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Beschreibung

User experience (UX) design provides techniques to analyze the real needs of your users and respond to them with products that are delightful to use. This requires you to think differently compared to traditional development processes, but also to act differently. In this book, you will be introduced to a pragmatic approach to exploring and creating mobile app solutions, reducing risks and saving time during their construction.

This book will show you a working process to quickly iterate product ideas with low and high fidelity prototypes, based on professional tools from different software brands. You will be able to quickly test your ideas early in the process with the most adequate prototyping approach. You will understand the pros and cons of each approach, when you should use each of them, and what you can learn in each step of the testing process.

You will also explore basic testing approaches and some more advanced techniques to connect and learn from your users. Each chapter will focus on one of the general steps needed to design a successful product according to the organization goals and the user needs. To achieve this, the book will provide detailed hands-on pragmatic techniques to design innovative and easy to use products. You will learn how to test your ideas in the early steps of the design process, picking up the best ideas that truly work with your users, rethinking those that need further refinement, and discarding those that don’t work properly in tests made with real users.

By the end of the book, you will learn how to start exploring and testing your design ideas, regardless the size of the design budget.

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Veröffentlichungsjahr: 2017

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UX Design for Mobile
Design apps that deliver impressive mobile experiences
Pablo Perea
Pau Giner

BIRMINGHAM - MUMBAI

UX Design for Mobile

Copyright © 2017 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the authors, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

First published: July 2017

Production reference: 1260717

Published by Packt Publishing Ltd.
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ISBN 978-1-78728-342-8

www.packtpub.com

Credits

Authors

Pablo Perea Pau Giner

Copy Editors

Shaila Kusanale

Dhanya Baburaj

Reviewer

Lisandra Maioli

Project Coordinator

Ritika Manoj

Commissioning Editor

Ashwin Nair

Proofreader

Safis Editing

Acquisition Editor

Divya Poojari

Indexer

Mariammal Chettiyar

Content Development Editor

Roshan Kumar

Graphics

Jason Monteiro

Technical Editor

Murtaza Tinwala

Production Coordinator

Shraddha Falebhai

About the Authors

Pablo Perea has been working as a designer for many years, mainly focusing on user experience, user interface, and mobile and web design for companies such us Embarcadero Technologies. His daily work includes researching, prototyping, designing, and testing new ideas and solutions.

He graduated in computer engineering and has a deep knowledge and understanding of different programming languages. As a devotee of technology, he is always learning and investigating new working fields and methods.

He is an adaptable and flexible person who welcomes change and loves meeting new cultures and teams.

Pau Giner is a designer. He likes exploring and prototyping new ideas, and always has a pen to hand.

As part of the design team at the Wikimedia Foundation, he has been designing for Wikipedia and other open projects to ensure that millions of users can easily access the sum of all human knowledge. His design work has explored new ways to contribute, from translating Wikipedia articles to reviewing content with the help of artificial intelligence.

He has organized several design workshops, he got a PhD from the Universitat Politecnica de Valencia for his research on mobile workflows, and he has also published a number of short stories.

Acknowledgments

We would like to thank the effort and support that Torquil Harkness, Maria Perez, and Patricia Caballero have given us, helping us find the right words and providing helpful feedback in the way that only friends can.

About the Reviewer

Lisandra Maioli is a UX Specialist with B.A. in journalism, specialization; in marketing (UC Berkeley), digital marketing (UCLA) and UX design (General Assembly Santa Monica). With over 17 years of an international experience working for large agencies and portals, as well as for small companies, start-ups for clients based in Brazil, US, Italy, Ireland, China and Netherlands, in different positions in Digital Communication--journalism, social media strategy, content strategy, community management, digital marketing, and digital products. Passionate about UX, she has been organizing; events and giving online workshops and lectures on this topic. She is also the author of the UX for High Performance chapter for a digital marketing book published in Brazil, and is currently writing the book Fixing Bad UX, Packt.

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Table of Contents

Preface

What this book covers

What you need for this book

Who this book is for

Conventions

Reader feedback

Customer support

Downloading the example code

Downloading the color images of this book

Errata

Piracy

Questions

Design Principles and General Design Planning

Switching your perspective to focus on the user

Getting organizations to adopt a user-centered perspective

Design principles

Needs from our human condition

Needs from general expectations

Needs from the specific context of use

General design planning

Being pragmatic

Design is not about making things look nice

Users are not able to tell you what they need

You (or your team) are not your users

User experience is not a list of features

Your goal is not to make your client or boss happy

Summary

Research - Learning from Your Users

How we will do that?

Getting to know your users

Mental model - understand how your users think

What is the conceptual model?

Researching methods

Observation and interviews

Affinity Diagram

The method steps

Card sorting

Open card method steps

Closed card method steps

When is it convenient to perform this method?

Tree Test

The method steps

How to improve the organization

Content organization

Area naming

The working memory limit

Surveys

What we want to discover?

Find the participants

Determining the questions

Open-answer questions

Questions with pre-established answers

Humanize the forms

Research documents

The Persona Document

How should I create a persona document?

Better with an example template

Demographics

Picture

Description

Domain and technical expertise

Goals

Frustrations

Motivations

Scenarios

User journeys

Create a User Journey

Competitors' analysis

Functionality analysis

Vocabulary analysis

Target users, supported users, and non-supported users

Being pragmatic

Recruiting participants

Avoiding biases

Looking for the signs

Summary

Exploring Ideas - Sketching

Adopting the sketching mindset

Sketching basics

Sketching tools

Producing results fast

Adjusting your focus

Timeboxing with the Crazy Eights technique

Organizing your exploration

Decomposing your problem

Identifying conflicts

Communicating your ideas

Creating storyboards

Organizing critique sessions

Being pragmatic

The perfect is the enemy of the good

This is not about inspiration

Connecting the conversation to the design goals

Making tradeoffs visible - you cannot emphasize everything

Summary

Mobile Patterns - Web App, Android, and iOS Best Practices

Web application approaches - responsive, adaptive, and flexible

Responsive behavior

Fluid

Adaptive

Hybrid

Frontend frameworks

Design in columns

Mobile application design patterns

Mobile user interface design patterns

Navigation

Sliding drawer

Upper area tabs

Bottom menu

Placing actions in the screen to facilitate navigation

Back button

Multiscreen task

Explore navigation

Floating buttons

Notifications

Movement in notifications

Circle hint

Count notifications app icon

Dialogs

Galleries with miniatures

Arrows

Portrait (vertical) and landscape (horizontal) orientations

User interactions

One-tap interaction

Share functionality

Comment and review

Secondary actions

Handling errors

Overlay tips

Roadblocks

In-content messages

Displaying a message as the first block of content

Other mobile user interface design patterns

Mobile design behavior patterns

Progressive disclosure

Lazy login

Swipe down to refresh

Search suggestions

Reciprocity

Android and iOS differences

Physical buttons

Screen density and features

UI elements

Being pragmatic

Explore different solutions

Summary

Detail Your Solution - Wireframes and Mockups

Understanding wireframes

Wireframes as a functionality specification document

Layout

Gestures

Transitions

Trajectory

Timing

Duration

Speed

Mockups

Testing your designs with real content

Specifications and assets for multiple screens

Understanding units and pixel densities

Specifications file

Automated solutions

Touch target

Images with good resolution

Pixel perfect icons

Being pragmatic

Learn how to code

Test in real environments

Stay up to date on the latest trends

Summary

Prototyping - Bringing Your Ideas to Life

Adopting the prototyping mindset

Deciding the best prototyping approach for your needs

Deciding on the type of prototype

Selecting the appropriate tools

Planning the prototype

Deciding what to prototype

Deciding how to prototype

Being pragmatic

A prototype is not an early version of your product

A prototype is worth a thousand meetings

Summary

Prototyping with Motion - Using Tumult Hype

The role of motion in prototyping

The basic concepts of Hype

Scene list

Scene editor

Property inspector

Timeline and layers

Code editor

Importing and exporting

Prototyping navigation

Manipulating layers with interactions

Manipulating layers

Using a single layer for the active state

Using separate layers for each state

Supporting scroll and navigation

Supporting gestures

Prototyping complex behavior

Composing animations

Supporting user input

Being pragmatic

Organize your layers

Preview often

Summary

Prototyping with Code - Using Framer Studio

Framer.js

Framer Studio

Understanding CoffeeScript

Let's start coding with CoffeeScript

Variables and operators

Types

Functions

Loops and conditional structures

Objects and methods

Understanding Framer.js

Layers

Animations

Events

States

Components

Creating prototypes with Sketch and Framer Studio

Welcome Tour Prototype

Artboards states

Prototype behavior

Coordinating animations

Drawer Navigation Prototype

Using the ScrollComponent

FAB button event reacting

Drawer menu functionality

Input field search functionality

Bottom Navigation Prototype

Bottom navigation

Being Pragmatic

Be part of the community

Learning resources

Test with your mobile phone

Stay up to date with Framer news

Summary

User Testing

Understanding the role of testing usability

Deciding what to test

Using the right method

Planning the test

Defining the goals

Scenarios and tasks

Defining a script

Setting up the environment

Conducting usability tests

Recruiting participants

Introducing the process

Observing users behavior

Identifying key aspects and summarizing the results

Being pragmatic

Inviting people from your team to view the research sessions

Learning is more important than validating

Check you are answering the research questions

Combining research with measurements

Summary

Bibliography and References

General

Kano model

Gestalt principles

Mental model references

Conceptual model references

Persona document references

Card sorting references

Tree testing (Reverse card sorting) references

Affinity diagram references

Crazy eights references

Survey references

User journey references

Scenarios references

Progressive disclosure

Reciprocity effect

Lazy login

User testing

Mobile patterns

Information architecture

Visual design

Prototyping

Tumult Hype

CoffeeScript

Framer

JavaScript

jQuery

Image sources

Chapter 1

Chapter 2

Chapter 3

Chapter 4

Chapter 5

Chapter 6

Chapter 7

Chapter 8

Chapter 9

Preface

In this book, you will be introduced to a pragmatic approach to designing mobile apps that will delight your users. You will learn to explore new ideas and turn them into mobile app solutions that meet real user needs. The proposed techniques can be applied early in the process, resulting in less time investment, reducing risks, and saving time during the construction process. Each chapter will focus on one of the general steps needed to design a successful product according to both the organization's goals and the user needs. For each step, the book will detail hands-on pragmatic techniques to design innovative and easy-to-use products.

During the book, you will learn how to test your ideas in the early steps of the design process--picking up the best ideas that truly work with your users, rethinking those that need further refinement, and discarding those that don't work properly in tests with real users.

This book will show a working process to quickly iterate product ideas with low and high fidelity prototypes, based on some professional tools from different software brands. It will explain the pros and cons of each kind of prototype, when you should use each of them, and what you can learn at each step of the testing process. It will further show the basic testing approaches and some more advanced techniques to connect with and learn from your users.

Thanks to step-by-step guides, you will learn how to start exploring and testing your design ideas, regardless of the size of the design budget. Additional considerations based on real-world experience will be provided to help you cover the gap between theory and practice, in order to apply what you learn to your own projects.

What this book covers

Chapter 1,Design Principles and General Design Planning, teaches you the basic design principles that will lead you to a clear understanding of the book's content. It will cover evolutionary aspects that largely determine the way humans perceive the world, showing principles for good design aimed at real people. In addition to general design principles, you will understand the importance of adapting the design solutions to the environment and to the final scenario in which the solution is used.

A general overview of the design process will introduce the context of the book and the journey it proposes. Each chapter of the book works as a coherent unit, describing one step of the process, but it will also work as a complete solution when read as a whole.

Chapter 2,Research - Learning from Your Users, explains the need for a deep understanding of the problem before jumping in to solve it. A good study of potential users' mental model will allow you to express the interactions of your app in users own terms.

Finding patterns and conventions will help the designer take the right decisions when exploring possible solutions. Also, it will explain how to put useful methods into practice to learn key aspects from your users behaviors.

Chapter 3, Exploring Ideas - Sketching, explores how to create quick sketches to explore innovative ideas and present them to the team and other stakeholders. Using pen and paper, you'll be able to find new directions for your solution you had never thought of before. This chapter contains tips, examples, and a working process to guide idea exploration.

Chapter 4, Mobile Patterns - Web App, Android, and iOS Best Practices, details how to create a multichannel product. The current approaches will be presented in an easy and structured way. The chapter will cover the main mobile platforms based on the number of users, and it will further explain the key differences the designer must know about to design a successful cross-platform product.

Chapter 5, Detail Your Solution - Wireframes and Mockups, proposes a working process to explain your solution in detail, creating detailed documents that will help the development team understand and follow the design concept. You will learn how to create the right specifications for both Android and iOS developers, and also how to create sets of assets for different screen resolutions and different platforms. The chapters will highlight the importance of motion in today's designs and how it affects user perception.

Chapter 6, Prototyping - Bring Your Ideas to Life, describes how to create a testable version of your ideas in the early stages of the design process. It will provide general guidelines for planning your prototyping process. It will also explore different prototyping tools and discuss their pros and cons. You will learn how and when you should use each approach, based on the project requirements and the complexity of the proposed project features.

Chapter 7, Prototyping with Motion - Using Tumult Hype, outlines how to create an application prototype with a timeline-based prototyping tool. You will learn how to use motion to support your ideas, showing interactions in a visual way, and its advantages and what it represents to the process. For this step-by-step guide, you will use one of the best tools in the market, Tumult Hype, a keyframe-based animation system. Tumult is a company founded by two Apple veterans, and the tool has received awards and tremendous praise from its users.

Chapter 8, Prototyping with Code - Using Framer Studio, focuses on how to create a prototype using a programming-based tool. Readers with coding experience will be able to apply the prototyping mindset to a familiar environment. It will cover the step-by-step process with Framer Studio, a design tool of reference. Framer Studio is used by top designers at tech start-ups and design schools worldwide.

Chapter 9, User Testing, dives into how to test your prototypes with real users and learn by observing their interactions. The chapter contains a plan to follow for moderated tests. It will explain how to plan and develop a testing session and also cover general details on unmoderated tests. The chapter also gives a clear view about the importance of testing at scale for big and growing projects, covering aspects about the definition of metrics and A/B testing.

What you need for this book

Even though most chapters in this book do not need any specific software to follow the proposed workflows, the prototyping chapters make use of design and prototyping software to create testable versions of your ideas. It is recommended to have at least Bohemian Sketch, Tumult Hype, and Framer Studio to get the most from this book. Additionally, Adobe CC will allow you to make use of some provided assets and test some ideas.

Who this book is for

This book is for designers, developers, and product managers interested in creating successful apps. This book will provide them with a process to produce, test, and improve designs based on best practices.

Reader feedback

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Downloading the example code

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Downloading the color images of this book

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Errata

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Piracy

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Questions

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Design Principles and General Design Planning

"If you can design one thing, you can design everything."
- Massimo Vignelli

Every day we interact with many elements in our environment, for example, turning off the alarm clock, opening doors, greeting our neighbors, or brushing our teeth.

Some of these interactions are positive, whereas other interactions can become really frustrating. We enjoy a fresh drink while relaxing on a sunny day. However, nobody likes waiting in a queue, getting lost in a building, or filling in long forms. Well-designed products and services result in positive interactions.

A saucepan with handles like the one shown in the preceding image is hard to lift when it is full. This is part of The Uncomfortable, a collection of deliberately inconvenient everyday objects, designed by Athens-based architect Katerina Kamprani. Unfortunately, finding uncomfortable objects around us is not that unusual (refer to the source available at https://www.flickr.com/photos/colalife/14624508474/).

The User Experience (UX) of a product or service is defined by how we perceive the summary of our interactions with it. A positive UX is the result of a careful design that is centered on the user needs. This perspective represents a big departure from the classical technology-driven approach that has produced many unusable products throughout history.

This book provides real-word guidance for a user-centered design process. The process described is based on both sound design theory and practical experience. We shall describe the steps to create successful mobile products and provide advice on how to apply these steps in the real world.

In this chapter, you'll learn the following essential aspects of a user-centered design:

How to adopt a user-centered perspective

The principles that make a product well-designed

The basic steps in the design process

The general challenges you'll find when you apply the concepts learned in the real world

All of these aspects are important for the design of mobile apps, but they are also useful in the design of other products.

Switching your perspective to focus on the user

All products are made for their users. So, what does a user-centered perspective mean, and what is special about it?

Two taps that have been designed from opposing approaches (source: https://www.flickr.com/photos/phrawr/6655550583/; source: https://www.flickr.com/photos/afoncubierta/3003286245/)

The taps shown in the preceding image represent two different approaches in design. The one on the left is the result of a technology-driven design, whereas the one on the right is the result of a user-centered design.

The first tap has two handles--one controls hot water, and the other controls cold water. The two-handle design is dictated by the pipe technology, which comes with separate pipes for hot and cold water. By adding a handle to each pipe you can control everything you need from a tap. The temperature can be adjusted by opening or closing the hot and cold handles to different degrees. However, once you find the ideal temperature, adjusting the flow of water requires to manipulate both handles in coordination to keep the temperature constant. This may not be convenient in many of the uses of the tap, such as filling a glass or washing your hands.

The second tap design starts instead from the user needs. Users need two different kinds of adjustments while operating a tap, that is, adjusting the water flow and the temperature. These independent needs are mapped to two independent movements of a single handle. Move the handle left or right to adjust the temperature. Move the handle up or down to control the water flow.

This makes it easy to keep the temperature constant as the water flow is adjusted, and even keep the preferred temperature every time you use it.

Starting the process from the user needs' perspective allows us to focus on what is easier for the user, as opposed to what is simpler for the technology. The second tap is easier to use, resulting in a better UX when you are washing your hands.

Shifting the complexity from people to technology makes life easier for your users. The drawback of shifting the complexity to technology is that this often represents more work for those building the product on the technical side. In the preceding example, connecting the second tap with the usual two-pipe technology requires a more elaborate mechanism.

People building a solution must understand the importance of providing a good experience to the users. Instead of understanding technology as a limiting factor, we need to understand technology as the magic that could support the best user experience.

Getting organizations to adopt a user-centered perspective

UX design has become a central part of many companies. From big organizations to small start-ups, many companies have adopted design techniques as part of their daily processes. However, the design process is not well-supported in all organizations.

The Z-89, a computer from 1979, with a monochrome text-based user interface (source: http://www.flickr.com/photos/ajmexico/3281139507/)

During the initial stages of computing, software was written by developers, for developers. The introduction of mobile devices changed this idea radically. In 2010, the global sales of PCs were surpassed by smartphones and tablets. In the following years, the number of mobile users grew fast, and for many people, the mobile device became their main tool to access the digital world, or even their only one--mobile-only internet users accounted for 15% of all internet users globally in 2017, and represented more than 30% of internet users in countries such as Thailand or Malaysia.

People who were not technology savvy entered the digital world in large numbers, thanks to the wide adoption of mobile devices. People who were afraid to put their hands on a computer mouse previously were suddenly sharing pictures with their friends through social networks. This stressed the importance of making intuitive products that are simple and easy to use. If your product is too complex, users will be eager to look for an alternative.

Mobile devices, such as smartphones, tablets, or smart watches, opened a new world of possibilities and restrictions. Users were now capable of interacting with their devices with natural gestures and voice, but at the same time, they had to use a much smaller screen and care about the device's battery life. Compared to the old days of monochrome text-based terminals, the increasing diversity allowed and demanded more creative solutions.

A recreation of the sign in step before the checkout step in an online store, with a convenient option to skip it

Creating positive experiences benefits the user, but ultimately it is also beneficial for the organization that creates such products. There is a commonly known story in the design sector that illustrates this:

An online shop was forcing users to register with them before buying products. They discovered that most of the users who forgot their password never completed the process. Users were able to request a new password through the usual Forgot your password? link, but they never returned. Since this affected users who had already decided to purchase their products, this meant that many sales were lost. The solution was simple: a button to complete the process without registering. Providing such an option was technically easy, and it resulted in sales going up by 300 million dollars. The difficult part in this case was not building the solution, but identifying the needs of the user and picking a solution that met them.

Design principles

Many different factors contribute to the user experience. Imagine that you are using an e-book reading app. Your experience reading a novel can be ruined by different factors, for example, the use of a tiny font that is uncomfortable on your eyes, an inconvenient way to move through pages that makes you wait too long, or the app forgetting the page where you stopped reading.

Each of these issues is problematic, but each one fails to meet needs of different kinds. A well-designed product responds to user needs at different levels:

Needs from our human condition

Needs from general expectations

Needs from the specific context of use

We'll provide more details on each of those needs.

Needs from our human condition

As humans, we probably experience our world very differently than bats, octopuses, or the fascinating water bears (half-millimeter-long animals that can survive in outer space) do. We experience the world through our human senses; we process information in a visual, auditive, and to a lesser degree, olfactive way--we use our hands to manipulate elements and our voice to communicate.

After a process of millions of years of evolution, our human capabilities have been shaped as a key factor for survival in the physical world. However, when using digital products, our experience is heavily influenced by these same senses and the way our brain is wired to process them.

Understanding how our senses work can help us to design solutions that better fit our natural behavior as humans. For example, our peripheral vision allows us to identify movement at the edges of our vision field. Although we cannot recognize shapes or colors perfectly in that area, we can quickly notice any movement. The evolution theory suggests that this may have been useful to our primitive ancestors to quickly react to predators.

Nowadays, we use our peripheral vision to note the notifications that many apps show us as moving boxes at the top of the screen of our mobile devices. Designers of such interaction patterns took advantage of our capability to detect movement in the surroundings of our focus area. They decided that notifications should appear by moving in--as opposed to fading in--so our eyes notice them more easily.

Incoming call notification appears by moving in from the top

We have intuitive reactions to different stimuli. Even the most basic aspects--such as shape or color--bring their own implicit meaning when we process them. We describe these effects as their psychology.

A simple experiment shows the psychology of shapes in action. When people are shown two apparently random shapes like the ones in the subsequent image and are asked to name them as either Bouba or Kiki, most people will pick the same names for the same shapes. Most people will associate the rounded shape figure with the Bouba name and the spiky figure with the Kiki name.

Given the names Bouba and Kiki, most people assign them consistently to each of these shapes

The psychology of shapes can affect many elements in the design of your app. For example, the use of straight corners or rounded corners in the interactive controls can help to provide a more serious or a more playful feel to it.

Rounded shapes are predominant in the child-oriented Nickelodeon website, whereas straight shapes are more common on the United Nations website with more serious content. (Source: Source: http://www.nick.com/, Source: http://www.un.org/)

The psychology of color is another widely researched area. Technically, color is just a representation of light at different wavelengths. However, when classifying colors, we use temperature (warm or cold colors) based on some of their associations. Marketing and branding has studied how these associations affect the sales of products and the perception of the companies selling them. While red is associated with excitement, blue is associated with relaxation.

These implicit reactions should not be the main force driving our design decisions, but we should be aware of possible contradictions that can confuse users. These confusions may occur when the meaning we try to convey contradicts the implicit meaning of those elements. For example, a red text will catch the user's attention, so it may not be the best choice for an e-book app as the main text color for reading a book comfortably.

Instagram and Facebook use red for calling the user's attention to specific areas when there is any new relevant content (source: Screenshot from Instagram, source: Screenshot from Facebook)

Beyond the perception of individual elements and their properties, it is interesting to think about how we understand them together to form our experience. Gestalt (form in German) psychologists studied human perception and defined a set of properties that have been influential for many designers. They described how our brain identifies individual elements and is eager to find meaning of those elements. In particular, gestalt principles for grouping have many applications in the design of digital products.

For example, the law of proximity dictates that elements that are close to each other are perceived as a group. By adjusting the space around elements, we can control how those are related to each other by our brains. Consider a photo gallery app; by adjusting the relative distance between pictures, we can make all photos look like a single group (keeping a uniform separation) or break them into rows or columns (increasing the vertical or horizontal space to guide our eyes).

We don't need to enclose elements in a box to organize them in groups

Other gestalt principles suggest that our brain also groups together elements that look similar (law of similarity), move in the same direction (law of common fate), are connected without abrupt overlaps (law of continuity), or form a simple pattern (law of good form).

One of the main underlying ideas of these and other gestalt principles is the tension between similarity and contrast. This tension can occur in different dimensions (space, proportion, time, motion, and so on) and contributes to our perception of order.

When designing a product, we want to present physically connected what is conceptually related. Adjusting these different properties in the right way allows us to guide the eyes and the brain of our users to understand such organization as intended.

The Human Computer Interaction (HCI) community has been modeling many different human behaviors. For example, Fitt's law is a predictive model for human movement. In short, it states that the time it takes to hit a target (such as tap on a button) depends on how far away the target is and its size. This means that a small button far away will be harder to access than a big button you can access nearby.

The size of the targets, such as buttons and other controls, have evolved in mobile design thorough history, affecting their ease of use. The first mobile devices adopted the stylus as a pointing device and required users to be precise when choosing their targets. The iPhone challenged the idea that a smaller screen required smaller targets. Increasing the size of the targets made it comfortable to use with fingers, resulting in more intuitive interactions.

Different touch pointers need different sized targets

Our bodies and brains are the platform we ultimately run our products on. There are many disciplines and much research that provides us with valuable information about this platform. You don't need to be an expert in psychology, medicine, or biology to design great products, but understanding how humans work at their basic level will help you to design better for them. Being curious about human nature and observing people's most intuitive and visceral reactions can help you to identify relevant behavior that, being a core part of our nature may otherwise go unnoticed.

Needs from general expectations

Even if our body and brain are capable of doing many activities, it does not mean all of them are convenient, comfortable, or pleasing for us. Regardless of the specific type of product, users have general expectations when using them. Failing to meet those expectations when designing our products will negatively affect the resulting user experience. Users will be confused to see a product not behaving as they expected, which is breaking the principle of least astonishment.

Each interaction the user performs with a product requires some mental effort. This mental effort is often referred as the cognitive load. For example, a navigation app can ask your destination during your vacation trip in different ways. It would be easier for you to indicate the destination by the name of the place (Eiffel Tower) rather than the specific address (Champ de Mars, 5 Avenue Anatole France, Paris) or using the exact coordinates (48° 51' 29.6" N, 2° 17' 40.2" E). The cognitive load could be reduced further if the app were capable of ignoring potential typos, allowed voice input to just say the destination, or could suggest the destination in the first place, anticipating your needs.

A well-designed product should demand as little effort from the user as possible, reducing the points of friction where the user has to stop and think, reorient, or gets confused. Reducing friction often requires moving most of the complexities--such as translating the name of a place into coordinates--from the user into the computer.

The effort to use a product can be divided in two stages--understanding how the product works and operating it. Design considerations are key in both stages.

Explaining how a product works should be the job of the product itself. Designing a product that is obvious to use is essential since no one is going to read the instructions.

Donald Norman described the elements that communicate the possible actions of an object as affordances. Door handles are a classic example of affordances. They are placed at the hand reach and shaped to be manipulated by our hands. They are the way for the door to tell us how to open it. When affordances are applied wrong, they result in confusions about the possible actions. As a result, people find themselves pushing a door that should be pulled instead--those cases of badly designed doors are known as Norman Doors, named after the well-known designer.

A post-it note was added as an attempt to clarify how to operate the door (source: https://www.flickr.com/photos/chrisandhilleary/153059898/)

Affordances can use different properties to suggest their intended use such as shape, position, color, or movement. That helps users to interpret their meaning, but their meaning is also reinforced by previous experiences. The direct or indirect associations with previous uses of similar cases helps with the learning of new ones. Products do not exist in isolation, and the use of existing products will influence our expectations of new ones.

The digital world also has its own conventions that millions of previous products have help to establish. For example, many users will identify an "X" icon to represent an action to close or discard.

LinkedIn, TripAdvisor, and Google using an "X" icon as a way to discard (source: Screenshot from LinkedIn, source: Screenshot from TripAdvisor, source: Screenshot from Google)

Metaphors can help users connect the dots between a known concept and an old one. The digital concepts of desktop, folder, or windows rely on some of the aspects of their physical counterparts. A shopping app can use a shopping cart icon to signal the place where your selected products are.

However, we need to be careful and avoid mimicking the original concepts. It won't make much sense to use a 3D recreation of the shopping cart where you need to make the space to place each product in the cart as you would in a real supermarket. Avoid transferring the limitations of the physical world into the digital one. The digital space is better suited for many actions such as finding the products you bought last week. You don't want to follow a metaphor so literally that it limits the possible solutions.

Design guidelines capture important conventions to consider when you design for a specific platform, organization, or family of products. In this way, your solutions can reuse concepts that are familiar to users in the exact way they are used to interacting.

Breaking conventions may be needed at times, but it should be done only for a really good reason. We need to make sure that the benefit provided to our users is much greater than the potentially negative effects of possible confusions.

Social and cultural conventions also have their influence on what people expect from products. A hand gesture that means approval in one culture can be an offensive gesture in another, when found as an icon. Similarly, languages bring their own conventions. Concepts associated with directionality will be represented differently depending on the language direction. For example, a forward, next, or reproduce action in English--a left-to-right language--can be represented with a triangle or arrow pointing to the right, whereas it needs to point to the left for languages, such as Arabic, which are written in the opposite direction to keep its forward action.

In addition to understanding how products work, we want them to require minimal effort when they are used. The following principles contribute to a positive user experience for all kinds of products:

Require minimal intervention

: The fewer steps we need to solve a problem, the better. Our designs should avoid unnecessary steps for people when using our product. This can be supported by the following different strategies:

Allowing flexible input

: Information can be provided in many different ways. Some people use spaces, parenthesis, or dashes to group telephone numbers or monetary amounts in a transaction, others do not. Instead of imposing a specific format to meet the needs of the technology, allow your users to provide the information in all the ways that are most natural to them.

Providing smart defaults