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User behavior patterns
&
Design principles
Vu Phuong Hoang
2015/08
1. User behavior patterns
 Bad news: Everyone is unique!
1. User behavior patterns
 Bad news: Everyone is unique!
 Good news: Some user’s behaviors are predictable!
1. User behavior patterns
 Bad news: Everyone is unique!
 Good news: Some user’s behaviors are predictable!
 Understanding user’s behavior patterns helps improving
UX efficiently.
1. User behavior patterns
1. Safe exploration
2. Instant gratification
3. Satisficing
4. Changes in midstream
5. Deferred choices
6. Incremental construction
7. Habituation
8. Spatial memory
9. Prospective memory
10. Streamlined repetition
11. Keyboard only
12. Other people’s advice
1.1. Safe exploration
 User wants to know that it’s safe and free to try.
 So encourage them to try, with a way back.
 Applications:
 Back buttons
 Undo
 Applying filters in photo processing apps
1.1. Safe exploration
 Back button helps user to jump back. So he can explore
freely without getting lost.
 Breadcrumbs helps user to jump back quickly.
1.1. Safe exploration
1.1. Safe exploration
1.1. Safe exploration
1.2. Instant gratification
 If his first task can be done in a few seconds, he will be
confident to continue using your product.
 So make first tasks stunningly easy.
 Applications:
 Prepare for empty state
 Quick tutorial
1.2. Instant gratification
Auto-focus to text field
1.2. Instant gratification
 Tell user what to do first
 Blank page should be designed
well
 User should feel it easy to do
1.2. Instant gratification
1.2. Instant gratification
1.2. Instant gratification
1.3. Satisficing
 User doesn’t need the “best” option, he just needs the
“good enough” option.
 Applications:
 Simplify the design
 Use short, meaningful titles
 Show him the “best” options first
1.3. Satisficing
Search Engine CTR in 2006
1.3. Satisficing
Search Engine CTR in 2014
1.3. Satisficing
1.3. Satisficing
1.4. Changes in midstream
 User usually changes his short term goal
 Let user do multiple things at once
 Applications:
 Multiple instances
 Save
 Provide connections
1.4. Changes in midstream
1.4. Changes in midstream
1.5. Deferred choices
 User wants simple decisions first
 Leave advanced options later
 Applications:
 Reduce choices (hover controls, controls on
demands...)
 Good default values
1.5. Deferred choices
1.5. Deferred choices
1.5. Deferred choices
1.6. Incremental construction
 User wants to try different builds
 Allow user to change & make it quick to preview
 Applications:
 Adjusting fonts
 Auto calculate based on user’s choice
1.6. Incremental construction
1.6. Incremental construction
 Auto update item quantity
 Auto calculate gold cost
1.6. Incremental construction
1.7. Habitutation
 “That gesture works everywhere else, why not here ?”
 Keep the consistency
 Applications:
 Keep the buttons layout
 Respect common consistency
1.7. Habitutation
 Microsoft Office keeps the consistency between products
1.7. Habitutation
 Keep primary action on the right side because:
 It saves time for user
 User can use it on mobile with right hand only
 ...
1.7. Habitutation
 Keep primary action on the right side because:
 It’s on the end of visual path
 Right side indicates forward, left side indicates
backward
1.8. Spatial memory
 “That button was here a minute ago, where is it now ?”
 Maintain the order
 Applications:
 Put buttons in fixed order
 Let user change the position to suit his needs
1.8. Spatial memory
 Button orders are maintained
 Color orders are maintained
1.8. Spatial memory
1.8. Spatial memory
1.9. Prospective memory
 User can’t remember lot of things
 Help user to remind himself
 Applications:
 Notification
 Bookmark
 Recent documents
1.9. Prospective memory
1.9. Prospective memory
1.9. Prospective memory
1.9. Prospective memory
1.10. Streamlined repetition
 “How many times I need to do this again ?”
 Help user to repeat action(s) quickly
 Applications:
 Macro
 Copy
1.10. Streamlined repetition
1.10. Streamlined repetition
1.10. Streamlined repetition
1.10. Streamlined repetition
1.11. Keyboard only
 “I don’t want to switch between keyboard and mouse”
 Add keyboard support
 Applications:
 Keyboard shortcut
 Tab key support
1.11. Keyboard only
1.11. Keyboard only
1.11. Keyboard only
1.11. Keyboard only
1.11. Keyboard only
1.11. Keyboard only
1.12. Other people’s advice
 User wants to know feedback from other users
 Applications:
 Comments
 Links from review articles
 Help
1.12. Other people’s advice
1.12. Other people’s advice
1.12. Other people’s advice
1.12. Other people’s advice
BREAK
2. Design principles
 Psychologists and designers have observed users for
hundreds of years
2. Design principles
 Eye tracking is a part of their diffcult work
2. Design principles
 Their works took a lot of time and effort
Standing on shoulders of giants
But pick your giant carefully !!!
2. Design principles
1. Ockham’s razor
2. Hick’s law
3. Fitts’s law
4. Pareto principle
5. Rule of thirds
6. Mental model
7. Miller’s law
8. Feedback
9. Golden ratio
10. Gestalt principle
2.1. Ockham’s Razor
 First said by William of Ockham in 1300s
 “Simplicity is the ultimate sophistication”
(Leonardo da Vinci)
 Application:
 If user doesn’t know where to click, tell him
 If the background is the distraction, tone it down
2.1. Ockham’s Razor
Sign up increased by
300%
2.1. Ockham’s Razor
2.1. Ockham’s Razor
2.2. Hick’s law
 “The time it takes to make a decision
increases as the number of alternatives”
 First said by William Edmund Hick in 1950s
 Application:
 Reduce choices
2.2. Hick’s law
2.2. Hick’s law
2.3. Fitts’s law
 “Time user needs to move pointer to the target is
affected by the target size and the distance to the target”
 First said by Paul Fitts in 1954
 Application:
 Enlarge the click area
 Put the button at the end of visual path
2.3. Fitts’s law
2.3. Fitts’s law
• Big buttons are easy to click
• But not too big
2.3. Fitts’s law
• Responsive design
2.3. Fitts’s law (Visual flow)
2.3. Fitts’s law
2.3. Fitts’s law
2.3. Fitts’s law
2.3. Fitts’s law
2.3. Fitts’s law
2.4. Pareto principle
 First said by Vilfredo Pareto in 1896
 Application:
 Find them (20%), fix or utilize them
2.4. Pareto principle
2.4. Pareto principle
2.4. Pareto principle
 Know where to put main content
“The page fold”
2.4. Pareto principle
 Above the fold: 80.3%
 Below the fold: 19.7%
 Show “best” items first
 Sofa checking:
Rows Fixations / item
1-2
5-10
3-4 2-4
5-8 1
9-13 <=1
2.4. Pareto principle
2.5. Rule of thirds
 Put key elements at
intersection of lines dividing
screen into 3x3 matrix.
 First said by John Thomas
Smith in 1797.
2.5. Rule of thirds
2.6. Mental model
 It’s significant easier to understand and learn something
new if they can model it off of something they already
understand.
 First said by Kenneth Craik in 1943.
 Application:
 Make them familiar
2.6. Mental model
2.6. Mental model
2.6. Mental model
2.7. Miller’s law
 The number of objects an average person can hold in
short term memory is 7 ± 2.
 First said by George A. Miller in 1956.
 Application:
 Menu should have <= 7 items
 Make it easy to compare
2.7. Miller’s law
2.7. Miller’s law
2.7. Miller’s law
 Reduce visible choices to 7 ± 2
 Help them to remember
2.7. Miller’s law
2.8. Feedback
 User should know about something happened, is
happening or will be able to happen.
 Application:
 Show interactions
2.8. Feedback
 Help user to fill
forms
2.8. Feedback
2.8. Feedback
2.8. Feedback
2.9. Golden ratio
 If height / width ≈ 1.618, then your UI is
visual pleasure.
 Exists for at least 2400 years.
 First calculated by Michael Maestlin in
1597.
 It’s mostly artist’s work.
2.9. Golden ratio
2.9. Golden ratio
2.10. Gestalt principle
 The whole is other than the sum of the
parts.
 First said by Max Wertheimer in 1910.
 It’s complicated! So leave it for next
session.
Any questions?

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[UX Series] 3 - User behavior patterns and design principles

Editor's Notes

  1. Application of user behavior pattern: They’re curious about what we’re looking! 1st poster: 6% of the people look at the product 2nd poster: 84% (14X) of the people look at the product. The difference: model looks at the product.
  2. Example: Search then open link, then back to open another links Booking in Viet Jet Air website Restore defaults button in game settings
  3. Trying different filters in Litely
  4. History = unlimited undo level in Lightroom
  5. Try different formations and settings before saving actually
  6. If you’re good at something, you will want to do it more (sing, cook...)
  7. Auto focus to text field in Google Search -> user can start searching immediately
  8. Blank page in Evernote app tells user what to do intuitively
  9. Game Cut the rope guides user to play the game. And user will pass this stage with full 3 stars for sure -> “I’m good”
  10. GoMockingbird allows user to start drawing wireframe immediately, even without signing up. And your design will be kept until next visit.
  11. HotDeal prevents user from starting using the product by blockers
  12. satisfice = satisfy + suffice (enough). If the current solution is good enough, he doesn’t want to learn complicated things to make it better.
  13. Best place to hide a dead body: 2nd page of Google Search.
  14. Users click on first results much more than last ones -> That’s why you need SEO to improve page ranking
  15. Search images in high resolution by using “good enough” solution -> still can see low resolution image
  16. Search high resolution images with advanced tool
  17. If you’re reading about a movie review, then you might like to find out more about actors, actresses...
  18. Shopping cart allows you to buy multiple items. Chrome allows you to open multiple tabs (even windows)
  19. FF8 allows you to save the game. Then you can load it to play again (to try different strategy)
  20. 500px hide advanced actions (multiple filtering categories) by a help icon
  21. Pinterest uses Hover Control to simplify the UI
  22. Facebook requests most basic information to sign up. User can fills advanced information later (profile pics, school..)
  23. MS PowerPoints change the fonts right after selecting new fonts. The font names are displayed by their own fonts, too. Old blog post: Use mark up, can’t preview the result.
  24. Torchlight 2 auto calculate gold needed to buy items
  25. Torchlight 2 auto calculate minor stats, so that user can try different build. They even show the prediction for each increment.
  26. Are you familiar with Copy/Paste keyboard shortcut ? Do you feel difficult to use other keyboard shortcut to do the same things ?
  27. Another improvement: Use verb in modal windows
  28. How many of you put the bike key at the same place, and find it difficult to locate if it’s somewhere else?
  29. Diablo 3 display equipped item at the place where they’re really equipped in 3D model.
  30. FF14 allows user to drag HP bar everywhere
  31. Put keys on the way out Google saves your draft
  32. Safari saves bookmarks, so you can access them easily later
  33. iOS displays notification to remind users
  34. MS Word 2013 shows recent documents so that you don’t have to remember
  35. Skype allows you to mark conversation as unread, so that you can return to it later
  36. Repeated actions are boring.
  37. Starcraft 2 allows user to build multiple unit by holding Shift key.
  38. The Sims 4 allows you to tile the whole floor by holding Shift key
  39. Inkscape: Ctrl + drag = duplicate Ctrl + Shift + drag = duplicate + rotate Ctrl + R = redo
  40. Sublime supports multi-line editting by Ctrl + Shift + L
  41. Keyboard shortcut increases working speed dramatically
  42. JIRA supports keyboard shortcuts: / to search i to assign issue to me
  43. Flash keyboard shortcuts
  44. Google search keyboard shortcut
  45. Invoker skill keyboard shortcut map in DOTA
  46. Starcraft 2 allows user to change keyboard shortcut
  47. FF14 allows user to use keyboard shortcut for skill activating. They even support 2 rows of shortcuts.
  48. A lot of us is affected by crowd effect
  49. Foody provide feedbacks from other users, who really ate in these restaurants
  50. Amazon display product review from trusted sources
  51. Google Play show apps that other user installed along with selected app
  52. 500px has an Editor’s Choice page, so user can know what expertise thinks
  53. Based on user observation result, they stated famous, useful design principles
  54. Eye tracking methods: 1st: Contact lens 2nd: Observe skin around eyes 3rd: Wear special glass
  55. Since we hardly can reproduce their experiments due to knowledge, time, money, devices... We should consider using their results
  56. Some pattern used to be useful, but not anymore (ex: beauty)
  57. Occam: Father, philosopher English Less assumption, more robust Instant gratification, sound familiar ?
  58. Pipe Drive remove 80% content, sign up increases by 300%
  59. Apple’s website from old days, too many distracted texts
  60. Apple’s website now: less elements, clearer navigation
  61. This is used from a long time ago. Who used this: Stephen Hawking, Albert Einstein, Issac Newton.
  62. Hick: British psychologist Selecting food from menu in a restaurant. 40 fruit jam samples vs 4 samples. 1969, decide a number is in the list or not (2-6 items) -> with added DIGIT, the response time increase 0.38 ms.
  63. How to turn a man on Vs How to turn a woman on
  64. Nike’s website shows some kinds of shoes by images and labels, not all of them. So user can pick them easily.
  65. Fitts: psychologist , USA
  66. Top: Left: Click area is text, Right: Click area is text + background. Bottom: top-> down: enlarge click area
  67. But not too big
  68. Responsive design: Use appropriate design for each screen size.
  69. Example: Vinaganda has 4 designs for different screen size. 1st: Left most background, Full width image, Big font 2nd: Translated background, Not full width image, Big font 3rd: Smaller font and column width 4th: Smaller menu, no text column 5th: Smallest menu, remove background, no image column
  70. Visual flow: do you follow the movement direction ?
  71. Visual flow when sending money in PayPal is zig zag -> your eyes have to change the direction continuously
  72. Redesigned UI: straight and simple visual flow -> Much easier
  73. Ubuntu Unity: Search bar is far away from file type filter and content filter.
  74. Italian, economist Example: + 80% land of Italy was owned by 20% population (observe) + 20% peapods in his garden contained 80% peas (observe) + 80% profits come from 20% customers + 80% traffic occurs during 20% time + 20% code has 80% errors
  75. User doesn’t want the best option, remember?
  76. Give good defaults (because they want simple things first, right?)
  77. User focuses on 20% content only, so find the location and put key content there.
  78. Web page can be folded multiple times, the first area you see without scrolling is “above the fold” area.
  79. User pays a lot of attention about “Above the fold” area
  80. 1st image: Find suitable answer The middle gaze plot shows a category page with 50 sofas: The top 2 rows get about 5–10 fixations per sofa. The next 4 rows get around 2–4 fixations per sofa. The next 8 rows typically get 1 fixation per sofa. The bottom 3 rows get 2 fixations for one sofa and no fixations for the remaining 7 sofas.
  81. Gutenberg diagram about strong, weak area
  82. English painter, engraver
  83. Titatic
  84. The last supper – Leonardo da Vinci
  85. Dang Thu Thao, Miss Vietnam 2013
  86. Final Fantasy XIII
  87. Prince of Persia
  88. English, Psychologist Lean your body when playing racing games, Press strongly when playing fighting games
  89. Trash bin is where we throw objects away
  90. Folders contain file inside. Folders are labeleled for easy looking up
  91. Aperture blades in iPhone photo app
  92. USA, psychologist
  93. Button at different states
  94. First used by Phidias, greatest Greece architect, who contributed much in building Parthenon temple
  95. Twitter
  96. Twitter