Over the years I have, almost inevitably, developed a take on what’s most important, critical, and defining in good sites, applications, and other places where users meet technology.
1. The phrase “user-friendly” is fundamentally meaningless, and allows us to sweep a lot of important things under the rug. Users have particular needs in specific circumstances. How they can meet those needs with the technology needs to be obvious – to *them*.
2. Technology does its best work when it’s organized around what the users will do with it. You can see this dramatically in many government sites. The IRS, for example, has a very nice, complete, list of all the forms you might need to fill out. There’s no navigation for “What forms you need to figure out your income tax” that would take you through the process of determining what forms you need and print them out. Intuit and H&R Block are very grateful for this oversight.
3. When you’re working on the UX of something, you need to remember that these tools are going to *do* something. Those actions, the paths they follow, the effects they have, the time they occupy, are all elements of the Design and must be considered.
4. Make sure you’re solving the right problem. Design with tasks in mind – limit what you can do on any one element to articulate most important aspects, ensure that everything has a call-to-action
5. Impose visual hierarchy – use visual and content contrast to provide scan-ability; solutions should be reviewed in thumbnail versions as well as monochromatic versions to ensure hierarchy is clear.
6. Watch ‘em use it – ask target users to accomplish specific task with think out loud exercises in their context (home, office, etc.), this of course implies that one needs to build some form of prototype.
7. First impressions count but so does the second, third… – make people want to return and design for how that experience should be different. This is where serendipity should be embraced.
8. Deliver an integrated experience – immerse yourself in all the details like email experiences, how search engines see it, etc… but be careful of “edge cases” where doing a few things really well is more important than a lot not well done.
9. It’s never done – iterate, ask for feedback, allow for future generation
10. Users, users, users,… – get outside of your beliefs and be curious about how your users receive, interpret and respond to solutions, but make sure you can identify very specific users. Innovation will come from extreme users but refinement will come from familiar users. In other words: design for everyone is design for no one.