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The Golden Rules of Web Design




                           Keynote Presentation

                            Theo Mandel, Ph.D.
                           User eXperience Russia
                             26 October, 2009

Theo Mandel, Ph.D. ©2009
The (New) Golden Rules of Web Design




       Or, why we should still follow the (Old)
          Golden Rules of Interface Design

Theo Mandel, Ph.D. ©2009
Thank Our Organizers, Partners & Sponsors




Theo Mandel, Ph.D. ©2009
Theo Mandel, Ph.D.
     Education: M.A. & Ph.D. in Cognitive Psychology
     Employment:
        – 11 years at IBM in user interface architecture,
          SW OS/application design guidelines and usability
        – Independent UI & usability consultant (17 years)
        – Co-founder of software & Web startup companies
     Healthcare Chairman, World Usability Day 2007
     Author of two industry books, numerous articles
      and other publications and case studies
     Website: www.theomandel.com
     E-mail: theo@theomandel.com

Theo Mandel, Ph.D. ©2009
Golden Rules – Why Today? Why Here?
  User Experience Design: The Journey from Discovery to Advocacy
                            “Who knows only his own
                             generation remains always a
                             child.” – Cicero, 50 BC
                            "Those who cannot remember the
                             past are condemned to repeat it."
                               – Santayana, 1905
                            "Universal“ design principles that
                             apply to all software/web design,
                             regardless of operating system,
                             browser, device, media, industry,
                             users, tasks, etc.
Theo Mandel, Ph.D. ©2009
Golden Rules – Why Today? Why Here?


                           Who is this man?




Theo Mandel, Ph.D. ©2009
Golden Rules – Why Today? Why Here?
                           Jakob Nielsen (1990)
                            “The principles are so basic that
                              even futuristic dialogue designs
                              such as three-dimensional
                              interfaces with DataGlove input
                              devices, gesture recognition,
                              and live video images will
                              always have to take them into
                              account as long as they are
                              based on the basic paradigm of
                              dialogues and user commands.”


Theo Mandel, Ph.D. ©2009
History of Interface Golden Rules




Theo Mandel, Ph.D. ©2009
History of Interface Golden Rules – 1970’s
     W. J. Hansen (1971) proposed the first (and
      perhaps the shortest) list of design principles
     “User Engineering Principles for Interactive
      Systems” AFIPS FJCC, Vol. 39, 1971
     Hansen’s principles:
         1. Know the user
         2. Minimize memorization
         3. Optimize operations
         4. Engineer for errors

Theo Mandel, Ph.D. ©2009
History of Interface = American Federation of 1970’s
                      AFIPS Golden Rules –
                                 Information Processing Societies
     W. J. Hansen (1971) proposed the first (and
                       FJCC = Fall Joint Computer Conferences
      perhaps the shortest) list of design principles
     “User Engineering Principles for Interactive
      Systems” AFIPS FJCC, Vol. 39, 1971
     Hansen’s principles:
         1. Know the user
         2. Minimize memorization
         3. Optimize operations
         4. Engineer for errors

Theo Mandel, Ph.D. ©2009
History of Interface Golden Rules – 1980’s
                            Richard Rubinstein & Harry Hersh
                             The Human Factor (1984)
                            Classic book on Human-
                             Computer Interaction (HCI)
                            The longest list, with 93 design
                             principles, ranging from:
                            1. Designers make myths –
                               users make conceptual models
                                   to
                            93. Videotape real users

Theo Mandel, Ph.D. ©2009
History of Interface Golden Rules – 1990’s
    Golden Era of PC and Mac Software Design
     Designing the User Interface: Strategies for
      Effective Human-Computer Interaction
      Ben Shneiderman (1992)
     Apple Human Interface Guidelines (Apple, 1992)
     Object-Oriented Interface Design: IBM Common
      User Access Guidelines (IBM, 1992)
     OSF/Motif Style Guide
      (Open Software Foundation, 1992)
     Windows Interface Guidelines for Software
      Design (Microsoft, 1995)

Theo Mandel, Ph.D. ©2009
History of Interface Golden Rules – 1990’s




Theo Mandel, Ph.D. ©2009
History of Interface Golden Rules – 1990’s
                 Windows Vs. OS 2: The GUI-OOUI War
                  Mandel (Van Nostrand Reinhold, 1994)
     The Elements of User Interface Design
      Mandel (John Wiley & Sons, 1997)
     Chapter on Golden Rules, which is
      the basis for this presentation
     View/download the Golden Rules chapter
      (English and Russian version)
              www.theomandel.com/ux-russia-2009

Theo Mandel, Ph.D. ©2009
Software/Web Usability – Ten Years Ago
                              User and Computer
                               Word processing
                               Spreadsheets
                               Focus on programs
                              Websites
                               eCommerce
                               Corporate sites:
                                – Amazon.com (1994)
                                – eBay (1995)
                               Abandoned
                                Shopping Carts
Theo Mandel, Ph.D. ©2009
Software/Web Usability – Ten Years Ago




Theo Mandel, Ph.D. ©2009
Software/Web Usability – Today
                             User reaching out to
                               Others and Community
                              Social networking
                              Community
                                 (Blogs, Wikis)
                              Sharing Content/Media
                                 (YouTube)
                              Immediate Status/Info
                                 (IM, Twitter - What are
                                   you doing now?)
                              Environment and Global
                               Issues
                              Mobile devices
Theo Mandel, Ph.D. ©2009
SW & Web Today




Theo Mandel, Ph.D. ©2009
User Experience & Usability Today
  Today’s Usability Challenges
   New issues for usability professionals


   Jakob Nielsen: “We made a Twitter message
    more punchy, credible, and viral through 5
    rounds of redesign”
    (useit.com Alertbox, 24 August, 2009)



Theo Mandel, Ph.D. ©2009
User Experience & Usability Today
  New Cultural Experiences and Anecdotes
   New Zealand Police made first “Facebook arrest” after
    placing footage of burglar during a burglary on Facebook.
    (January 2009)
   Burglar Arrested After Checking Facebook During
    Robbery arrested (The Journal, 17 September, 2009)
     – 19-year-old Pennsylvania man charged with felony
       robbery. Burglar checked his Facebook account before
       leaving with two diamond rings, forgetting to log out.
     – Burglar remains in custody on $10,000 bail, facing a
       maximum 10 year prison sentence if convicted.

Theo Mandel, Ph.D. ©2009
New Industry Term & Acronym
    Human-Computer            Human-Computer-Community
      Interaction (HCI)         Interaction (HCCI)
     User Interface Design    User Experience Design
     Typical tasks:           Typical tasks:
        –   Search              – Search, Browse, Read, Find,
        –   Browse                Purchase
        –   Read                – Share, Tweet, Comment, Refer,
        –   Find                  Recommend, Invite, Link, Follow,
                                  Personalize, Watch Media,
        –   Purchase              Connect
     Typical measures:        New measures:
        – Task completion       – Traditional measures, plus
        – Task time             – Fun/enjoyment
        – User satisfaction     – Social satisfaction/benefits



Theo Mandel, Ph.D. ©2009
Golden Rules of Web Design – Major Areas

     Place Users in Control of the Interface (10)


     Reduce Users’ Memory Load (9)


     Make the User Interface Consistent (5)



Theo Mandel, Ph.D. ©2009
Golden Rules – Details/Format
     Format: Golden Rule (Keyword)
       Provide meaningful paths and exits (Navigable)
     Keyword – one-word reminder (supports
      Reduce User’s Memory Load golden rules)
     Keynote Presentation – only time to address a
      few points and concepts per area
     Join my workshop on Wednesday morning if
      you are interested in going into MUCH more
      detail on this topic

Theo Mandel, Ph.D. ©2009
Golden Rules of Web Design
     Place Users in Control of the Interface




Theo Mandel, Ph.D. ©2009
Place Users in Control
    Do users want to take a plane or drive a car?

                            Users want to be drivers (Car)
                             rather than passengers (Airplane)
                            Users want to control direction,
                             navigation, and final destination
                            However, drivers may need specific
                             knowledge before they are able to
                             successfully drive a car
                            Sometimes better to be a
                             passenger (novice user, demo)

Theo Mandel, Ph.D. ©2009
Place Users in Control (Part 1)
    Use modes judiciously
    (Modeless)
    Allow users to use either the keyboard or mouse
    (Flexible)
    Allow users to change focus
    (Interruptible)
    Display descriptive messages and text
    (Helpful)
    Provide immediate and reversible actions & feedback
    (Forgiving)

Theo Mandel, Ph.D. ©2009
Place Users in Control (Part 2)
    Provide meaningful paths and exits
    (Navigable)

    Accommodate users with different skill levels
    (Accessible)
    Make the user interface transparent
    (Facilitative)
    Allow users to customize the interface
    (Preferences)
    Allow users to directly manipulate interface objects
    (Interactive)
Theo Mandel, Ph.D. ©2009
Place Users in Control
    Provide meaningful paths and exits (Navigable)
     Christopher Alexander, famous architect
     Noted for theories about design and for more
      than 200 building projects around the world.
     Reasoning – Users know more about buildings
      they need than any architect.
     Alexander produced and validated a "pattern
      language" designed to empower any human
      being to design and build at any scale.

Theo Mandel, Ph.D. ©2009
Place Users in Control
    Provide meaningful paths and exits (Navigable)
     Contractors wanted to know where to install
      walkways to link buildings together for a
      project under construction
     Alexander had them grow grass in the space.
     Months later, people going from building to
      building had naturally created trails in the
      grass – and these were where Alexander told
      his contractors to lay down the walkways.

Theo Mandel, Ph.D. ©2009
Place Users in Control - Before




Theo Mandel, Ph.D. ©2009
Place Users in Control - After




Theo Mandel, Ph.D. ©2009
Place Users in Control
    Accommodate users with different abilities & skill levels
    (Accessible)
     Accessibility issues were not researched or
      regulated for the Web in the 90‘s
     Web Accessibility Initiative – World Wide Web
      Consortium (W3C), published the Web Content
      Accessibility Guidelines (WCAG 1.0, 1999).
      Most recent guidelines – WCAG 2.0 (2008)
     Strategies, guidelines, and resources to help make
      the Web accessible to people with disabilities
     Used internationally as definitive guidelines on
      how to create accessible websites

Theo Mandel, Ph.D. ©2009
Golden Rules of Web Design
     Reduce Users’ Memory Load




Theo Mandel, Ph.D. ©2009
Reduce Users’ Memory Load
    Don’t make users work/think hard to use a website

                                 “Don’t Make Me Think”
                                   Steve Krug




Theo Mandel, Ph.D. ©2009
Reduce Users’ Memory Load (Part 1)
    Relieve short-term memory
    (Remember)

    Rely on recognition, not recall
    (Recognition)

    Provide visual cues
    (Inform)

    Provide defaults, undo, and redo
    (Forgiving)


Theo Mandel, Ph.D. ©2009
Reduce Users’ Memory Load (Part 2)
    Provide interface shortcuts
    (Frequency)
    Promote an object-action syntax
    (Intuitive)
    Use real-world metaphors
    (Transfer)
    Use progressive disclosure
    (Context)
    Promote visual clarity
    (Organize)

Theo Mandel, Ph.D. ©2009
Reduce Users’ Memory Load
    Relieve short-term memory (Remember)
     Magical Number Seven, Plus or Minus Two
      (George Miller, 1956)
     Enter data only once – Don’t ask for data
      users just saw or entered
     Limit number of choices at any level
     Organize, group items together (“Chunk”)
        Phone numbers: 1234567 vs. 123-4567
        Credit card numbers:
         371536357202119 vs. 3715 363572 02119
Theo Mandel, Ph.D. ©2009
Reduce Users’ Memory Load
    Provide visual cues (Inform)

Users should always
know:
 Who they are
  (Login information)
 Where they are
 Where they've been
 Where they can go

Theo Mandel, Ph.D. ©2009
Theo Mandel, Ph.D. ©2009
Reduce Users’ Memory Load
    Provide visual cues (Inform)

  Who I am




  Where I can go

                     Where I’ve been   Where I am
Theo Mandel, Ph.D. ©2009
Golden Rules of Web Design
     Make the User Interface Consistent




Theo Mandel, Ph.D. ©2009
Make the User Interface Consistent
    Users organize and get meaning from interface patterns
                              Perceptual and
                                psychological principles:
                               Pattern Recognition
                               Signal Detection Theory
                               Information Processing
                               “Gestalt” –
                                Wholeness


Theo Mandel, Ph.D. ©2009
Make the User Interface Consistent
    Sustain the context of users’ tasks
    (Continuity)
    Maintain consistency within and across products
    (Experience)
    Keep interaction results the same
    (Expectations)
    Provide aesthetic appeal and integrity
    (Attitude)

    Encourage exploration
    (Predictable)
Theo Mandel, Ph.D. ©2009
Make the User Interface Consistent
    Maintain consistency within and across products
    (Experience)
  Consistency is a double-edged sword
   Seems easy to follow, but can dangerous!
   Consistency implies something (Item B) is
    consistent with something else (Item A)
   However, if the element isn't designed correctly
    at first, then what you have is:
     – A consistently poor design!
   First make it usable, then make it consistent!
Theo Mandel, Ph.D. ©2009
Make the User Interface Consistent
    Maintain consistency within and across products
    (Experience)
  Historical Note: Lotus 1-2-3 from DOS to Windows
   DOS – Command-line menu bar for keyboard



   Windows – Common menu bar across all
    Windows applications (File – Print)



Theo Mandel, Ph.D. ©2009
Make the User Interface Consistent
    Maintain consistency within and across products
    (Experience)
    Lotus 1-2-3                 Windows OS


                      Consistency across Windows OS

                                 OR
                Consistency within Lotus Product

      Lotus 1-2-3              DOS Operating System

Theo Mandel, Ph.D. ©2009
Make the User Interface Consistent
    Keep interaction results the same (Expectations)

   Many sites and applications don’t make it clear
    what will happen when users click a UI element
   Don’t take users on a “Magic Carpet Ride”
   Make things look like they work
       (consistent appearance)
    and work like they look (consistent function)
   Link = Navigation (doesn’t perform an action)
   Button = Function (performs an action)
Theo Mandel, Ph.D. ©2009
Make the User Interface Consistent

                                     Tabs/Links =
                                     Navigation




                                     Buttons =
                                     Actions
Theo Mandel, Ph.D. ©2009
Make the User Interface Consistent
    Links = Navigation            Buttons = Actions
                                     (Functions)




Theo Mandel, Ph.D. ©2009
Golden Rules – Why?
  WHY should you care
  about Golden Rules?
   Your users feel the pain
    when you break the rules
   People have basic life
    expectations and also
    expectations about the software/websites they use.
   “Before you buy software, make sure it believes in the
    same things you do. Whether you realize it or not,
    software comes with a set of beliefs built in. Before you
    choose software, make sure it shares yours.”
    PeopleSoft Advertisement (1996)
Theo Mandel, Ph.D. ©2009
Golden Rules – How and When?
  Guidelines for using Guidelines
   Know which ones are more
    important when making design
    tradeoffs
   In specific design situations,
    design principles may be in conflict with each
    other or at odds with design goals and objectives
   Principles are not meant to be follow blindly –
    they are meant as guiding lights for sensible
    interface design
Theo Mandel, Ph.D. ©2009
Summary
    Final Thoughts and Things to Remember:
        – “Do things for and with your users,
           not to them.”
    Pay it forward, don’t pay it back!
        – “Don’t do to others what others have done
           to you. Remember the things you don’t like
           in software and websites you use. Then make
           sure you don’t do the same things to users of
           interfaces you design and develop.”


Theo Mandel, Ph.D. ©2009
Questions/Discussion
       The (New) Golden Rules of Web Design

                     Website:
          www.theomandel.com/ux-russia-2009




Theo Mandel, Ph.D. ©2009
The (New) Golden Rules of Web Design




       Or, why we should still follow the (Old)
          Golden Rules of Interface Design

Theo Mandel, Ph.D. ©2009

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Golden Rules of Web Design - Theo Mandel, Ph.D.

  • 1. The Golden Rules of Web Design Keynote Presentation Theo Mandel, Ph.D. User eXperience Russia 26 October, 2009 Theo Mandel, Ph.D. ©2009
  • 2. The (New) Golden Rules of Web Design Or, why we should still follow the (Old) Golden Rules of Interface Design Theo Mandel, Ph.D. ©2009
  • 3. Thank Our Organizers, Partners & Sponsors Theo Mandel, Ph.D. ©2009
  • 4. Theo Mandel, Ph.D.  Education: M.A. & Ph.D. in Cognitive Psychology  Employment: – 11 years at IBM in user interface architecture, SW OS/application design guidelines and usability – Independent UI & usability consultant (17 years) – Co-founder of software & Web startup companies  Healthcare Chairman, World Usability Day 2007  Author of two industry books, numerous articles and other publications and case studies  Website: www.theomandel.com  E-mail: theo@theomandel.com Theo Mandel, Ph.D. ©2009
  • 5. Golden Rules – Why Today? Why Here? User Experience Design: The Journey from Discovery to Advocacy  “Who knows only his own generation remains always a child.” – Cicero, 50 BC  "Those who cannot remember the past are condemned to repeat it." – Santayana, 1905  "Universal“ design principles that apply to all software/web design, regardless of operating system, browser, device, media, industry, users, tasks, etc. Theo Mandel, Ph.D. ©2009
  • 6. Golden Rules – Why Today? Why Here? Who is this man? Theo Mandel, Ph.D. ©2009
  • 7. Golden Rules – Why Today? Why Here? Jakob Nielsen (1990) “The principles are so basic that even futuristic dialogue designs such as three-dimensional interfaces with DataGlove input devices, gesture recognition, and live video images will always have to take them into account as long as they are based on the basic paradigm of dialogues and user commands.” Theo Mandel, Ph.D. ©2009
  • 8. History of Interface Golden Rules Theo Mandel, Ph.D. ©2009
  • 9. History of Interface Golden Rules – 1970’s  W. J. Hansen (1971) proposed the first (and perhaps the shortest) list of design principles  “User Engineering Principles for Interactive Systems” AFIPS FJCC, Vol. 39, 1971  Hansen’s principles: 1. Know the user 2. Minimize memorization 3. Optimize operations 4. Engineer for errors Theo Mandel, Ph.D. ©2009
  • 10. History of Interface = American Federation of 1970’s AFIPS Golden Rules – Information Processing Societies  W. J. Hansen (1971) proposed the first (and FJCC = Fall Joint Computer Conferences perhaps the shortest) list of design principles  “User Engineering Principles for Interactive Systems” AFIPS FJCC, Vol. 39, 1971  Hansen’s principles: 1. Know the user 2. Minimize memorization 3. Optimize operations 4. Engineer for errors Theo Mandel, Ph.D. ©2009
  • 11. History of Interface Golden Rules – 1980’s  Richard Rubinstein & Harry Hersh The Human Factor (1984)  Classic book on Human- Computer Interaction (HCI)  The longest list, with 93 design principles, ranging from: 1. Designers make myths – users make conceptual models to 93. Videotape real users Theo Mandel, Ph.D. ©2009
  • 12. History of Interface Golden Rules – 1990’s Golden Era of PC and Mac Software Design  Designing the User Interface: Strategies for Effective Human-Computer Interaction Ben Shneiderman (1992)  Apple Human Interface Guidelines (Apple, 1992)  Object-Oriented Interface Design: IBM Common User Access Guidelines (IBM, 1992)  OSF/Motif Style Guide (Open Software Foundation, 1992)  Windows Interface Guidelines for Software Design (Microsoft, 1995) Theo Mandel, Ph.D. ©2009
  • 13. History of Interface Golden Rules – 1990’s Theo Mandel, Ph.D. ©2009
  • 14. History of Interface Golden Rules – 1990’s  Windows Vs. OS 2: The GUI-OOUI War Mandel (Van Nostrand Reinhold, 1994)  The Elements of User Interface Design Mandel (John Wiley & Sons, 1997)  Chapter on Golden Rules, which is the basis for this presentation  View/download the Golden Rules chapter (English and Russian version) www.theomandel.com/ux-russia-2009 Theo Mandel, Ph.D. ©2009
  • 15. Software/Web Usability – Ten Years Ago User and Computer  Word processing  Spreadsheets  Focus on programs Websites  eCommerce  Corporate sites: – Amazon.com (1994) – eBay (1995)  Abandoned Shopping Carts Theo Mandel, Ph.D. ©2009
  • 16. Software/Web Usability – Ten Years Ago Theo Mandel, Ph.D. ©2009
  • 17. Software/Web Usability – Today User reaching out to Others and Community  Social networking  Community (Blogs, Wikis)  Sharing Content/Media (YouTube)  Immediate Status/Info (IM, Twitter - What are you doing now?)  Environment and Global Issues  Mobile devices Theo Mandel, Ph.D. ©2009
  • 18. SW & Web Today Theo Mandel, Ph.D. ©2009
  • 19. User Experience & Usability Today Today’s Usability Challenges  New issues for usability professionals  Jakob Nielsen: “We made a Twitter message more punchy, credible, and viral through 5 rounds of redesign” (useit.com Alertbox, 24 August, 2009) Theo Mandel, Ph.D. ©2009
  • 20. User Experience & Usability Today New Cultural Experiences and Anecdotes  New Zealand Police made first “Facebook arrest” after placing footage of burglar during a burglary on Facebook. (January 2009)  Burglar Arrested After Checking Facebook During Robbery arrested (The Journal, 17 September, 2009) – 19-year-old Pennsylvania man charged with felony robbery. Burglar checked his Facebook account before leaving with two diamond rings, forgetting to log out. – Burglar remains in custody on $10,000 bail, facing a maximum 10 year prison sentence if convicted. Theo Mandel, Ph.D. ©2009
  • 21. New Industry Term & Acronym Human-Computer Human-Computer-Community Interaction (HCI) Interaction (HCCI)  User Interface Design  User Experience Design  Typical tasks:  Typical tasks: – Search – Search, Browse, Read, Find, – Browse Purchase – Read – Share, Tweet, Comment, Refer, – Find Recommend, Invite, Link, Follow, Personalize, Watch Media, – Purchase Connect  Typical measures:  New measures: – Task completion – Traditional measures, plus – Task time – Fun/enjoyment – User satisfaction – Social satisfaction/benefits Theo Mandel, Ph.D. ©2009
  • 22. Golden Rules of Web Design – Major Areas Place Users in Control of the Interface (10) Reduce Users’ Memory Load (9) Make the User Interface Consistent (5) Theo Mandel, Ph.D. ©2009
  • 23. Golden Rules – Details/Format  Format: Golden Rule (Keyword) Provide meaningful paths and exits (Navigable)  Keyword – one-word reminder (supports Reduce User’s Memory Load golden rules)  Keynote Presentation – only time to address a few points and concepts per area  Join my workshop on Wednesday morning if you are interested in going into MUCH more detail on this topic Theo Mandel, Ph.D. ©2009
  • 24. Golden Rules of Web Design Place Users in Control of the Interface Theo Mandel, Ph.D. ©2009
  • 25. Place Users in Control Do users want to take a plane or drive a car?  Users want to be drivers (Car) rather than passengers (Airplane)  Users want to control direction, navigation, and final destination  However, drivers may need specific knowledge before they are able to successfully drive a car  Sometimes better to be a passenger (novice user, demo) Theo Mandel, Ph.D. ©2009
  • 26. Place Users in Control (Part 1) Use modes judiciously (Modeless) Allow users to use either the keyboard or mouse (Flexible) Allow users to change focus (Interruptible) Display descriptive messages and text (Helpful) Provide immediate and reversible actions & feedback (Forgiving) Theo Mandel, Ph.D. ©2009
  • 27. Place Users in Control (Part 2) Provide meaningful paths and exits (Navigable) Accommodate users with different skill levels (Accessible) Make the user interface transparent (Facilitative) Allow users to customize the interface (Preferences) Allow users to directly manipulate interface objects (Interactive) Theo Mandel, Ph.D. ©2009
  • 28. Place Users in Control Provide meaningful paths and exits (Navigable)  Christopher Alexander, famous architect  Noted for theories about design and for more than 200 building projects around the world.  Reasoning – Users know more about buildings they need than any architect.  Alexander produced and validated a "pattern language" designed to empower any human being to design and build at any scale. Theo Mandel, Ph.D. ©2009
  • 29. Place Users in Control Provide meaningful paths and exits (Navigable)  Contractors wanted to know where to install walkways to link buildings together for a project under construction  Alexander had them grow grass in the space.  Months later, people going from building to building had naturally created trails in the grass – and these were where Alexander told his contractors to lay down the walkways. Theo Mandel, Ph.D. ©2009
  • 30. Place Users in Control - Before Theo Mandel, Ph.D. ©2009
  • 31. Place Users in Control - After Theo Mandel, Ph.D. ©2009
  • 32. Place Users in Control Accommodate users with different abilities & skill levels (Accessible)  Accessibility issues were not researched or regulated for the Web in the 90‘s  Web Accessibility Initiative – World Wide Web Consortium (W3C), published the Web Content Accessibility Guidelines (WCAG 1.0, 1999). Most recent guidelines – WCAG 2.0 (2008)  Strategies, guidelines, and resources to help make the Web accessible to people with disabilities  Used internationally as definitive guidelines on how to create accessible websites Theo Mandel, Ph.D. ©2009
  • 33. Golden Rules of Web Design Reduce Users’ Memory Load Theo Mandel, Ph.D. ©2009
  • 34. Reduce Users’ Memory Load Don’t make users work/think hard to use a website “Don’t Make Me Think” Steve Krug Theo Mandel, Ph.D. ©2009
  • 35. Reduce Users’ Memory Load (Part 1) Relieve short-term memory (Remember) Rely on recognition, not recall (Recognition) Provide visual cues (Inform) Provide defaults, undo, and redo (Forgiving) Theo Mandel, Ph.D. ©2009
  • 36. Reduce Users’ Memory Load (Part 2) Provide interface shortcuts (Frequency) Promote an object-action syntax (Intuitive) Use real-world metaphors (Transfer) Use progressive disclosure (Context) Promote visual clarity (Organize) Theo Mandel, Ph.D. ©2009
  • 37. Reduce Users’ Memory Load Relieve short-term memory (Remember)  Magical Number Seven, Plus or Minus Two (George Miller, 1956)  Enter data only once – Don’t ask for data users just saw or entered  Limit number of choices at any level  Organize, group items together (“Chunk”)  Phone numbers: 1234567 vs. 123-4567  Credit card numbers: 371536357202119 vs. 3715 363572 02119 Theo Mandel, Ph.D. ©2009
  • 38. Reduce Users’ Memory Load Provide visual cues (Inform) Users should always know:  Who they are (Login information)  Where they are  Where they've been  Where they can go Theo Mandel, Ph.D. ©2009
  • 40. Reduce Users’ Memory Load Provide visual cues (Inform) Who I am Where I can go Where I’ve been Where I am Theo Mandel, Ph.D. ©2009
  • 41. Golden Rules of Web Design Make the User Interface Consistent Theo Mandel, Ph.D. ©2009
  • 42. Make the User Interface Consistent Users organize and get meaning from interface patterns Perceptual and psychological principles:  Pattern Recognition  Signal Detection Theory  Information Processing  “Gestalt” – Wholeness Theo Mandel, Ph.D. ©2009
  • 43. Make the User Interface Consistent Sustain the context of users’ tasks (Continuity) Maintain consistency within and across products (Experience) Keep interaction results the same (Expectations) Provide aesthetic appeal and integrity (Attitude) Encourage exploration (Predictable) Theo Mandel, Ph.D. ©2009
  • 44. Make the User Interface Consistent Maintain consistency within and across products (Experience) Consistency is a double-edged sword  Seems easy to follow, but can dangerous!  Consistency implies something (Item B) is consistent with something else (Item A)  However, if the element isn't designed correctly at first, then what you have is: – A consistently poor design!  First make it usable, then make it consistent! Theo Mandel, Ph.D. ©2009
  • 45. Make the User Interface Consistent Maintain consistency within and across products (Experience) Historical Note: Lotus 1-2-3 from DOS to Windows  DOS – Command-line menu bar for keyboard  Windows – Common menu bar across all Windows applications (File – Print) Theo Mandel, Ph.D. ©2009
  • 46. Make the User Interface Consistent Maintain consistency within and across products (Experience) Lotus 1-2-3 Windows OS Consistency across Windows OS OR Consistency within Lotus Product Lotus 1-2-3 DOS Operating System Theo Mandel, Ph.D. ©2009
  • 47. Make the User Interface Consistent Keep interaction results the same (Expectations)  Many sites and applications don’t make it clear what will happen when users click a UI element  Don’t take users on a “Magic Carpet Ride”  Make things look like they work (consistent appearance) and work like they look (consistent function)  Link = Navigation (doesn’t perform an action)  Button = Function (performs an action) Theo Mandel, Ph.D. ©2009
  • 48. Make the User Interface Consistent Tabs/Links = Navigation Buttons = Actions Theo Mandel, Ph.D. ©2009
  • 49. Make the User Interface Consistent Links = Navigation Buttons = Actions (Functions) Theo Mandel, Ph.D. ©2009
  • 50. Golden Rules – Why? WHY should you care about Golden Rules?  Your users feel the pain when you break the rules  People have basic life expectations and also expectations about the software/websites they use.  “Before you buy software, make sure it believes in the same things you do. Whether you realize it or not, software comes with a set of beliefs built in. Before you choose software, make sure it shares yours.” PeopleSoft Advertisement (1996) Theo Mandel, Ph.D. ©2009
  • 51. Golden Rules – How and When? Guidelines for using Guidelines  Know which ones are more important when making design tradeoffs  In specific design situations, design principles may be in conflict with each other or at odds with design goals and objectives  Principles are not meant to be follow blindly – they are meant as guiding lights for sensible interface design Theo Mandel, Ph.D. ©2009
  • 52. Summary Final Thoughts and Things to Remember: – “Do things for and with your users, not to them.” Pay it forward, don’t pay it back! – “Don’t do to others what others have done to you. Remember the things you don’t like in software and websites you use. Then make sure you don’t do the same things to users of interfaces you design and develop.” Theo Mandel, Ph.D. ©2009
  • 53. Questions/Discussion The (New) Golden Rules of Web Design Website: www.theomandel.com/ux-russia-2009 Theo Mandel, Ph.D. ©2009
  • 54. The (New) Golden Rules of Web Design Or, why we should still follow the (Old) Golden Rules of Interface Design Theo Mandel, Ph.D. ©2009

Notas del editor

  1. Learning should never end, so I’m here to tell you that your education is not over. These guidelines and principles (Golden Rules) are still very relevant in our profession and I’m here to remind you of their (new) relevance in UX and web design today.
  2. Learning should never end, so I’m here to tell you that your education is not over. These guidelines and principles (Golden Rules) are still very relevant in our profession and I’m here to remind you of their (new) relevance in UX and web design today.
  3. AFIPS = American Federation of Information Processing SocietiesFJCC = Fall Joint Computer Conferences
  4. AFIPS = American Federation of Information Processing SocietiesFJCC = Fall Joint Computer Conferences
  5. The big players in computer hardware and software were battling for the hearts and minds of computer users.Strong need for guidance in software user interface design and usability
  6. Many of you in the audience got your education in this field by reading books and articles written by people like me in the 90’s. My book was published in 1997 and was translated later into Russian. This is the first time I’ve seen the printed book in Russian!
  7. These rules were originally designed for older-style interfaces and interactions. Now you’ve seen the history behind these rules and a brief summary of where we’ve come from and are today in terms of interfaces, interactions and social/cultural aspects of computing. Let’s take a NEW look at these OLD rules about how we can help human beings work more effectively and efficiently, with less effort and time. As I mentioned, there are many discussions and lists of “Golden Rules” but if you did a card sorting exercise on all these principles, you might come up with these 3 groupings of Golden Rules
  8. Don Norman affordances in hotels “Design of Everyday Things” Classic book
  9. Summary
  10. Many areas of psychology involved with website design: cognition, perception, signal detection, reading comprehension, color theory, etc.
  11. “Well it depends”Consistently , but poorly