This repository is a review of Mark Miller's Course (The Science of Great UI)
- Introduction
- Converting Light into Understanding
- Certainty, Ambiguity, Context
- Grouping
- Symbols
- Cognitive Load
- Granularity
- Visual Search
- Background and Foreground (part 1)
- Noise, Weak Signal, and Clarity
- Recognition vs. Recall, Orienteering, and Paths
- Responsiveness & The Feedback Loop
- Discoverability
- Wrapping Up Efficiency in Thought and Motion
- Resources
- Personal Thoughts
- Purchase the Course
- Mark Miller discusses high level concepts that the course will review
- Miller also talks about a concept called Dark Design patterns very briefly
- Interesting facts about the eye and brain are discussed
- The fovea is responsible for sharp central vision (also called foveal vision)
- Necessary in humans for activities where visual detail is of primary importance, such as reading and driving
- Rods in Human eye
- 120 Million
- Cones in Human eye
- 7 million
- Fovea and rapid eye movement help make a visual field
Most of what we think is true is a series of shortcuts designed to keep us alive
- Ambiguity makes certainty impossible
- Sufficient context is the cure for ambiguity
- The Blivet Anti-pattern happens when an ambiguous presentation is adjoined by conflicting context
- To fix the Blivet Anti-pattern, remove the conflicting context
- RTFM (Read the Freaking Manual) design smell occurs when there is excessive/redundant instructions on how to use (or not use) the UI.
- When the RTFM design smell is present, see if the UI can be simplified (to no longer need the instructions).
- If you can't fix the RTFM design smell, edit the instructions to use fewer words.
- Grouping is something the mind naturally wants to do
- It's part of our attempts to reduce complexity
- It's like a natural compression algorithm in our head
- We can group in a variety of ways to make it easier for humans
- Containers
- Proximity
- Color (opacity, brightness, saturation)
- Symmetry
- Continuity (along a continuous line or curve)
- Shape
- A simple image that represents something bigger, like an idea
- Complex detailed symbols take more time to parse than simple ones
- To make it easier to recognize symbols, they should be distinct
- Our minds have a huge capacity to associate meaning to symbols
- Consider the alphabet
- In english, 52 letters (Upper and Lower characters)
- In Chinese roughly 30,000 to 80,0000 characters
- Consider the alphabet
- Sharp corners seem to inspire a slightly higher cognitive load in the brain.
- We tend to see sharp corners as more salient (important) than obtuse corners.
- Use sharp corners for important corners (a point)
- Use rounded corners for everything else.
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We can increase overall message capacity by combining channels
- This increases channel bit capacity, but it is not an additive operation.
- (Other limits on our ability to handle complexity can also be at play)
- This increases channel bit capacity, but it is not an additive operation.
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We may be able to reduce communication errors by:
- Adding redundant channels
- Adding reference points
- Parts of Speech:
- Nouns
- Pronouns
- Adjectives
- Parts of Speech:
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Channel capacity limits will be a constraining force on other guidelines.
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Sampling Density inside the fovea is high.
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As we move farther from the fovea:
- Sampling density diminishes
- We lose color perception
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Peripheral vision detects motion and helps you balance and move through space.
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Our brains can search the entire visual field using parallel processes.
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Visual searches that heavily utilize our brain's cognitive powers:
- Can operate only on a restricted portion of the visual field.
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When designing icons:
- Avoid thin lines and tiny details
- Thick lines and filled shapes are more easily seen in the periphery.
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Backgrounds:
- Should be a solid color
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Emphasis should match Information Relevance
- Constrained by Channel Capacity Limits
- No more than 3 levels in the brightness channel
- Constrained by Channel Capacity Limits
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Background Color
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Reference Points and Relativity
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Minimum Distance for Readability
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Color and Perceived Brightness
- Hindering Clarity are 2 things:
- Visual Noise
- Weak Signal
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Long Paths:
- Are harder to remember (increased cognitive load, increased likelihood of mistakes)
- Take longer to perform
- More movement, more thought
- Can induce fatigue
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Narrow paths:
- Are harder to perform (require more precision)
- Increase likelihood of mistakes
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Strenuous/steep paths:
- Induce more fatigue
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Erratic paths (require context shifts)
- Mark Miller discusses a tool that he built which you can find at github HERE
- Discoverability should be fluid and in parallel (avoid modal instruction)
- Discoverability should be close in proximity to the content of interest.
- Discoverability content should be concise and clear.
- Use images (especially when the text can become more concise)
- Live preview is the best discoverability
- When you invent new UI:
- Set aside time in the schedule to design and implement good discoverability.
- Discuss how our brains work and interact with the world.
- Some short clips with music are presented.
- A pdf is given at the end with more condensed notes on all the videos is given.
- Very impressive collection of strategies are presented, I am very intrigued with all the findings and think others will enjoy the course as well.
Go to Science of Great UI to purchase and watch this great course.