17. Design Principle : Inattentive Blindness
“The failure to cognitively process a stimuli that is
presented in clear view, leaving the observer without any
awareness or memory of the stimulus.”
18. Design Principle : Inattentive Blindness
• Increased cognitive Load decreases user awareness.
• Complex data entry should be broken in simple steps.
(Multiple screens, Collapsible areas / Wizards)
• Errors on a screen, should be displayed at or near the
source of error.
• Errors should come quickly enough to be relevant.
• Errors should be differentiated from screen text
21. Design Principle : Pareto’s Principle
(80/20)
“A high percentage of effects in any large system are
caused by a low percentage of variables.”
22. Design Principle : Pareto’s Principle
(80/20)
Non critical functions that are part of the less important
80% should be minimized or removed altogether from the
design.
24. Design Principle : Hick’s Law
The time it takes to decision increases with the number of
alternatives.
The law applies to the design of software menus, control
displays, context menus and emergency response.
30. Design Principle : Biophilia
•Environments rich in nature views and imagery reduce
stress and enhance focus and concentration.
•Business applications which deal with learning, healing,
healthcare, education, concentration …. should consider
biophilia design.
31. Design Principle : Rule of Thirds
An image should be imagined as divided into nine equal
parts by two equally-spaced horizontal lines and two
equally-spaced vertical lines, and that important
compositional elements should be placed along these
lines or their intersection.
35. Design Principle : Gutenberg Diagram
“A diagram that describes the general pattern followed by
the eyes when looking at evenly distributed, homogenous
information.”
40. Design Principle : Attractiveness Bias
"A tendency to see attractive people as more intelligent
competent, moral and sociable than unattractive people."
Used in images of people in marketing or advertising.
50. Design Principle : Classification
Layout Fitt's Law, Pareto's Principle, Gutenberg Diagram
Background ArcheTypes, Biophilia, Rule of Thirds, Savanna, Attractiveness Bias, Horror Vacuui
Menus Hick's Law, Fitt's Law
Controls ArcheTypes, Symmetry, Contour Bias, Five Hat Racks
Error Handling Inattentive Blindness, Garbage In Garbage Out
Forms Garbage In Garbage Out
51. References
• The design of everyday things (David Norman)
• Universal Principles of Design, Revised and Updated: 125 Ways to Enhance Usability,
Influence Perception, Increase Appeal, Make Better Design Decisions, and Teach
through Design
• Smashing Magazine Ux Design (http://uxdesign.smashingmagazine.com/)
• Billy Hollis (talk on ux design, pluralsight)