better. We are already concentrating on other features.
In the long run of course, this costs more to everyone. (2007)

10. Amount of UI elements, colors, sizes, fonts, text, animations

11. The second enemy of simplicity is how we put all the components together. Dependencies, conditions, order create one big mess.We can tell it is a mess because it is impossible to change. Each small change is linked to so many other things it becomes a nightmare. The type of components we use when we code – Components that we don’t understand (black boxes), that are dependent on each other, loops,

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15. What does it mean? No simpler? It means that we have to explore and find out the essence

16. Simplicity is about subtracting the obvious, and adding the meaningful Maeda
thoughtful reduction What is the main problem you would like to solve, base it on user needs & current frustrations – think of several ways to solve it. Design for the mainstream. Remove what can’t be implemented properly.
The question that needs to be asked is “Why should we keep this”
Thoughtful reduction, remove options. Sacrifice features that are used by only a small percentage of your customers or that you cannot implement properly.

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18. Advertising learned the lesson pretty quickly

19. Once the content of the components is clear. We can use several basic laws of organization to tell the user more about the relationship between the components.Every detail about our components bears meaning: the form, the size, the color, its placement, it’s relation to other components.If we use these attributes to convey relevant meaning – we directly affect the person’s understanding of the system.

20. Create hierarchy. Not everything is of equal importance. Show the person where to focus.

21. Organization makes a system of many appear fewer – Maeda
Our mind is trained to better understand details when we give the meaning as a group.
Chunking relieves us from seeing and deciphering each component on its own.
Gestalt principles
Closure – we want to see simple closed forms.
Continuity  – we want to see continuous lines and curves (from smaller elements)
Similarity (shape, color, size, orientation) they will be associated with each other
Proximity
It is about the relationship between the parts and chunking - Designing interaction – Jenifer Tidwell

22. Let’s have an Oprah moment. This closet is about to have a makeover. First of course is remove.

23. Next is the organize. What elements of organization were used here?Notice how similarity, color and orientation are used to group appropriate items. It makes us look at them as groups. We find them effortlessly.Setting all the clutches in a row we create continuity that is easier on the eyes. This organization will also ensure that we don’t miss out on a valuable item, just because we couldn’t see it in the mess. Sure, we had to put some effort in the organization, but it returns itself in the long run.

24. We need Focus. We cannot focus everywhere.

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26. Here’s an example of an attempt to rescue a person who’s confronted with an unfamiliar set of remotes. The owner was away for the weekend and decided to help the friend who was coming to stay. She wrapped the remotes in paper to hide the redundant buttons and labeled the useful ones in plain language.
Bad Design / Good Design Bill Moggridge

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28. Savings in time feel like simplicity.

29. Or no more than 3 taps. No more than 2 sentences. Dogma is a simple rule which has no exceptions. It requires a hard..ss boss which no one will defy.
It works.
It is hard on the workers.
It needs to be accepted by all.

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32. Rich Hickey – Without initial design for simplicity in the architecture of a system, the design of the system turns into an elephant that can’t be moved or changed.
Complexity is derived from an architecture of pieces that are intertwined in each other making every change almost impossible.

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34. I found these helpful…If you choose just one, be it Giles Colborne’s book which is simple and usable in itself

10 UX Comic Inspirations

A few months ago I was asked to please explain in 10 minutes what UX is to 500 people in my organization who have never heard of this profession before. In other words: “Please explain to us what it is you are doing and why it is important”. In other words: “What exactly are we paying you for?”. In other words:”So you are a graphic designer right?” To my rescue came the UX twitter support group supplying me with links and ideas. A bunch of Funny (!) videos later the idea for this post emerged. And so, for my second “Top 10″ list I put together ten UX comic inspirations. They will spice up your presentations, ignite conversations and well, make you smile as you share the collective experience of being part of this world called User Experience. So here it goes, UX humor - Top 10.

1

New guy at the office

New guy at the office

OK/Cancel‘s comic strip. Dive into the archives for more or wait for Kevin Cheng’s upcoming book.

2

Dilbert by Scott Adams

The world’s best engineer

What can I possibly say about Dilbert that hasn’t been said? There is something of him in every one of us. There is a great collection of user experience strips to choose from. 

3

UX drinking game, Contributing to bars near agencies since 2011

This one requires an insiders perspective, and a good dose of cynical outlook on our profession. But boy, is it funny.  Designed by Patrick Neeman of Usability Counts, best way to follow these is on Twitter, and apparently there is an iPhone application too…So, “Every time someone says Jakob, take a drink”.

4

UX job title generator

Get yourself a ninja title

Boost up your moral, spice up your resume, add something exceptional to your ad. A quick run on the UX Job Title Generator and you will never go back. It get’s even better, it actually has real job offers on it. So from now on I will refer to myself as a “User Centered Design Ninja”

5

S**t Interaction Designers Say

Is that a NUI or a GUI?

Seems this one was created at the recent Ixd12. It got me laughing out loud. Elaborates even further on our shortcomings as a profession. Apparently we can’t properly  describe ourselves, what we do or avoid using jargon…

6

Magical ipad

Magical iPad

It’s a kind of magic…Magician Simon Pierro has brought the iPad user experience up to a whole new level. Good for a comic break during presentations about iPad, touch UX or cookies. It does make a strong case for what we would really want: converting the virtual into real. Just imagine such an ability, combined with Pinterest.

7

Satisfy the Cat

Satisfy the Cat

John Boykin has created a valuable video to help explain why user-centered design is crucial. What is funny though is the analogy he uses to do so. Thanks to Tomer Sharon, author of Its Our Research for sharing this one.

8

I Love UX Design

I Love UX Design

From the mouth of the creator himself:”Who doesn’t love a good UX design, and who doesn’t get totally frustrated with bad experience design. Hail to all the great UX designers of the world. Spread the love for UX design!!!”. A delightful creation by Lyle Alzaldo.

9

Eddie Izzard's Encore on Computers

Do you also have Techno-Joy?

Now it is getting even better. Yup, I’ve saved the best for last. This is another video recommended to me for that 10 minutes UX presentation by Tomer Sharon. I have watched it at least 15 times and every time was worth it. If you want to smile right now – watch it.

10

Lifted by Pixar

Getting your abduction license

It was a close call. It was hard to choose, but this video is the one I finally used in the 10 minutes UX presentation and it certainly did the trick. I first saw it at the movies (those little bits before the actual feature) but have quite forgotten about it until Russ Unger showed it in the local UX convention. Nobody can beat Pixar, and it is really nice of them to make a specific UX animation. So if you need to get 500 people laughing, this will do the trick.

Real Life UX – The Power of Good Feedback

If you’ve read some of my posts, you probably know I have two sons. Unfortunately they are both inclined to Asthma. This means that since they have been tiny little babies, we’ve been required to treat them by inhalation.

Infant with inhalation mask

This can be a very negative experience to all sides involved. Imagine you are a young child, a baby even, and your parent suddenly holds up a mask over your mouth and nose. You try to wiggle out, and your parent in response tightens his grip. What is going on? You can’t breath! why is your beloved parent doing this? Imagine you are the parent. You are distressed to begin with since your child is coughing all the time and is finding it hard to breath. You hold up the mask to his face and he tries to remove it. You hold it tighter and your child is now becoming hysterical, crying and violently pushing away. A nightmare. Twice a day.

Clearly we had to find a better way. We tried the obvious. TV as a distraction. Maybe watching “Dora the Explorer” will help him forget he has a mask over his face. It worked! for about two seconds. The solution is just not good enough because the situation is still not making sense to the child. It is hard to ignore a mask on the face.

Then we discovered feedback.A proper informative indication about the progress of the process. We hold up the mask to his face and start counting slowly to 10 in a soothing voice. After once or twice our kid catches on. He realizes that he is now able to identify a beginning of a process. He is able to follow its progress and predict when it will be finished. He counts with us and gains some control over the situation. He is not helpless anymore. If he moves the mask away, the counting stops. If he allows us to put it back – counting continues. We are not ignoring that something out of the ordinary is happening, we are providing better tools to deal with it. That and more, the feedback provides the distraction needed. Our child focuses on the counting, which is rhythmic and soothing. And yes, it works. It has been working for years and with both my kids.

So what constitues good feedback?

- Good feedback on progress has a beginning, a duration and an end.

- Good feedback  is consistent.

- Good feedback is relevant.

- Good feedback is reliable.

Feedback may also provide an appropriate distraction if needed. For example, provide relevant or interesting information for the user while he is waiting. Of course it is best to decrease or eliminate waiting, but if you can’t, at least make it a positive experience. Both our sons have learned to count to 10 pretty early, and to provide variety, once in a while we have to count in other languages. You see, Fun.

A great product is not enough – what a contextual inquiry would have revealed

Feedbox

Feedbox

Today I saw an interesting tool. It’s called Feedbox and I saw it as I was waiting for our car to be fixed at the garage. It was placed in the waiting room and looked simple and friendly enough. It said: “Was the service quick and usefull?” Click the face that matches your feelings and you’re done. What a great little gadget, I thought. I’m sure they’ll get a lot of positive responses.
But then two things happened that completely changed the picture. First, as the minutes went by I got more and more pressured and agitated. I could see this was true for each and every one of the people waiting with me in that waiting room. It is an absolute fact. People in waiting rooms get impatient, pressured and generally annoyed. So, where should one vent – but off course – those smiley faces are just getting to me right now, here you go, service is bad bad bad.

Then the second thing happened. 20 minutes later I was called to the front desk where I received my keys back with a smile, everything fixed. Happy and cheerful I thought to myself, this wasn’t so bad after all and walked out happily, the Feedbox long forgotten. What was wrong with this picture? Easy. The Feedbox should have been placed at the front desk.

A contextual inquiry would be the right method to reveal this bias that was caused by the context in which people used the product. There is a pretty good chance the people from my garage will learn this soon enough…or they will be wondering why they are getting so much negative feedback.

Homepage Usability by Nielsen and Tahir

Homepage Usability by Nielsen & Tahir

I love it when usability experts who write professional books organize their own book according to usability principles. This book is one of those. The first thing you see as you open is “How this book works” including text and images. Nice.
So, hopefully this is the first of similar reviews which are not actually reviews but me sharing my experience with you as I read on through the wealth of usability books out there.
This book was published in 2002. In website years a decade is a century. The sites reviewed in the book have changed considerably, as some of the principles. Still most of the guidelines specified here are worth learning.
The first part- of the book is great. It lists over 100 guidelines grouped by subject. Some of the explanations a more detailed, some very concise. This is followed by an excellent section about statistics of home-pages, such as size, design, navigation types, width of search boxes, features, contents etc. This section is summed with a shortlist of recommendations.
The rest (most) of the book is dedicated to the deconstruction of home-pages of famous and important sites. To me this section wasn’t as informative. First the sites are outdated. Second, there was a lot of references to the contents of the home-pages, which has to do more with content strategy and management than classic usability. Lastly, the tone of the “deconstruction” was a bit too negative for my taste. I think UI experts have evolved since. In the past we used a critical negative tone to accentuate the ridiculous things designed in sites and systems. Today, I feel the tone is changing towards a more constructive criticism and a less “black & white” approach of “this is bad” and “this is good”.
My 2 cents: Worth reading the first sections and enjoying the usability of the book itself. Find a used copy or a good friend (thank you Dana).