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Rule #3: Make
       Make Products                                                                                      it Easy-to-Use
        Easy-to-Use
Researchers have found that
when people think a system is
easier to use then they also
consider it more useful.

Since some of the things that
make a product useful include
better performance or improved
productivity, it only makes
sense that ease-of-use is a big
factor.

After all, how can a product
make you more productive if
you are struggling to make it
work?
      Copyright notice - This presentation and its content is copyright of Green Expert Technology, Inc. All rights reserved.
     Any redistribution or reproduction of part or all of the contents in any form is prohibited. You may not, except with our
                 express written permission, distribute or commercially exploit the content of this presentation.                1
                                                © 2012 Green Expert Technology
The designer should
communicate to the user

The less thinking people
are forced to do in order to
use your product the
better.
This is best accomplished
with      a    design    that
communicates to the user
how the product functions.
It is a beautiful thing when
a designer is able to speak
to the user through the
design.



                                2
An example design that
          Communicates Function
On the standard toaster two slots on top
mimic the shape of the two slices of bread
required to make a sandwich. A lever drops the
bread into the space between the heating coils
and mechanically locks them in place. A single
knob controls how dark and crispy the bread
will be toasted. When your bread is finished
toasting, the mechanical lock disengages with
an audible “pop” that signals to you that the
toast is ready. If you fail to hear the “pop,” you
can see the toasted bread sticking visibly up in
the slots.
The toaster may seem elementary in its
simplicity, and you may be fooled into saying,
“Well, how else would you design it?” Truly
the greatest of praise for a product is when a
user cannot imagine a better design.

                                                     3
An example design that
  Fails to Communicate
Ever felt stupid for pulling on
a door that you need to push
to open?
YOU are not stupid, the
design is!
A grip handle is NOT needed
for pushing, so why did the
designer put it on the push-
side of the door?
See the row of doors at right;
quick: push or pull?
The push side should have a
flat push-pad and the pull-side
of a door should have a pull
handle. Then, no one would
ever have to feel stupid.


                                  4
Designer speaks to user
                              through the system

                           Donald A. Norman writes
                           that there are “three
                           conceptual models” that we
                           must understand.
                            The designer’s model
           System             of how the product or
Designer            User      system works
           Image
                            The user’s model of
                              how it works
                            The system image that is
                              the physical
                              representation of the
                              design.


                                                  5
Doors and toasters,
      what about
  software systems?

Easy-to-use Software is:
 Intuitive
 Simple
 Flexible
 Empowering




                           6
Intuitive


When the system is truly
intuitive there is no need
for mouse-over tips, online
help, or training.

The user is able to
determine how the system
works just by looking at it.




                               7
Simple


There is a line between
feature-rich and confusing.
Simple is free of complexity
and free of clutter.
Don’t add functions to your
software just because you
can.
Instead, focus on the user’s
needs.




                               8
Flexible


Overly rigid software can
be frustrating. We do not
know what every user
wants to do with our
product, so it is good to
provide some flexibility
that allows the user to
customize the experience.




                            9
Empowering


Software is empowering
when it enables some users
to become super-users if
they choose.
Most people just want
your software provide a
core function without too
much complexity.
Some people want to do
more and they want your
software to allow them to
become expert users.




                             10
Prototype, evaluate, & repeat

Software     designers    need      to
understand users’ work flow and then
improve it.
This is only accomplished through a
lot of product touching by people
who are NOT developers.
Real users and people who do not
understand the guts of the system
provide critical design feedback
because they only have the “user’s
model” and system image to make
decisions.
Developers overlook issues because
they are informed by knowledge of
the “designer’s model” and are able to
bridge design gaps with this
knowledge.



                                         11
Make it easy-to-use

The iPod set a new standard
for easy-to-use for the
personal music device. The
iPod was more expensive but
it was completely intuitive.
Ease of      use must be
considered early and often
when designing a product.
The goal of every product
designer should be to
communicate           function
through the design.
As Steve Jobs said,
“The design is how it works.”




                                 12
Six Rules for Creating Products People Love

Make it Easy to Use is Rule #3 of
                                      Easy to Setup
the Six Rules for Creating Products
People Love.
When you consider the rules at           Useful
every step in the product
development process you set           Easy to Use
yourself up for success. Learn
more by reading the book; it is
                                       Attractive
available for purchase at the
publisher’s site:
http://bookstore.authorhouse.com        Valuable
/Products/SKU-000598891/Six-
Rules-for-Creating-Products-          Trustworthy
People-Love.aspx

                                                      13
Bruce D. Green
Bruce D. Green is the author of the book Six Rules for Creating
Products People Love. Bruce provides training, consulting, and
facilitation for product development teams and individual
entrepreneurs.
He has founded or cofounded a number of successful companies
including Green Expert Technology, Inc. and The GBS Group.
Bruce has led numerous product development projects for the
US Navy and Fortune 500 companies. Bruce developed the Six
Rules for Creating Products People Love after more than fifteen
years of studying why people choose to use one product over
another. He has published articles and presented at academic
and industry conferences on usability, technology acceptance,
and system development.
            Email bruce@greenxt.com or call (856)520-6342
                                                                  14

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Make products easy to-use

  • 1. Rule #3: Make Make Products it Easy-to-Use Easy-to-Use Researchers have found that when people think a system is easier to use then they also consider it more useful. Since some of the things that make a product useful include better performance or improved productivity, it only makes sense that ease-of-use is a big factor. After all, how can a product make you more productive if you are struggling to make it work? Copyright notice - This presentation and its content is copyright of Green Expert Technology, Inc. All rights reserved. Any redistribution or reproduction of part or all of the contents in any form is prohibited. You may not, except with our express written permission, distribute or commercially exploit the content of this presentation. 1 © 2012 Green Expert Technology
  • 2. The designer should communicate to the user The less thinking people are forced to do in order to use your product the better. This is best accomplished with a design that communicates to the user how the product functions. It is a beautiful thing when a designer is able to speak to the user through the design. 2
  • 3. An example design that Communicates Function On the standard toaster two slots on top mimic the shape of the two slices of bread required to make a sandwich. A lever drops the bread into the space between the heating coils and mechanically locks them in place. A single knob controls how dark and crispy the bread will be toasted. When your bread is finished toasting, the mechanical lock disengages with an audible “pop” that signals to you that the toast is ready. If you fail to hear the “pop,” you can see the toasted bread sticking visibly up in the slots. The toaster may seem elementary in its simplicity, and you may be fooled into saying, “Well, how else would you design it?” Truly the greatest of praise for a product is when a user cannot imagine a better design. 3
  • 4. An example design that Fails to Communicate Ever felt stupid for pulling on a door that you need to push to open? YOU are not stupid, the design is! A grip handle is NOT needed for pushing, so why did the designer put it on the push- side of the door? See the row of doors at right; quick: push or pull? The push side should have a flat push-pad and the pull-side of a door should have a pull handle. Then, no one would ever have to feel stupid. 4
  • 5. Designer speaks to user through the system Donald A. Norman writes that there are “three conceptual models” that we must understand.  The designer’s model System of how the product or Designer User system works Image  The user’s model of how it works  The system image that is the physical representation of the design. 5
  • 6. Doors and toasters, what about software systems? Easy-to-use Software is:  Intuitive  Simple  Flexible  Empowering 6
  • 7. Intuitive When the system is truly intuitive there is no need for mouse-over tips, online help, or training. The user is able to determine how the system works just by looking at it. 7
  • 8. Simple There is a line between feature-rich and confusing. Simple is free of complexity and free of clutter. Don’t add functions to your software just because you can. Instead, focus on the user’s needs. 8
  • 9. Flexible Overly rigid software can be frustrating. We do not know what every user wants to do with our product, so it is good to provide some flexibility that allows the user to customize the experience. 9
  • 10. Empowering Software is empowering when it enables some users to become super-users if they choose. Most people just want your software provide a core function without too much complexity. Some people want to do more and they want your software to allow them to become expert users. 10
  • 11. Prototype, evaluate, & repeat Software designers need to understand users’ work flow and then improve it. This is only accomplished through a lot of product touching by people who are NOT developers. Real users and people who do not understand the guts of the system provide critical design feedback because they only have the “user’s model” and system image to make decisions. Developers overlook issues because they are informed by knowledge of the “designer’s model” and are able to bridge design gaps with this knowledge. 11
  • 12. Make it easy-to-use The iPod set a new standard for easy-to-use for the personal music device. The iPod was more expensive but it was completely intuitive. Ease of use must be considered early and often when designing a product. The goal of every product designer should be to communicate function through the design. As Steve Jobs said, “The design is how it works.” 12
  • 13. Six Rules for Creating Products People Love Make it Easy to Use is Rule #3 of Easy to Setup the Six Rules for Creating Products People Love. When you consider the rules at Useful every step in the product development process you set Easy to Use yourself up for success. Learn more by reading the book; it is Attractive available for purchase at the publisher’s site: http://bookstore.authorhouse.com Valuable /Products/SKU-000598891/Six- Rules-for-Creating-Products- Trustworthy People-Love.aspx 13
  • 14. Bruce D. Green Bruce D. Green is the author of the book Six Rules for Creating Products People Love. Bruce provides training, consulting, and facilitation for product development teams and individual entrepreneurs. He has founded or cofounded a number of successful companies including Green Expert Technology, Inc. and The GBS Group. Bruce has led numerous product development projects for the US Navy and Fortune 500 companies. Bruce developed the Six Rules for Creating Products People Love after more than fifteen years of studying why people choose to use one product over another. He has published articles and presented at academic and industry conferences on usability, technology acceptance, and system development. Email bruce@greenxt.com or call (856)520-6342 14