Cognition and design-understanding the rules of uidesign (8) Limitations on attention, shape, thinking, and action

Source: Internet
Author: User

When people interact with the world around them purposefully, some aspects of their behavior follow predictable patterns, some of which are caused by attention limitations and short-term memory. This chapter describes six important models.

 

Mode 1: we focus on the target and seldom pay attention to the tools used

As explained in chapter 7, our attention is very limited. When people execute a task to achieve a certain goal, most of their attention is focused on the task-related things. People seldom pay attention to the tools used to execute tasks, and deny that computer software, online services, or interactive devices are used.

This is why most software design guidelines require application software and most websites not to attract users' attention to software or websites. They should be hidden in the background, let users focus on their own goals. This design principle has even become the title of a smooth Web Design book: Don't make me think. if you want me to consider how to use your software or website instead of what I want to do, then you will lose this user.

 

Mode 2: We use external help to record what is being done

Because our short-term memory and attention are so limited, we have learned not to rely on them, but to mark the environment around us to remind ourselves of the task. For example, when we read a book, we use bookmarks to record the location where we read it. When we do arithmetic questions, we use pens and paper to record the calculated intermediate results.

This mode means that the interaction system should identify which users have completed and which ones have not yet completed. Most email client software will mark both read and unread emails differently. Most websites will also identify the accessed links differently, many applications are used to identify the completed parts of a multi-step task. See:

Mac OS software updates show which updates have been completed (Green checked) and which are being updated (turning wheels ).

 

Mode 3: keep the information smell close to the target

People only notice what matches their targets on the screen. Focus on the target so that we can only literally understand what we see on the screen and what we hear from the phone menu. People will not think deeply about commands, command names, option labels, charts, projects on the navigation bar or other content on the user interface of computer tools.

In many scenarios and systems, this target-oriented policy that follows the information smell is observed, which means that the interactive system should be designed with a strong information smell, and can truly guide users to achieve their goals. To do this, designers need to understand what the target may be when the user makes a decision, ensure that the software provides options for each important target of the user, and clearly identify the corresponding options for each target.

For example, try to open a document that has been opened but forgotten. Microsoft Excel designers do better than Microsoft Word designers. They anticipate this situation, understand the user's goals at the moment, and provide clear instructions.

 

Mode 4: familiar paths are preferred.

People know their limited attention and act accordingly. To achieve a certain goal, as long as possible, especially when there is time pressure, we will adopt a familiar path, rather than exploring new paths. Exploring a new path is to solve the problem. Attention and short-term memory are under great pressure. On the contrary, the adoption of well-known paths is quite automatic and does not consume much attention or short-term memory.

So sometimes, I can hear such a sentence: "I am in a hurry, so I am on a long journey." He knows that there are more effective ways to do one thing, but he also knows that it takes time and effort to find shortcuts, and he is unwilling to take these two steps.

This means:

Sometimes you don't need to worry about using keys: Users should be able to get started quickly when using occasional or infrequently used software such as bank ATMs, and for them, reducing problems is much more important than reducing the number of keys.

Guide the user to the optimal path: On the first screen or website homepage, the software should display the path to the user's target. This is basically the principle that software should provide clear information smells.

It helps experienced users improve efficiency. After gaining experience, users should be able to easily move to a faster path. Possible fast paths should be displayed on the slow paths provided for new users. This is why most software labels shortcut keys for common functions in the menu.

 

Mode 5: our thinking cycle: Goal, execution, Evaluation

For decades, scientists studying human behavior have discovered the following cyclical patterns in many behaviors:

Create a goal, such as opening a bank account, eating peaches, or deleting a word in the document;

Select and execute a series of actions to achieve the goal;

Assess whether these actions are successful, that is, whether the target is completed or closer to the target;

Repeat until the target is completed (or does not seem to be completed)

People keep repeating this pattern. In fact, we conduct such a periodic cycle at many different levels at the same time.

How should the software help the user achieve this goal-execution-evaluation cycle? You can use either of the following methods.

The goal provides a clear path to complete the goals that the software has designed for the user, including the initial steps.

The concepts (objects and actions) in execution software should be based on tasks rather than how to implement them. Do not force users to figure out how the objects and actions in the software correspond to the tasks to be executed. Provide clear information smells on each node that needs to be selected to achieve the goal.

The evaluation provides progress feedback and status information to users. Allows users to leave operations that cannot help achieve their goals.

Here is an example of "evaluation", such as the following flight booking system.

 

Mode 6: after the main objectives of the task are completed, we often forget to close the work.

Attention is a very scarce resource. Our brain won't focus on something that is no longer important. After a task is completed, the focus on this task will be shifted to the more important information at present. Once a goal is completed, we feel that everything related to this goal is often "slipped" from our short-term memory, that is, we are forgotten.

One of the results of attention shifting is that people often forget the scanning work of their tasks. For example, when they arrive at their destination, they forget to turn off the headlights of the car to avoid battery consumption; or you forget to log out of your account after using your computer in a public place.

To avoid such mistakes, the interaction system should also be designed to remind you of the unfinished things. In some cases, the system can even finish scanning.

In the background that has not finished runningProgramFor example, if a user tries to shut down the computer or turn the computer into sleep mode when saving a file or transferring a document to a printer, the computer should warn the user;

Software designers should consider whether there is any tail scanning work that users may forget in the tasks supported by the systems they design. If yes, you should design the system to help users remember it, or you do not need to remember it at all.

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