100 Things Every Designer Needs to Know About People (Voices That Matter)
People are always going to forget.
Weinschenk Susan • 100 Things Every Designer Needs to Know About People (Voices That Matter)
You’re most at risk of losing your customer right after a reward is reached.
Weinschenk Susan • 100 Things Every Designer Needs to Know About People (Voices That Matter)
Use a story if you want people to make a causal leap.
Weinschenk Susan • 100 Things Every Designer Needs to Know About People (Voices That Matter)
Use stories as much as you can, even for what you think is factual information.
Weinschenk Susan • 100 Things Every Designer Needs to Know About People (Voices That Matter)
Evaluate the loads of an existing product to see if you should reduce one or more of the loads to make it easier to use.
Weinschenk Susan • 100 Things Every Designer Needs to Know About People (Voices That Matter)
Provide ample contrast between foreground and background. Black text on a white background is the most readable.
Weinschenk Susan • 100 Things Every Designer Needs to Know About People (Voices That Matter)
Eliminate memory load whenever possible. Many user interface design guidelines and interface features have evolved over the years to mitigate issues with human memory.
Weinschenk Susan • 100 Things Every Designer Needs to Know About People (Voices That Matter)
Avoid forcing people to multitask. It is difficult for them to do two things at once, for example, have a conversation with a customer while filling out a form on a computer or tablet device. If people must multitask, pay particular attention to the usability of the form.
Weinschenk Susan • 100 Things Every Designer Needs to Know About People (Voices That Matter)
If you’re trying to design for, or induce, a flow state (for example, you are a game designer): • Give people control over their actions during the activity. • Break up the difficulty into stages. People need to feel that the current goal is challenging, yet achievable. • Give constant feedback. • Minimize distractions.