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Simple
10 Guidelines for Simple Product Architecture
rubin
30 May 2013
Remove Features
Used 90% of the
time
Used 2% of the
time
Features that are used by a few (or very
rarely) are a tax.
Nothing is purely additive unless everyone uses it: If there's
an affordance to use a feature, the affordance is a
distraction to everyone, while the positive value accrues
only to the users and potential users. The net value of a
feature is the value to the users of the feature, divided by
the distraction of the affordance to everyone. [A seldom
used feature] ends up being used by such a tiny fraction of
users (sub 1%), that it can't possibly pay for its cost.
( Neil Hunt, CTO Netflix)
Shorten the Funnel
Every click to reach a feature narrows
the quantity of users significantly
A case could be made that if a feature cannot be reached in
fewer than 2 steps it should be removed.
Fewer Options
People report wanting options and choices, but behavior demonstrates
the opposite: people prefer not to have to make decisions and express
preferences.
Harvard psychologist Dan Gilbert says our beliefs about
what will make us happy are wrong.
Iconography = Work
Once you know what an icon means,
it’s an excellent short-hand that
reduces text and clutter. But most
iconography, particularly for
beginners, does the opposite – a set of
hieroglyphics that is WORK to
decipher.
Guess What Users Want
Really good automatic processes and
well-selected preferences not only
make a product SIMPLE, but make its
use feel like MAGIC.
At any given instant of use, the range of options is
probably not the universe of features, but rather
a very narrow subset. Guess.
Anticipate Fear
For many users, unless they are very
certain what a button does, they do
not “explore” – they are paralyzed in
fear.
Fear of:
screwing up,
breaking it,
looking stupid
deleting something,
exposing themselves,
losing data,
getting lost…
Chose One
Control Attention
Using lighting, size, position (etc) to force attention. A
good designer not only knows where a user is looking
at any instant, but controls the gaze of the user, like a
magician.
Forced [Arbitrary] Constraints
A general purpose tool will necessarily be complex.
But a tool with a specific and limited use can be
simple. Constrained (creative) products are highly
desirable in many situations:
Haiku
Tweets
Vine videos
Dogme95
Creativity often results from having constraints.
“Try to please everyone and you please no
one.” It can be okay to create a tool that
doesn’t aim to do everything.
Larger
• Big = Simple
• Larger Fonts. More White
Space. Big Images.
• Users don’t like to read. Users don’t have much
time. Users are turned away by a fear of work.
• Many things signal simplicity. Writing with larger fonts not only forces the creator to
consolidate and edit, but signal to the reader that “this is easy”
Self Teaching
• The more time it takes to learn or figure
something out, the fewer people will use it.
– Teach through use (no mistakes possible)
– Add features contextually
– Add instruction contextually
– Successful use offers a reward
BONUS!
• Simple products are:
– Faster to build
– Easier to modify
– Easier to support
• Removing features not only simplifies a
product for the user, but simplifies the
product for the developer
“Editing is not about removing bad things.
Editing is about removing GOOD things to make
the remaining things BETTER.”
— Gabriella Cristiani, Academy Award® Winning Editor

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Simple

  • 1. Simple 10 Guidelines for Simple Product Architecture rubin 30 May 2013
  • 2. Remove Features Used 90% of the time Used 2% of the time Features that are used by a few (or very rarely) are a tax. Nothing is purely additive unless everyone uses it: If there's an affordance to use a feature, the affordance is a distraction to everyone, while the positive value accrues only to the users and potential users. The net value of a feature is the value to the users of the feature, divided by the distraction of the affordance to everyone. [A seldom used feature] ends up being used by such a tiny fraction of users (sub 1%), that it can't possibly pay for its cost. ( Neil Hunt, CTO Netflix)
  • 3. Shorten the Funnel Every click to reach a feature narrows the quantity of users significantly A case could be made that if a feature cannot be reached in fewer than 2 steps it should be removed.
  • 4. Fewer Options People report wanting options and choices, but behavior demonstrates the opposite: people prefer not to have to make decisions and express preferences. Harvard psychologist Dan Gilbert says our beliefs about what will make us happy are wrong.
  • 5. Iconography = Work Once you know what an icon means, it’s an excellent short-hand that reduces text and clutter. But most iconography, particularly for beginners, does the opposite – a set of hieroglyphics that is WORK to decipher.
  • 6. Guess What Users Want Really good automatic processes and well-selected preferences not only make a product SIMPLE, but make its use feel like MAGIC. At any given instant of use, the range of options is probably not the universe of features, but rather a very narrow subset. Guess.
  • 7. Anticipate Fear For many users, unless they are very certain what a button does, they do not “explore” – they are paralyzed in fear. Fear of: screwing up, breaking it, looking stupid deleting something, exposing themselves, losing data, getting lost… Chose One
  • 8. Control Attention Using lighting, size, position (etc) to force attention. A good designer not only knows where a user is looking at any instant, but controls the gaze of the user, like a magician.
  • 9. Forced [Arbitrary] Constraints A general purpose tool will necessarily be complex. But a tool with a specific and limited use can be simple. Constrained (creative) products are highly desirable in many situations: Haiku Tweets Vine videos Dogme95 Creativity often results from having constraints. “Try to please everyone and you please no one.” It can be okay to create a tool that doesn’t aim to do everything.
  • 10. Larger • Big = Simple • Larger Fonts. More White Space. Big Images. • Users don’t like to read. Users don’t have much time. Users are turned away by a fear of work. • Many things signal simplicity. Writing with larger fonts not only forces the creator to consolidate and edit, but signal to the reader that “this is easy”
  • 11. Self Teaching • The more time it takes to learn or figure something out, the fewer people will use it. – Teach through use (no mistakes possible) – Add features contextually – Add instruction contextually – Successful use offers a reward
  • 12. BONUS! • Simple products are: – Faster to build – Easier to modify – Easier to support • Removing features not only simplifies a product for the user, but simplifies the product for the developer
  • 13. “Editing is not about removing bad things. Editing is about removing GOOD things to make the remaining things BETTER.” — Gabriella Cristiani, Academy Award® Winning Editor