As a product manager, you might be tempted to assume that users want to learn how to use your product. You provide loads of documentation, a hotline, and a lot of other help for the inquiring user.
However, user are usually not as excited about your cool and fancy product like you are. They have a goal in mind and just want to reach it. If your tool is the right one, fine. If not, they will eventually choose another one (e.g. when it is too complicated to understand).
User action requires three things:
- Necessary motivation
- Sufficient ability
- Effective triggers
Learn here how to provide these three requirements here.
Addendum: I have created a resource stash for all things related to Software Product Management!
UI Design is not restricted to static display only. Motions helps designers improve user experience. The article “Motion in UX Design” explains why:
- It drives user’s attention and hints at what will happen if a user completes a click/gesture.
- It helps you orient users within the interface and provides guided focus between views.
- It provides a visual feedback.
Check out the very good examples as well!
Designing complex products requires more thought than designing simple products, obviously. Here are some insights on what to focus on. The list is certainly open for additions, but it focuses on some important points. It is definitely worth a read.
People learn a certain behaviour and stick to it. The advantage is that they do not need to consciously remember an action, but can act unconsciously, thus reducing cognitive strain.
Now what happens when a well-known UI is changed? People would need to adapt, but will stick to their learned behaviour at first. Like Little Big Details shows, Chrome moved the search field on new tabs but still allows to enter search terms when users tap on the empty area where the field was before.
It looks like an Easter Egg, but is actually a well-designed UI.
Designing emotion is one of the fine arts of product management. This speech about several traps by Julie Jenson Bennett reminds me a bit of typical usability traps, but with regards to emotion design instead. Very nice thought.
- Mindshare Trap
- Experience Trap
- Output Trap
What you see is NOT what you get!
This is somewhat obvious to most of us, but sometimes software product lead users in a “wrong” way. Users have a hard time reaching their goal. So we need to keep in mind the difference between presented information and perceived information, and that there may be more than one truth.
I would like to refer to the article “Information, Meaning, Perception & Truth
Decision fatigue is real: People can only make a certain amount of decisions. A good product is not necessarily the one providing most options in order to fulfil every need, but the one reducing complexity in order to make it easy to use.
It is has to build such a product, because there will always be someone complaining, but focus helps your users.
I never heard of an Empathy Map to improve the user experience, but the article “Empathy Maps for UX” made me think about it. Looks like a good idea to visualise user goals. It is a bit hard to read, but still features some good ideas.
I didn’t post anything on human behaviour and its relationship to design lately. Here’s one more post with a small amount of slides that quickly summarizes the main points of “designing for error”. Every UX developer, designer and product manager should be aware that people make mistakes, and sometimes don’t even recognise them as mistakes.
Designing for error
Another usability post: 10 Usability tips. Some are well-known, but still a good compilation.
The contents are good, the page looks not like they followed their tips…