7±2 rule
Because the ability of the human brain to process information is limited, it handles complex problems by dividing information into blocks and units. According to George A Miller’s research, people’s short-term memory can handle 5-9 things at a time. This is often used as a basis for limiting the elements of the navigation menu to 7 or less. But the debate about “7±2” is fierce. So how to apply it to the website is still unclear.
2 second rule
This is a loose principle. The user should not wait for more than 2 seconds when using a certain type of system (for example: function switching and function loading). Choosing 2 seconds may be a bit random, but it is a reasonable order of magnitude. A more credible principle is that the shorter the user’s waiting time, the better the user experience (from “The Gate of All Wonders” P133)
Rule of 3 clicks
If users have not found the information they want or understand the features of the site within 3 clicks, they will leave the site. This principle highlights the importance of clear navigation, logical structure and easy-to-understand website hierarchy. If your website can let the user know where he is, where he is from, where he is going, and can let the user know how to complete the goal, such clicks 10 times in time is no problem. (From “The Gate of All Wonders” P133)
2/8 rule (Pareto’s law)
Paretod’s law (also known as “the law of few key” or “the law of factor sparseness”) states that 80% of the results are produced by 20% of the causes. This is a rule of thumb for notebooks in business (80% of sales come from 20% of customers), but it also applies to the field of design and usability. For example, positioning 20% of users, customers, activities, products or processes may bring you 80% of profits and maximize your attention to them. (From “The Gate of All Wonders” P133)
8 golden rules of interface design
Ben Shneiderman puts forward a series of principles through his research on user interface design. These principles are derived from experience and inspiration, and are applicable to most interactive systems. These principles are related to all user interface design, and strictly speaking, they also apply to website design.
1. Strive to be coherent
2. Allow users who frequently use the system to use shortcuts
3. Provide feedback
4. Design a dialog for closing this action
5. Provide simple design processing
6. Allow simple undo operations
7. Provide a controller. Support internal control points
8. Reduce short-term memory load
Fitt’s law
Fitt’s law was proposed by Fitts in 1954. It is a mode of human activity. It can estimate the time required to quickly move to the target according to the distance to the target and the size of the target. This principle asserts that there is a balance between speed and accuracy when positioning, and the shorter the target or the longer the distance, the longer it will take. This law is usually obvious when dealing with mouse activity (the user moves the mouse from point A to point B). That is, the easier the content is clicked, the higher its click rate. (From “The Gate of All Wonders” P134)
Inverted pyramid rule
The inverted pyramid is a writing method that puts the abstract in front of the article. This approach uses the famous “waterfall effect” in journalism-news writers try to let their readers know the subject of their report instantly. The article starts with a conclusion, followed by keywords, and finally the minor details, such as background information. Since network users need immediate satisfaction, this inverted pyramid style is very important to improve user experience.
The barrel principle
Refers to a wooden bucket that wants to be filled with water. Each wooden board must be equally level and undamaged. If one of the wooden boards of this bucket is uneven or there is a hole under a certain wooden board, the bucket cannot be filled with water. . It means that how much water a bucket can hold does not depend on the longest wooden board, but on the shortest wooden board. It can also be called the short board effect. No matter how high a wooden barrel is, the height of the water in it depends on the lowest board. (From the “bucket effect” entry on Baidu Encyclopedia)
Matthew effect
It refers to the phenomenon that the strong become stronger and the weak become weaker. It is widely used in many fields such as social psychology, education, finance, and science. Its name comes from a parable in the Bible “New Testament: Gospel of Matthew”: “Everything that has it will be added to him and made him superfluous; if it is not, even what he has will be taken away.” “Matthew Effect” Contrary to the “Way of Balance” and similar to the “Twenty-Eight Rule”, it is a very important law of nature. (From the “Matthew Effect” entry on Baidu Encyclopedia)
2 minutes rule
Measure the time required for temporary work. If it is expected to be completed within 2 minutes, interrupt the plan to complete it, otherwise, postpone it until the plan is completed. (From “Getting Things Done”)
10 usability laws of Jakob Nielsen
1. Visibility of system status: The system must let users know what the system is currently doing through appropriate feedback at the right time.
2. The match between the system and the real world: The system must use the user’s language, using words, phrases, and concepts that the user is familiar with, rather than system-oriented terms. Following the norms of the real world, the information is presented in a natural and logical way.
3. User control and freedom: Users often make mistakes in selecting system functions and need a clearly marked “emergency exit” to leave an unexpected state without having to face lengthy dialog prompts. Support undo and redo.
4. Consistency and standards: Users do not need to think about whether different words, scenes or actions have the same meaning. Please follow the platform specifications.
5. Error prevention: Compared with good error messages, it is better to design meticulously to prevent errors from occurring. Either avoid situations that are prone to errors, or check and prompt the user with a confirmation option before the actual action.
6. Recognize rather than recall: Visualize objects, actions, and options to reduce the user’s memory pressure. The user does not have to remember the information from one dialog to another. The instructions for the use of the system must be visible or easily accessible when appropriate.
7. Flexibility and efficiency of use: Accelerator keys that are invisible to novices usually speed up the interaction of experts, so that the system can satisfy both inexperienced and experienced users. Users can customize frequently used actions.
8. Aesthetics and minimal design: The dialog box cannot contain irrelevant or almost unnecessary information. Each additional information in the dialog box competes with related information and reduces their relative visibility.
9. Help users recognize, diagnose and recover from errors: error messages must be expressed in ordinary language (no code included), accurately point out the problem and actively suggest solutions.
10. Help and documentation: Although it is better to use the system without documentation, you still need to provide help and documentation. This information must be easy to search, focus on user tasks, and list the specific steps that need to be performed, rather than being comprehensive. (From the internet)
KANO model
The Japanese professor Noriaki Kano proposed the two-dimensional model for the first time in 1984 and constructed the kano model. The influencing factors are divided into five types, including:
Charm factor: Unexpected by users. If this demand is not provided, user satisfaction will not decrease, but when this demand is provided, user satisfaction will be greatly improved;
Expectation factor (one-dimensional factor): When this demand is provided, user satisfaction will increase, and when this demand is not provided, user satisfaction will decrease;
Necessary factors: when this demand is optimized, user satisfaction will not increase, when this demand is not provided, user satisfaction will be greatly reduced;
No difference factor: No matter whether this requirement is provided or not, user satisfaction will not change, and the user does not care at all;
Reverse factor: users do not have this demand at all, and user satisfaction will decline after provision;
From the factor classification of the kano model, it can be found that kano is not directly used to measure user satisfaction, but by distinguishing and processing the different needs of users, helping the product find an entry point to improve user satisfaction. It is often used to classify impact indicators, help products understand user needs at different levels, and identify critical factors that make users satisfied. (From TaobaoUED)
Bauhaus movement
The Bauhaus movement (1918-1933) originated in Germany and was a revival of pure and honest design concepts. Its influence spread to many fields of architecture, art, fonts, and product design. Its characteristic is to emphasize function and remove decoration. The beauty and belief of Bauhaus come from industry and design and manufacturing, and it is a design trend influenced by modern industrial civilization.
Its purpose is to show how to maintain identity in diversity, and to do so through age-related materials, technologies, and form concepts. This method of behavior is revolutionary.
The Bauhaus concept is described in two sentences: “Form follows function, removing interference and decoration.” Rahul Sen of the johnnyholland website believes that a Bauhaus revolution is taking place in the field of interaction design. (From “The Bauhaus Movement in the Field of Interaction Design-Ai Faner”)
Skeumorphic design concept
Apple’s current design trend is the Skeumorphic concept (such as iBooks, iCal, etc.)
At present, Skeumorphic is applied to the user interface, and it takes a lot of effort to point to or imitate the functions of the real world. Apple is currently the king of this design trend. It wrote in its “Human Machine Interface Guide”: “Whenever possible, add a realistic and physical dimension to your application. The more your application resembles reality, the operation The more the same, the easier it is for users to understand how it works, and the more willing they will be to use it.” (From “The Bauhaus Movement in the Field of Interaction Design-Ai Faner”)
Baby duck syndrome
Baby Duck Syndrome describes the tendency of visitors to be loyal to the original design they remember, and to judge other designs by their similarity to the original design. As a result, users tend to prefer designs that are similar to the original design they remember and dislike unfamiliar systems. These usability problems exist when many systems are redesigned: users, accustomed to the previous design, will feel uncomfortable with the new website architecture, and they must find their own way to use the website. (From Baidu Encyclopedia)
Self-reference effect
The self-reference effect is especially important in online writing, which can significantly improve the communication between the author and the reader. Things that are connected to our personal ideas can be remembered more clearly than things that are not directly connected to us. For example, after reading an article, users can better remember relevant characters, stories or facts in their personal experience. In usability, the self-reference effect is usually used in the expression of online writing and website content statement. (From Baidu Encyclopedia)
Simple rule
1. Reduce (REDUCE): The easiest way to achieve simplicity is to give up.
2. Organization (ORGANIZE): Proper organization can make complex systems appear simpler.
3. TIME: Saving time will make people feel simple.
4. LEARN: Knowledge makes everything easier.
5. DIFFERENCES: Simple and complex complement each other.
6. CONNEXT: Simple surrounding things are by no means irrelevant.
7. EMOTION: The more emotions, the better.
8. TRUST: We believe in simplicity.
9. FAILURE: Some things cannot be simple.
10. The one (THE ONE) : Simplicity is to reduce the obvious, and to increase the meaningful. (From Baidu Encyclopedia)
0123 rule
This law comes from The Laws of Simplicity, author John Maeda John Maeda is well-known in the design world and even in the IT world, especially after the importance of interaction design, “simplicity” is considered to be the most important aspect of improving the user experience. The simple rule of 0123 is especially suitable for mobile Internet, no manual is needed, it will be read at a glance, waiting time of two seconds, operation within three steps. (From Baidu Encyclopedia)
MVP rule (Minimum Viable Product-the most simplified practicable product)
MVP is a product theory. This concept sounds complicated, but you can think of it as the outline of a movie or the character introduction of a comic. Its main point is that the production cost should be extremely low, but it can show the main features of the final product. The function of MVP is to allow you to contact customers and improve your products based on customer feedback from a very early stage. The typical mistake is to make a product that nobody wants at home, but it is very progressing on its own. Everyone’s experience is that what the user wants is often very easy to do, but it is also the easiest thing to ignore. If you don’t contact the user at the beginning, it’s difficult to know the inside story. (From Baidu Encyclopedia)
McKinsey Pyramid Method
Anything can be generalized to a central point, and this central argument can be supported by several first-level arguments, and these first-level arguments can also be supported by several second-level arguments, so derived, like a pyramid.