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Laws of UX

lawsofux.com

131–140 of 217 posts

Re: Laws of UX

#132
post #78
post #26

The desktop apps of the 90s was the heyday of UX. There are many positive things that could be said, but in the interest of brevity, I'll mention just two. Customizability. Users could set up their own hot keys, and even their own tool bars. Discoverability. Every UI widget (knob) had a tooltip, which explained its function. When a menu item was being browsed, there was a help line on the bottom that explained its fu…

> The desktop apps of the 90s was the heyday of UX for power users . Regular users didn't set up their own hotkeys or their toolbars. And they definitely didn't read the help or tool tips. The best UX for regular users, not interested in computers, is somewhere between websites and mobile apps.

That's because they don't get a chance anymore.

Many of us have graduated from users to superusers to sysadmins or devs but modern software feel quite dumbed down compared to the options we had.

Re: Laws of UX

#133
post #105

Earlier quoted context omitted.

Different doesn't equal better.

how are measuring "better"? If it wins you a contract, then the market has judged your fancy-checkboxes as "better"

While dark patterns make money, I choose to not engage in them because I also value trust, convenience, long term relationship and this means that I create certain experiences for my client.

Just one example where profitability is unfit to be the only criterium.

Re: Laws of UX

#134

Earlier quoted context omitted.

[0] https://www.designernews.co/stories/90954-laws-of-ux Super positive. We love it. Blows my mind. But that's the point - it's really like two very, very different ways of thinking about, approaching/creating and evaluating projects (in this case, a web site.) On one side, they have "an eye for design" that really appreciates this novel UI design, but on this other side, we have that eye for efficiency and... ahem..…

Oh, thanks for the link, this gives it a lot more context. A website made just to show his designer friends who are also pressured by the market to not value UX. Makes sense they romanticize UX and don't actually bother with it themselves.

That's not really the point we were making and I'm not sure you have a correct understanding of UX, as you're conflating UX and visual design.

There's no pressure in the market to not value UX. Everyone wants and needs that. If anything there are pressures to only value efficiency rather than delight. Sometimes "fun" isn't efficient.

Re: Laws of UX

#135
post #76

After all the criticism here I took a shot of paraphrasing the website in a page length post: https://yozy.net/2018/01/10-laws-of-ux-digested/ A kind of an opinionated tl;dr

You don't have the posters.

Re: Laws of UX

#136
post #105

Earlier quoted context omitted.

how are measuring "better"? If it wins you a contract, then the market has judged your fancy-checkboxes as "better"

While dark patterns make money, I choose to not engage in them because I also value trust, convenience, long term relationship and this means that I create certain experiences for my client. Just one example where profitability is unfit to be the only criterium.

I did not assume "dark patterns". I am explaining behavior from the viewpoint of the UX Designer, especially getting work. As a product owner, you are free to choose what you want to prioritize. You don't get to chose what other product owners prioritize. Some product owners really like fancy checkboxes. go to any apple page and tell me if you see standard, unstyled html text boxes, combo boxes, and check boxes.

Re: Laws of UX

#137

Earlier quoted context omitted.

>I'm confident that web design is the way it is mostly as a means to keep the people that work with it employed. I work with web designers and can corroborate that. Most of the time, their product is sold, negotiated and approved before anyone has actually used it. An unusable mess can be a "successful" project, while a usable product can be completely kiboshed and not even paid for or used. This pushes the emphasis…

It doesn’t help that the designers often do not code and model the experiences in animation software. I am currently working on a redesign and just saw the agency’s suggestions for animation. Seem to be highly influenced by iOS apps’ transitions and motion. But this is a website, for browsers, to be displayed on a variety of screen sizes, on a variety of browser versions. And the users of my website use mostly other…

> It doesn’t help that the designers often do not code and model the experiences in animation software.

I don't think even that is a good enough reason. They simply don't approach the problem the way someone using their app would. It's the developers' problem to turn a difficult design into code, but the real problem is that even when that is done perfectly, the UX still sucks.

Every time we redesigned a major UX component of the dashboard of our (desktop) app, we would grab a random secretary, HR person, accountant, or anyone else we could find and borrow an hour of their time and just watch them try to use it without any prior preconceptions that come as a result of designing/coding the interface yourself.

It's been 10 years since we used that trick and I've moved on from that company, but I still think it's the best approach I've ever come across short of outsourcing some sort of panel testing.

Re: Laws of UX

#138

The reaction on Hacker News compared to the reaction on Designer News is great. I think the problem people are struggling with is that it's a site created mostly for fun and delight, but the message is about "UX", which people generally think of as a way to maximize efficiency. Products don't always need to be relentlessly efficient to be considered useful or "good". Some products are created for you to just enjoy.

If it was created as a portfolio piece, I'd say it's successful. If it was created as useful and repeatable reference for the digital product/service/whatever industry, it falls short.

Re: Laws of UX

#139
It would be better if, instead of a useless albeit pretty icon, there was a brief description of what the law is about.

Fitts's Law tells me nothing about what it is other than its a UX "law" coined by someone called Fitts.

Re: Laws of UX

#140

For a website all about UX, the site is almost impossible to use (at least on mobile), both from an intuitiveness perspective and from a technical one. I am entirely unsure what I’m supposed to click on, if what I’m seeing is an animation or a loading progress bar, the back button gave me a blank, black page, and everything on the site would be better if it were simply static html without all this JavaScript garbage…

331K transferred. Less than 1K of actual readable text. In the about section, the author brags about using Sketch, Gulp, SASS, Nunjucks, and a third-party font. Seriously? He couldn't have just envisioned that thing in his head and put it straight to code?

It's actually 1.3kB of text. Here's the entire contents of the page, for anyone else who can't read the original. Clicking on each entry brings you to a page with the same text and a Wikipedia quote on the origins of the law and a couple sources for further reading:

1. Fitts's Law: The time to acquire a target is a function of the distance to and size of the target.

2. Hick's Law: The time it takes to make a decision increases with the number and complexity of choices.

3. Jakob's Law: Users spend most of their time on other sites. This means that users prefer your site to work the same way as all the other sites they already know.

4. Law of Prägnanz: People will perceive and interpret ambiguous or complex images as the simplest form possible, because it is the interpretation that requires the least cognitive effort of us.

5. Law of Proximity: Objects that are near, or proximate to each other, tend to be grouped together.

6. Miller's Law: The average person can only keep 7 (plus or minus 2) items in their working memory.

7. Parkinson's Law: Any task will inflate until all of the available time is spent.

8. Serial Position Effect: Users have a propensity to best remember the first and last items in a series.

9. Tesler's Law: Tesler's Law, also known as The Law of Conservation of Complexity, states that for any system there is a certain amount of complexity which cannot be reduced.

10. Von Restorff Effect: The Von Restorff effect, also known as The Isolation Effect, predicts that when multiple similar objects are present, the one that differs from the rest is most likely to be remembered.

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