Book Summary: Simple and Usable Web, Mobile and Interaction Design

Key Points

  • More features equals more complexity
    • the more features you add, the less chance you have of coming across a new feature that is of real value to someone. Features will fall flat
    • building massive legacy of code that needs maintenance thereby increasing maintenance cost and slows down reaction to the market
    • users can’t easily find the features that are important to them. They also start resenting to pay for features they don’t use.
  • Three perspectives when designing any piece of technology
    • The manager’s
    • The engineer’s
    • The user’s
  • Simplicity
    • To feel in control
    • what feels simple to someone in one situation may not be true for everyone in every situation
    • Technology becomes interesting when it is catered for a wider audience than the experts
    • Prioritize features that satisfy mainstream user’s needs with minimal effort
    • People recognize and place value on the small differences
    • It does not mean want or poverty. It means anything foreign to it should be taken away
    • Watch out for fake simplicity –
      • a.k.a. I tried my best to explain it to you. If you don’t get it, its your own fault!
      • shifting responsibility for failure onto the user
      • most people don’t bother reading instructions, they prefer to get on with doing
    • when user needs to correct an error, it breaks his concentration and makes the experience feel complex
    • High Data Ink Ratio: don’t waste inks on anything that isn’t content or in repeating content
    • Simplify sentences
  • Managing change within organization
    • Connecting change to the benefits
      • companies tend to measure success by making money and growing
      • need to understand how this piece works before attempting to simplify user experience
      • Simpler design = sell more cars or sell at higher price?
    • Prioritizing changes
      •  divide up a fixed number of points across all desired features
  • Benchmarking the design
    • Write down a one-line description in the simple terms
    • Write down any guidelines I want to stick to
    • Watching people in the real world
  • Audiences
    •  Types
      • Experts
        • make a lot of noise
        • wants a complex product, a.k.a. a rocket ship
        • might be best to ignore them
        • interested in customizing their settings
        • value precision of control
        • want perfect results
        • wants to take things apart to see how they work
        • wants an exact match
        • wants principals
      • Willing adopters
        • ok using fancy new features as long as we make them just a bit easier
        • will put up with a problem because they have learned to tolerate them
      • Mainstreamers
        • They use technology to get a job done now
        • value ease of control
        • want reliable results
        • afraid to break something
        • Vast majority of people are mainstreamers
        • wants a good match
        • wants examples and stories
        • only really care about a bicycle will get confused by complex products
        • Best to watch how they would use the product
        • If you want simplicity, and to be seen as innovative, you should aim to please this group
        • tend to forget what they learned when under pressure
    • Key insight
      • If you want to make something simple, design what mainstream audience wants and can do when under pressure
      • people don’t graduate from one group to another even after years of using a product they tend to stay in the same group
      • It has more to do with their underlying attitude towards technology than the amount of time spent using it
  • Mainstreamer’s Emotional needs
    • achieve a lot
    • still feel in control  of the outcomes
    • don’t want to worry about the software or technology
  • Capturing the experience in a story
    • describe the experience using the user’s language in a story
    • avoiding describing in too much details
    • A good user story is brief, concrete, credible and uses relevant details
    • Components
      • World
      • Character
      • Plot
    • Test your insight by spending more time watching people in the real world
    • Make sure to capture the correct vision
    • Understanding what’s core takes time
    • The really great person will keep on going… and come up with an elegant really beautiful solution that works
  • The four strategies
    • remove
      • get rid of all unnecessary buttons
      • Do a few things far better than their rivals
        • Example: BaseCamp does a fraction of what Microsoft share point does but is described as addictively easy to use
      • Remove the clutter to focus on solving a few important problems really well
      • users can meet goals without distraction
      • don’t remove it because it is difficult to build!
      • watch out for sunk cost fallacy: do not avoid getting rid of them because they are already there
      • Watch out for What ifs – find out whether users really find the feature important
      • Identify user’s goals and set them in order of priority – focus solutions that completely meet users’ high priority goals before moving on to lower priority goals
    • organize
      • arrange the buttons into groups that make more sense
    • Hide
      • hide all but the most important buttons behind a hatch and only reveal it when absolutely necessary to do so
    • Displace
      • create a very simple remote control with a few basic features
      • control the rest via a menu on the TV screen

Further Readings

  • Insanely great: The Life and Times of Macintosh, the Computer that changed Everything, Steven Levy

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