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Application Design:
Rules, controls, interactions
Recap
Apps have 4 elements or layers
Good app = designed for all 4 layers
Application structure
Screen layouts
UI Controls
Interactions
Last week, we
talked about
application
structures and
screen layouts
This week, it’s
UI Controls +
Interactions
We learned we should <3 hub + spoke
There are 3 types of application structure
Information
Pattern
Process
Pattern
Creation
Pattern
So…
− You’ve figured out which application pattern or
patterns are best
− Naturally, u <3 hub + spoke architecture
What’s next? v
Align user goals with layout choice(s)
To accomplish that:
1. Determine the ONE goal for each screen
2. Figure out which screen layout is needed
What were those layouts again?
Wrap up
1. Hub and spoke model for app design
2. 4 basic elements of application design
3. 3 application type(s) to help us meet our
users’ goals
4. 15 basic screen layout patterns known to
help with user work flow
5. 1 goal for 1 screen
Layers: UI Controls + Interaction
 UI control and Interaction layers are about
telling a story.
 A compelling story line helps users
accomplish tasks
 Story = Task + Context
What were those rules again?
6 Rules for interaction design
(Rules from software design)
#1 Make It Direct
where there is output, there should be input – Alan Cooper
#2 Keep It Lightweight
application should stay out of the user’s way
#3 Stay In the Page
application should stay out of the user’s way
#4 Provide An Invitation
use animations and user events to invite discovery
#5 Use Transitions
help user understand beginnings, endings
#6 React Immediately
provide feedback as soon as possible (auto suggest, live search, etc.)
UI Controls – some examples
auto-suggest
auto-complete
Breadcrumb
carousel/coverflow
charts
graphs
collapsible panels
color picker
combobox
date-picker
dialog
docking
drag & drop manager
dynamic filter
feedback/status
fisheye/spotlight
gauges
help tips
hot keys
hover action
hover detail
inline edit
progress indicator
magnify
map pin
Menu
Multi-page
nav bar
rating system
paginator
slide show
range slider
scoped search
sparklines
spinner
tabs
table or data grid
toolbar
tree view
vertical browser
view toggle
WYSIWYG editor
zoom/pan
UI Control Component Library - sample
6 Rules for interaction design
(Rules from software design)
#1 Make It Direct
where there is output, let there be input – Alan Cooper
#2 Keep It Lightweight
application should stay out of the user’s way
#3 Stay In the Page
application should stay out of the user’s way
#4 Provide An Invitation
use animations and user events to invite discovery
#5 Use Transitions
help user understand beginnings, endings
#6 React Immediately
provide feedback as soon as possible (auto suggest, live search, etc.)
#1 Make it direct
• Where there is output, let there be input
• Whenever there is a need to edit content, make
it happen in context rather than on a separate
screen
Three different types of direct manipulation:
1. editing controls
2. drag and drop controls
3. direct selection controls
#1 Make it direct – editing
Editing Controls
- Single field inline edit: edit a single line of
text
- Multi-field inline edit: edit multiple lines of
text
- Group edit: Changing a group of items
directly
- Overlay edit: Editing in an overlay panel
- Table edit: Editing items in a grid/table
Inline edit
https://www.flickr.com/photos/jannejanne/5027462322/
Inline edit
Overlay edit
Mutli-line edit
#1 Make it direct – drag + drop
Drag and drop controls:
– Modules
– Lists
– Objects
– Actions
– collections
Drag and drop
Drag and drop
Invalid drag
#1 Make it direct – direct selection
Direct selection – allow users to directly select
elements on an interface
Types of direct selection:
− Checkbox or control-based selection
− Collected selection
− Object Selection
Group checkbox selection
Checkbox and collected selection
Direct selection – single or group
Object selection and collected object selection
#2 Keep it lightweight
 Reducing the effort required to interact with a site
or application
#2 Keep it lightweight
 always-visible tools: contextual tools are
located directly in content
 hover reveal tools: show contextual tools on
hover
 toggle-reveal tools: a switch to toggle on/off
contextual tools for page or module
 multi-level tools: progressively reveal actions
based on user interaction
 secondary menu: show a secondary menu
(usually by right-clicking on an object)
Always visible tools
hover reveal tool
toggle reveal tool
A master switch to toggle
on/off contextual tools for
the page or module.
secondary menu
By right clicking, user reveals a menu
#3 Stay on page
 Paging to a new screen and page refreshes are
disruptive to a user’s flow
 Instead of assuming a new page for every action,
model the user’s process by keeping all sub-
tasks in the page
Methods for keeping the flow:
1. Overlay: display a lightweight layer over the main page action
2. Inlay: information or actions inlaid within the screen
3. Virtual page: extend the virtual space of the page with dynamic
content and animation
4. Process flow: create flow within the page, usually by modeling
user task flow
#3 Stay on page
 Overlays
 Inlays
 Virtual Paging
 Process Flows
#3 Stay on page (cont’d)
Overlays
 Dialog overlay: an overlay containing additional
information, details, actions
Inlays
 List inlays: expanding a list to show more details
 Dialog inlays: expanding a section to reveal a dialog
process
 Detail inlay: show great detail about an element
#3 Stay on page (cont’d)
Virtual Paging
 virtual (infinite) scrolling: instead of fetching new content
through a paginator, fetch content based on user action
which signal intention or desire to view more
 inline paging: switch out content to make experience feel
less like leaving a page
 scrolled paging: uses pagination or navigation to scroll
content horizontally (like carousel)
 virtual panning: allow users to drag the screen (like
panning a map)
 zoomable user interface: zoom in/out of an interface.
Creates possibility of infinite screen
#3 Stay on page (cont’d)
Process Flow
 interactive single-page process: all process in a task flow stays
on screen (e.g., sign up taskflow)
 configurator process: configuration process such as configuring
a car, an online store, etc.
 static single-page process: keeps the entire process all on one
long page
 dialog overlay process: a subtask process is overlaid as a
dialog box (e.g., lightbox)
 inline assistant process: an “assistant” task flow is kept on the
page such as an inline shopping cart
inline assistant process
dialog overlay
dialog overlay process
detail overlay
dialog inlay
list inlay
configurator process
Static single page process
scrolled paging (carousel)
zoomable UI or zoomable elements
process flow
Sign up screen  
interactive single page process
#4 Provide an invitation
 Findability versus discoverability
 Invitations cue the user to another level or layer
of interaction
 Cues – just in time and contextual
 Types: static and dynamic invitations
#4 Provide an invitation
Static invitations:
 call to action invitation: to engage in primary task
 tour invitation: to explore new features
 affordance invitation: designs that use familiar visual
and animation techniques to make it clear an action can
be performed (SIGNIFIER)
 blank slate: invites users to fill up a blank space
#4 Provide an invitation
Dynamic invitations:
 hover invitation: invite during hover action
 drag and drop invitation: to grab, drag and then drop
content
 more content invitation: to reveal more content
 inference invitation: one or a series of invitations that
make logical assumptions – inferences – about what a
user will do next
 cursor invitation: to try a lightweight operation by
changing the appearance of the cursor
Static call to action
Static call to action
How was that form an anti-pattern – a
bad example of a call to action?
Call to action invitation: 1-2-3 steps invitation
Tour invitation (static)
Inference invitation
After I click the + symbol to add a category,
there’s an invitation to add content assuming that
my next step is to name the category
Inference/Social proof invitation
hover invitation
Hover invitation http://glossandgradients.com/
Affordance invitation
Affordance
Affordance
 Placeholder photo
 Circular completion “timer” uses animation on page load
 Downward carat
Drag and drop
Drag and drop
More content invitation
More content
More content
Cursor invitation
Change the cursor to invite an action; change when action
initiated, change when action can/should be stopped
Cursor invitation
Blank slate
Blank Slate / Prompt
#5 Use transitions
 Special, cinematic effects that occur over time
 Provide feedback during interaction
 Transitions are a form information scent. They
tell the user she’s on the right track
 Smooth the action: makes screens feel human
 Help users understand what has happened and
what could happen
 Movement helps capture and focus attention
 Central vs peripheral vision and “refrigerator
effect”
#5 Use transitions (semantically)
By offloading interpretation of changes to the
perceptual system, animation allows the user to
continue thinking about the task domain, with no
need to shift contexts to the interface domain.
From the paper, Animation: From Cartoons to the User
Interface by Bay-Wei Chang (Stanford) and David Ungar
(at Sun Microsystems) 1995
Transition patterns
 brighten/dim
 expand/collapse
 self-healing fade
 animation
 spotlight
 slide in/out
 enlarge/shrink
 faceplate
 flip
 accordion
 carousel
 fade
 zoom
 perceived performance
Brighten/dim
 Dim one part of screen to make another part appear
brighter
 Use for subtle, secondary changes to interface
 Cognitive science: change in movement captures
more attention than color change
 The faster the change, the more eye catching
 The sharper the contrast, the more attention
 Yahoo tool icons brighten and dim
Brighten/dim
Expand/collapse
Bring more content into a page with expanding and collapsing
panels
Self-healing fade
When deleting or moving objects, expose a “hole” where the
object was by using a ghosting or fading technique. Here,
dragging object out of an album
Self-healing fade
Animation
 Help make application more life-like
 avoid “I Dream of Jeanie” effect
 Improve delight and enjoyment of environment
Common types:
• Zoom back/snap back: when a drag and drop fails
• drop: mimic the effect of something dropping
• snap to place: mimic effect of something snapping into
place
• genie effect: mimic effect of genie going back into the bottle
• Dog ears: the effect of continuing motion even after stopping
• Magnetism:
Spotlight
 Highlighting something that was recently changed or added
 http://c1dey2.axshare.com/
 Highlighting something by enlarging it and then shrinking it
back to original state
Enlarge/shrink back
Slide in/out
 A panel slides in/out of screen
#5 Transitions - More transitions
 Faceplate: Move between two faces of an interface by
cross-fading between the two
 Flip: flipping a card over
 Carousel: moving between several objects
 Accordions: variation on a tabbed panel. When you open
one item in the list, the other open item closes
#5 Transitions - Use effectively
Use transitions to help tell a story. If there’s no story, then
transitions are baubles.
 Explain what just happened
 Demonstrate relationship(s) between objects
 Focus user attention
 Improve perceived performance by maintaining engagement
 Create the illusion of virtual space
#5 Transitions - Best practices
 The more rapid the change, the more important the
event
 Rapid movement perceived as more important than
rapid color change
 Movement toward the user is seen as more
important than movement away from the user
 Very slow change can be processed without
disrupting the user's attention
 Movement can communicate an object's new home
 Transitions should be reflexive – view transition and
reverse transition
#5 Transitions - Dont’s
 Don’t overuse
 Don’t rely on transitions to communicate a story;
use multiple methods to communicate
 Don’t rely on transitions to communicate a
changed interface
 Don’t use transitions outside the user’s focus
area. (using it outside the focal area makes the
transition effect feel more like advertising)
 Don’t use gimmicky effects
 Don’t use for the cool factor
#6 React immediately
 A way of providing feedback after an interaction
 Users expect something to happen in response
to their action (perceive apps as rude at best and
broken at worst when they do not respond)
Two patterns:
− Lookup patterns
− Feedback patterns
Lookup patterns
 Since looking up information is a large part of
what user do there are methods of providing
feedback during searches:
− Auto Complete
− Live Suggest
− Live Search
− Refining Search
Autocomplete (lookup pattern)
 As the user types into a field, she’s given a
dropdown list of possible matches
Autocomplete – best practices
 Use autocomplete for input assistance
 Match on multiple fields
 Show results when the user pauses
 Allow selecting matched value on Tab key
 Known as winnowing, live suggest provides real
time search term suggestions as the user is
typing
Live suggest / autosuggest (lookup
pattern)
Live suggest / autosuggest (lookup
pattern)
Refine Search
 While someone is typing a query, actual live
search results are shown in real time
Live Search
Live Search
Century21 combines autocomplete, autosuggest,
and live search
Combine
Feedback patterns
 Interactive feedback for non-lookup situations:
− live preview
− progressive disclosure
− progress indicator
− periodic refresh
Live preview
Live preview
Live preview
Live preview
Progressive disclosure
• When there is a logical series of steps, display
hints and contextual tools and menus as they are
needed to avoid cluttering the screen
Progressive disclosure
Progressive disclosure
Progress indicators
Provide immediate feedback to let users know that
the system is responding to their action
Favicon turns into progress indicator:
Progress indicators
Ladda button as progress indicator design pattern:
Progress indicators
On-demand, just-in-time at Daily Beast:
Progress indicators
Also an opportunity to imprint branding and ads:
Periodic refresh
 Recency trumps quality
 People attracted to the newest information
 Refresh pages to ensure user sees latest
information such as new notification, recently
added listings, price changes, new posts to the
blog, etc
Periodic refresh
Wrap up
 4 design layers in every app: application
structure, layouts, UI controls, interactions
 3 application types: information, process,
creation
 15 screen layout patterns aid user workflow
 1 goal for 1 screen
 Use the hub and spoke model for app design:
Single focus at center
 Employ UI Controls and guidelines for using
them
 6 Interaction principles to guide choices on
interaction layer
We learned we should <3 hub + spoke
Apps have 4 elements or layers
There are 3 types of application structure
Information
Pattern
Process
Pattern
Creation
Pattern
What were those layouts again?
UI Controls
6 Rules for interaction design
(Rules from software design)
#1 Make It Direct
where there is output, let there be input – Alan Cooper
#2 Keep It Lightweight
application should stay out of the user’s way
#3 Stay In the Page
application should stay out of the user’s way
#4 Provide An Invitation
use animations and user events to invite discovery
#5 Use Transitions
help user understand beginnings, endings
#6 React Immediately
provide feedback as soon as possible (auto suggest, live search, etc.)
For more research-based insights
about Homes.com users, check out
the UX insights portal:
http://insights.homes.com
Thoughts? Questions?

More Related Content

Application Design - Part 2

  • 3. Apps have 4 elements or layers
  • 4. Good app = designed for all 4 layers Application structure Screen layouts UI Controls Interactions Last week, we talked about application structures and screen layouts This week, it’s UI Controls + Interactions
  • 5. We learned we should <3 hub + spoke
  • 6. There are 3 types of application structure Information Pattern Process Pattern Creation Pattern
  • 7. So… − You’ve figured out which application pattern or patterns are best − Naturally, u <3 hub + spoke architecture What’s next? v
  • 8. Align user goals with layout choice(s) To accomplish that: 1. Determine the ONE goal for each screen 2. Figure out which screen layout is needed
  • 9. What were those layouts again?
  • 10. Wrap up 1. Hub and spoke model for app design 2. 4 basic elements of application design 3. 3 application type(s) to help us meet our users’ goals 4. 15 basic screen layout patterns known to help with user work flow 5. 1 goal for 1 screen
  • 11. Layers: UI Controls + Interaction  UI control and Interaction layers are about telling a story.  A compelling story line helps users accomplish tasks  Story = Task + Context
  • 12. What were those rules again?
  • 13. 6 Rules for interaction design (Rules from software design) #1 Make It Direct where there is output, there should be input – Alan Cooper #2 Keep It Lightweight application should stay out of the user’s way #3 Stay In the Page application should stay out of the user’s way #4 Provide An Invitation use animations and user events to invite discovery #5 Use Transitions help user understand beginnings, endings #6 React Immediately provide feedback as soon as possible (auto suggest, live search, etc.)
  • 14. UI Controls – some examples auto-suggest auto-complete Breadcrumb carousel/coverflow charts graphs collapsible panels color picker combobox date-picker dialog docking drag & drop manager dynamic filter feedback/status fisheye/spotlight gauges help tips hot keys hover action hover detail inline edit progress indicator magnify map pin Menu Multi-page nav bar rating system paginator slide show range slider scoped search sparklines spinner tabs table or data grid toolbar tree view vertical browser view toggle WYSIWYG editor zoom/pan
  • 15. UI Control Component Library - sample
  • 16. 6 Rules for interaction design (Rules from software design) #1 Make It Direct where there is output, let there be input – Alan Cooper #2 Keep It Lightweight application should stay out of the user’s way #3 Stay In the Page application should stay out of the user’s way #4 Provide An Invitation use animations and user events to invite discovery #5 Use Transitions help user understand beginnings, endings #6 React Immediately provide feedback as soon as possible (auto suggest, live search, etc.)
  • 17. #1 Make it direct • Where there is output, let there be input • Whenever there is a need to edit content, make it happen in context rather than on a separate screen Three different types of direct manipulation: 1. editing controls 2. drag and drop controls 3. direct selection controls
  • 18. #1 Make it direct – editing Editing Controls - Single field inline edit: edit a single line of text - Multi-field inline edit: edit multiple lines of text - Group edit: Changing a group of items directly - Overlay edit: Editing in an overlay panel - Table edit: Editing items in a grid/table
  • 23. #1 Make it direct – drag + drop Drag and drop controls: – Modules – Lists – Objects – Actions – collections
  • 27. #1 Make it direct – direct selection Direct selection – allow users to directly select elements on an interface Types of direct selection: − Checkbox or control-based selection − Collected selection − Object Selection
  • 28. Group checkbox selection Checkbox and collected selection
  • 29. Direct selection – single or group Object selection and collected object selection
  • 30. #2 Keep it lightweight  Reducing the effort required to interact with a site or application
  • 31. #2 Keep it lightweight  always-visible tools: contextual tools are located directly in content  hover reveal tools: show contextual tools on hover  toggle-reveal tools: a switch to toggle on/off contextual tools for page or module  multi-level tools: progressively reveal actions based on user interaction  secondary menu: show a secondary menu (usually by right-clicking on an object)
  • 34. toggle reveal tool A master switch to toggle on/off contextual tools for the page or module.
  • 35. secondary menu By right clicking, user reveals a menu
  • 36. #3 Stay on page  Paging to a new screen and page refreshes are disruptive to a user’s flow  Instead of assuming a new page for every action, model the user’s process by keeping all sub- tasks in the page Methods for keeping the flow: 1. Overlay: display a lightweight layer over the main page action 2. Inlay: information or actions inlaid within the screen 3. Virtual page: extend the virtual space of the page with dynamic content and animation 4. Process flow: create flow within the page, usually by modeling user task flow
  • 37. #3 Stay on page  Overlays  Inlays  Virtual Paging  Process Flows
  • 38. #3 Stay on page (cont’d) Overlays  Dialog overlay: an overlay containing additional information, details, actions Inlays  List inlays: expanding a list to show more details  Dialog inlays: expanding a section to reveal a dialog process  Detail inlay: show great detail about an element
  • 39. #3 Stay on page (cont’d) Virtual Paging  virtual (infinite) scrolling: instead of fetching new content through a paginator, fetch content based on user action which signal intention or desire to view more  inline paging: switch out content to make experience feel less like leaving a page  scrolled paging: uses pagination or navigation to scroll content horizontally (like carousel)  virtual panning: allow users to drag the screen (like panning a map)  zoomable user interface: zoom in/out of an interface. Creates possibility of infinite screen
  • 40. #3 Stay on page (cont’d) Process Flow  interactive single-page process: all process in a task flow stays on screen (e.g., sign up taskflow)  configurator process: configuration process such as configuring a car, an online store, etc.  static single-page process: keeps the entire process all on one long page  dialog overlay process: a subtask process is overlaid as a dialog box (e.g., lightbox)  inline assistant process: an “assistant” task flow is kept on the page such as an inline shopping cart
  • 50. zoomable UI or zoomable elements
  • 51. process flow Sign up screen  
  • 53. #4 Provide an invitation  Findability versus discoverability  Invitations cue the user to another level or layer of interaction  Cues – just in time and contextual  Types: static and dynamic invitations
  • 54. #4 Provide an invitation Static invitations:  call to action invitation: to engage in primary task  tour invitation: to explore new features  affordance invitation: designs that use familiar visual and animation techniques to make it clear an action can be performed (SIGNIFIER)  blank slate: invites users to fill up a blank space
  • 55. #4 Provide an invitation Dynamic invitations:  hover invitation: invite during hover action  drag and drop invitation: to grab, drag and then drop content  more content invitation: to reveal more content  inference invitation: one or a series of invitations that make logical assumptions – inferences – about what a user will do next  cursor invitation: to try a lightweight operation by changing the appearance of the cursor
  • 56. Static call to action
  • 57. Static call to action How was that form an anti-pattern – a bad example of a call to action?
  • 58. Call to action invitation: 1-2-3 steps invitation
  • 60. Inference invitation After I click the + symbol to add a category, there’s an invitation to add content assuming that my next step is to name the category
  • 66. Affordance  Placeholder photo  Circular completion “timer” uses animation on page load  Downward carat
  • 72. Cursor invitation Change the cursor to invite an action; change when action initiated, change when action can/should be stopped
  • 75. Blank Slate / Prompt
  • 76. #5 Use transitions  Special, cinematic effects that occur over time  Provide feedback during interaction  Transitions are a form information scent. They tell the user she’s on the right track  Smooth the action: makes screens feel human  Help users understand what has happened and what could happen  Movement helps capture and focus attention  Central vs peripheral vision and “refrigerator effect”
  • 77. #5 Use transitions (semantically) By offloading interpretation of changes to the perceptual system, animation allows the user to continue thinking about the task domain, with no need to shift contexts to the interface domain. From the paper, Animation: From Cartoons to the User Interface by Bay-Wei Chang (Stanford) and David Ungar (at Sun Microsystems) 1995
  • 78. Transition patterns  brighten/dim  expand/collapse  self-healing fade  animation  spotlight  slide in/out  enlarge/shrink  faceplate  flip  accordion  carousel  fade  zoom  perceived performance
  • 79. Brighten/dim  Dim one part of screen to make another part appear brighter  Use for subtle, secondary changes to interface  Cognitive science: change in movement captures more attention than color change  The faster the change, the more eye catching  The sharper the contrast, the more attention  Yahoo tool icons brighten and dim
  • 81. Expand/collapse Bring more content into a page with expanding and collapsing panels
  • 82. Self-healing fade When deleting or moving objects, expose a “hole” where the object was by using a ghosting or fading technique. Here, dragging object out of an album
  • 84. Animation  Help make application more life-like  avoid “I Dream of Jeanie” effect  Improve delight and enjoyment of environment Common types: • Zoom back/snap back: when a drag and drop fails • drop: mimic the effect of something dropping • snap to place: mimic effect of something snapping into place • genie effect: mimic effect of genie going back into the bottle • Dog ears: the effect of continuing motion even after stopping • Magnetism:
  • 85. Spotlight  Highlighting something that was recently changed or added  http://c1dey2.axshare.com/
  • 86.  Highlighting something by enlarging it and then shrinking it back to original state Enlarge/shrink back
  • 87. Slide in/out  A panel slides in/out of screen
  • 88. #5 Transitions - More transitions  Faceplate: Move between two faces of an interface by cross-fading between the two  Flip: flipping a card over  Carousel: moving between several objects  Accordions: variation on a tabbed panel. When you open one item in the list, the other open item closes
  • 89. #5 Transitions - Use effectively Use transitions to help tell a story. If there’s no story, then transitions are baubles.  Explain what just happened  Demonstrate relationship(s) between objects  Focus user attention  Improve perceived performance by maintaining engagement  Create the illusion of virtual space
  • 90. #5 Transitions - Best practices  The more rapid the change, the more important the event  Rapid movement perceived as more important than rapid color change  Movement toward the user is seen as more important than movement away from the user  Very slow change can be processed without disrupting the user's attention  Movement can communicate an object's new home  Transitions should be reflexive – view transition and reverse transition
  • 91. #5 Transitions - Dont’s  Don’t overuse  Don’t rely on transitions to communicate a story; use multiple methods to communicate  Don’t rely on transitions to communicate a changed interface  Don’t use transitions outside the user’s focus area. (using it outside the focal area makes the transition effect feel more like advertising)  Don’t use gimmicky effects  Don’t use for the cool factor
  • 92. #6 React immediately  A way of providing feedback after an interaction  Users expect something to happen in response to their action (perceive apps as rude at best and broken at worst when they do not respond) Two patterns: − Lookup patterns − Feedback patterns
  • 93. Lookup patterns  Since looking up information is a large part of what user do there are methods of providing feedback during searches: − Auto Complete − Live Suggest − Live Search − Refining Search
  • 94. Autocomplete (lookup pattern)  As the user types into a field, she’s given a dropdown list of possible matches
  • 95. Autocomplete – best practices  Use autocomplete for input assistance  Match on multiple fields  Show results when the user pauses  Allow selecting matched value on Tab key
  • 96.  Known as winnowing, live suggest provides real time search term suggestions as the user is typing Live suggest / autosuggest (lookup pattern)
  • 97. Live suggest / autosuggest (lookup pattern)
  • 99.  While someone is typing a query, actual live search results are shown in real time Live Search
  • 101. Century21 combines autocomplete, autosuggest, and live search Combine
  • 102. Feedback patterns  Interactive feedback for non-lookup situations: − live preview − progressive disclosure − progress indicator − periodic refresh
  • 107. Progressive disclosure • When there is a logical series of steps, display hints and contextual tools and menus as they are needed to avoid cluttering the screen
  • 110. Progress indicators Provide immediate feedback to let users know that the system is responding to their action Favicon turns into progress indicator:
  • 111. Progress indicators Ladda button as progress indicator design pattern:
  • 113. Progress indicators Also an opportunity to imprint branding and ads:
  • 114. Periodic refresh  Recency trumps quality  People attracted to the newest information  Refresh pages to ensure user sees latest information such as new notification, recently added listings, price changes, new posts to the blog, etc
  • 116. Wrap up  4 design layers in every app: application structure, layouts, UI controls, interactions  3 application types: information, process, creation  15 screen layout patterns aid user workflow  1 goal for 1 screen  Use the hub and spoke model for app design: Single focus at center  Employ UI Controls and guidelines for using them  6 Interaction principles to guide choices on interaction layer
  • 117. We learned we should <3 hub + spoke
  • 118. Apps have 4 elements or layers
  • 119. There are 3 types of application structure Information Pattern Process Pattern Creation Pattern
  • 120. What were those layouts again?
  • 122. 6 Rules for interaction design (Rules from software design) #1 Make It Direct where there is output, let there be input – Alan Cooper #2 Keep It Lightweight application should stay out of the user’s way #3 Stay In the Page application should stay out of the user’s way #4 Provide An Invitation use animations and user events to invite discovery #5 Use Transitions help user understand beginnings, endings #6 React Immediately provide feedback as soon as possible (auto suggest, live search, etc.)
  • 123. For more research-based insights about Homes.com users, check out the UX insights portal: http://insights.homes.com Thoughts? Questions?