27. Trigger
Something that initiates a microinteraction
Make it recognizable as such
Make it do the same thing each time
If it looks like a button, it should act like a
button
The more used, the more visible
29. Rules
Define what can and cannot be done
Don't start from zero
Reduce controls to a minimum
Reduce options, have smart defaults
Use the rules to prevent errors
31. Feedback
Understand what people need to know &
when
Feedback is for understanding the rules.
Which rules should provide feedback?
What is the context? Should the feedback
be altered by it?
35. Loops & modes
Use modes when there is an infrequent
action that would clutter the microinteraction
Give a mode its own screen
Use loops to extend the life of a
microinteraction
Use long loops to give microinteractions
Assumption:
this is for frontenders who feel that they want to do more than just executing on wireframes and designs that are likely not complete
I want to frame the process, then look at what you can do now as a frontender
and then look at steps you can take to get involved earlier so that you can help shape the acutal project
First some context
And then the other 3 will make sense as well
Begin with high level overview of user experience design. This is not a role but a process that many people and teams work through
There are many models. This one is easy to understand
Its called the DD
Trigger: idea
Discover: why do something with it?
Define: what to do
Plan
Design: explore possible solutions
Develop: build the actua lthing
Start with why
Voila, the double diamond for designing digital products and services
This is the main takeaway.
So yeah, UX designers have their own versions of scope creep.
Because its all about the clc of course
from reach to acquiring to…
And we follow the customer on their cross channel journey of using a product or service.
Everytime the customer interacts with some part of the service, that happens at a touch point
At each of these touch points a certain scenario is available:
searching for hotels in gent
book the hotel online
check in at the hotel
enter your hotel room
check out, etc.
For digital, these scenarios usually mean that the user works through screens.
All is well so far. We're orchestrating the touch points, the scenarios are in place
But, if we don't watch out, it can be a very small detail that throws people off
And never book that hotel room
There are famous examples of a single form element can have tremendous impact on conversion
Just a single checkbox right?
This is about Firefox, which had some checkboxes in preferences that could basically render the browser useless.
The point is: design is in the details
So now we arrive at the feel part
Anyone know or read this book?
It provides a super useful model for making sure all the tiny interactions do the right thing and make sense when combined
This is about single interactions. Not a complete feature, but a single element of interactoin within a given feature
This is of course about form design for a big part. You work with forms right?
Lets have a look.
This is the breakdown
Multiple items of feedback here:
– greyed out text
0 higihlighted step
– progress bar
– text labels
all together a bit much maybe
Example of a long loop: the main button gradually gets smaller over time.
A mode is a fork in the rules.
Example: shift key. Changes the behaviour of all other keys.
Settings screens are another basic example
So microaction. Doe er uw voordeel mee!
Very visible
The goes underground
Stuff happens
Becomes available for frontenders.
Hope is you will make it look exactly like what we saw in the concept right?