UX Design

works

 

Sometimes life throws a nasty curve ball at us. In someways this is from counter-intuitive design. The basis of web design referrers to this as a failure between the User Experience Design (UXD) and The designer of a product.

Built for Trouble.

(rebuilt for double)

The world of UX design is a very contrived set up in the long haul. As Don Norman once pointed out some everyday items have gone through many numerous iterations or versions with many unique design shifts depending on cultural significance or simply trying to look appealing. His book The Design of Everyday Things Often looks at the psychology of the way an everyday object is built, Often resorting to a door as a primary example. This is the reason the term Norman Door came into the terminology for UX design.

Norman Doors

(An open and shut design)

 

Here is the story of the Doorman, Don Norman. Norman the Doorman worked as a Doorman Opening Doors for the local Shoremen at the George Foreman bar and grill. The Shormen Who are not like Don Norman who is in fact a Doorman hated the Door of George Forman’s bar that needed the Doorman, Don Norman to open it. But because Don Norman only knew how to work it the Shoreman had to work with Don Norman so they can eat at George Forman’s bar and grill.

Confused yet? Don’t sweat it. This is an example of bad design. The point was lost within the mediocre tongue twister. The example works as a bad UX design because the tongue twister added in extraneous information as well as a rhyme scheme to confuse the person from understanding what the example of a Norman Door is.

To put it bluntly; Psychologists and Professor of several disciplines, Don Norman calls a Norman Door a door that is not user friendly often sighting the use of a door as his example in his own book The Design of Everyday Things. 

 

Building a usable door.

(well, you could use well greased hinges)

Making a usable product for the consumer base is a very difficult task for anyone out there. Joel Marsh’ own web page on the Ideas of UX design points out asking simply asking is a sight looks usable may lead to some misunderstanding between a consumer tester and the designer. This is because of the designer’s and the consumer’s perception of good design mean two different things. The designer asks good design wanting to know about function while the consumer will focus on aesthetic of a web page because the definition of design is subjective to the two types of people.

Additionally because of the amount of information seen on a web-page can be for not because of numerous factors involved. Scott Berkun once described some details that could be considered variables in defining in the website is in fact useful to the users rather than the designer. These variables could be considered “The Golden Rule of Discover-ability.” This is determined through attention spans, screen spacing, and brain power. They need to be distributed evenly though its pretty impossible to do because it this is a focus from a consumer base that changes by the person so you can only try to optimize what the builder believes will take an interests in his site before and present the details as early and clearly as possible.

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Don Norman, Who is in fact not a Doorman made an interesting tedtalk on the argument of good design.

 

building a better door

(Takes more than you’d think.)

Building a better website is a very difficult process. As shown earlier, people are weird. It’s almost like we are all different from one another and respond to things differently. There are 5 rules to follow that may lend a hand to making things easier on any website creator though.

1) Weber’s law of just noticeable difference

A law that Has more to do with website longevity. This rule is dedicated to keeping things familier to the user as the site expands or updates to hold or remove details. Below are photos of a skill tree in the Video Game Payday 2 created by Overkil Software. One is before the major Skill Tree update that happened in 2016 while the other is  after this major update/re-balance.

tree1

tree2

 

 

 

 

 

 

 

You may have noticed that the two skill trees for the most part bare a semi resemblance to one another within their structured design. Many website when updating should follow this kind of philosophy to keep a familiarity for their consumer.

Understand that we respond to color differently

Art is subjective. You either like it or you don’t (It’s why I question the value of abstract expressionism.) Many people make this judgement by the web pages color pallet so for goodness sake. Make it look good.

 

Sensory Adapt

Much like the presentation that the classroom had to witness you have learned to blur out the speakers commentary from a long day at school.

 

Bigger Font.

Remember
Bigger

IS

Always

BETTER

 

Perceptual set

roll

Perceptual set theory. Is the idea the theory to why we perceive data differently with this image being a strong example for it. Are there 3 or 4?

 

Scources

  • The Design of Everyday Things
  • 99% invisible: Norman Doors: Don’t Know Whether to Push or Pull? Blame Design.
  • Robert Mening: 5 Psychology Rules Every UX Designer Must Know
  • The three ways that good design makes you happy | Don Norman

 

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