When I think about what has helped me the most in my pursuit to become a better designer, it is not sites like dribbble, behance, or instagram, nor is it the plethora of quick UI suggestions I find online.
I examine items and experiment with them to see how they function at the outset and at scale, pondering the design decisions behind each and every one of these encounters.
Benefits to both appearance and functionality
Users tend to attribute greater usability to designs that appeal to their aesthetic sensibilities.
It’s a given that humans are drawn to attractive things; the same holds true in the design world. Users are more forgiving of flaws and more enthusiastic about utilising a product that appeals to their aesthetic sense when it works well.
Because of this, all of the most popular apps have softened edges, simplified icons, added appealing graphics, made text larger, and sharpened colours.
You may improve the usability of your own design and get more positive feedback on your app by adhering to this ux rule.
However, in the long run, looks aren’t everything; although users may be eager to provide feedback at first, they’ll likely get dissatisfied and uninstall your app if you focus only on how it looks. Design the app such that it is both visually beautiful and functional.
When individuals are exposed to a design that appeals to their aesthetic senses, they respond positively, leading them to mistakenly feel that the design improves upon functionality.
When a product or service is well-designed visually, users are more likely to overlook a few nitpicky usability problems.
Usability flaws may go undetected in usability testing if the design is aesthetically pleasant.
Presumption of Parenthood Law
When faced with an ambiguous or complicated visual cue, people will automatically gravitate toward the interpretation that needs the least amount of mental work from them.
Simplifying processes is not a novel concept; in fact, we all appreciate simplicity when it presents itself in our daily lives. Users, being human themselves, like simple designs, such as those that have a straightforward interface, uncomplicated iconography, uncomplicated colours, and uncomplicated functionality.
Just as the moon, with its rocks and bumps, is interpreted by the brain as a grin, so too are complicated objects translated by the brain into their simpler counterpart.
It’s better to keep things simple; take a cue from Spotify, which realised that the tab bar’s formerly intricate symbols were confusing consumers and replaced them. And they streamline processes by combining previously separate functions, such as the search and browsing functions, into a single interface (new).
The human brain prefers not to be inundated with too much data, so it naturally seeks for patterns and simplifies complicated designs where it can.
The ability to visually interpret and retain simple figures is more developed than that of complicated ones, according to studies.
Rule of Fitts
Time required to acquire a target is proportional to the target’s distance and size.
Is that so? Why are the “purchase now,” “book now,” “shop now,” and “add to cart,” “shop now,” buttons always larger than the rest? Fitts’ Law is the correct answer.
According to Fitts’ Law, the time it takes to acquire an object increases in proportion to both its distance and its size. If the target or button is too tiny, it will take the user longer to act, which might alter their disposition and cause them to miss it.
As a result, your objective should be located where the user can access to it quickly and simply. Airbnb, following this rule, places the button too near to the thumb, allowing the user to press it with little effort.
Many companies, like Uber, Amazon, Nike, and Lyft, employ it, each in their own unique manner. You may make the button easy to tap by making it stick out using contrasting colours, sizes, and iconography.
Users will have better luck making precise taps on sufficiently sized touch targets.
There has to be a lot of room between touch targets.
It’s important to strategically put touch targets on an interface so that they may be quickly and easily tapped.
In general, users choose to use alternative applications. This indicates that people would rather have your app function similarly to the ones they are already familiar with.
According to Jacob’s law, all the applications I’ve used and those you’re now using share several (not just one) characteristics. It might be anything from the tab bar icons to the fonts and styles used. That these things are occurring together is not an accident but rather a deliberate design. The user spends most of their time in other applications, thus it’s in your best interest to make your app seem comparable to those others (at a fundamental level).
As social media platforms, Pinterest, TikTok, and Instagram all share a tab bar with comparable home, search, notification, and profile options, so an Instagram user will feel right at home on TikTok and Pinterest.
Users’ expectations for one product will be carried over to a seemingly comparable one.
Rather of having users divert attention away from their work to learn new models, we may provide them with a better user experience by capitalising on their own mental models.
When implementing major changes, it’s best to provide people a window of opportunity to stick with the status quo.
Impact of Target Gradient.
According to Zeigarnik, people are more likely to recall the details of an activity that they started but were unable to finish because of an interruption.
Proximity to a goal raises one’s goal-gradient, or propensity to move closer to that objective.
The human mind is wired to accomplish tasks, and leaving them unfinished may be quite distracting. To put it another way, this is why quitting an addiction may be so hard.
As such, designers include it into their plans to increase user retention and, by extension, engagement and revenue.
By drawing a line at the halfway point of the procedure, Pinterst makes it clear that the user has just three more steps to complete the assignment. Without it, the user may mistakenly assume that there are too many and decide to abandon the programme.
Users will work more quickly to complete a job the closer they are to doing so.
Users will be more likely to be motivated to finish an activity if they are shown false progress toward a goal.
In order to encourage users to accomplish activities, it is helpful to show them how far along they are.
Encourage exploration by offering obvious indicators of related information.
A Look at the Peak-End Rule and the Effect of Sequential Position
According to the “Peak-Finish Rule,” individuals tend to evaluate events primarily on their emotional state at the beginning and end, rather than their emotional state throughout the whole event.
The first and final elements in a sequence tend to be the most memorable due to the serial position effect.
There are two distinct phenomena that are explained by these Laws, yet they are used combined in app development. As they put it, “the user recalls first and last things best,” and “the user assesses everything according to its peaks and finishes, not by its averages.”
The initial and end screens of many programmes include the most crucial information, while the panels in the middle contain less crucial but still valuable content.
The cool mascot (Owl) and images in Duolingo’s introduction and conclusion are only one example. Duolingo makes the work more interesting by including drawings throughout it. Something similar, or something original that you think your audience will like, might be used instead.
Focus your emphasis on the climax and conclusion of the user’s trip.
Figure out when a consumer will find your product most useful or interesting, and cater your design to that.
One should keep in mind that unpleasant memories tend to stick out more than pleasant ones.
Since information stored in long-term and working memory is more likely to be retrieved from the beginning or end of a list, it might be advantageous to place the least significant items in the centre of lists.
An effective memory hack is to put frequently used functions on the extreme left and right of features like navigation.
Image by Freepik