Axioms for Human Computer Interaction Design
An executive summary of the excellent article by Juhan Sonin found at
- Let data scream (screen real estate: 85% data, 15% UI)
- Always use real data
- Prototype like crazy (fast development iterations)
- Address layout, color, and interaction design from the start
- Allow users to bitch about your service quickly (1-click feedback)
- Dogfood your services
- Ask for forgiveness rather than permission (just do)
- Get continual feedback in the domain vernacular
- Use grid hierarchies and basic information layouts
- When in doubt, bang left
- Pay attention to good typography practice
- Use less than 5 type treatments of only 1 type face
- Use better words and less of them
- Color carefully
- The document should be center stage, not the paint
- What interface? Great interfaces disappear and have low cognitive overhead
- People should be engaging directly with the content (e.g. iPhone photo app)
- Manipulate the data, not the interface
- Over time as you use a service or product, the interface melts into the background.
- Design first for the repeat user (jedi), then novice, then the infrequent/inexperienced user.
- Experience breeds familiarity, and in interface design familiarity promotes usability.
- Cognitive heat sink: I get it, feels right, go here... instead of oh yeah, I remember where that was
- Use keyboard shortcuts to supplement intuitive actions (enabling ninja speed)
- Design every second of the experience
- Performance ("snappiness") counts.
- Products thrive (or wither) based on the users’ experience