Sunday, October 2, 2011

Laws Relevant to UX

Much of interactive design is centered around user task completion. When a user is trying to complete a task, they generally go through four stages: identifying of the end goal, analyzing of the options available to complete the goal, deciding on the best option, and physically choosing and implementing the option in fulfillment of the goal. Through my research, I found that not only Hick's Law, but Fitt's Law as well, provide designers with vital guidelines in making these stages as seamless and easy as possible. 


 As Hick's Law essentially describes the time it takes for a user to make a decision as a result of the choices given, it undeniably is applicable to an extent for digital designers when addressing the third stage of task completion. When designing interfaces, or any interactive material, it is necessary to consider how to best suit the needs of the user in a way that is quick, efficient, and almost mindless. Hick's Law leads one to infer that the more options you offer, the less likely any one of those options will be taken. In some cases, many options are necessary; however, applying Hick's Law, we must only present options necessary to complete the specific task at hand. As designers, we must group and categorize all options when possible, and take advantage of a hierarchical system.


Fitt's Law works in conjunction with Hick's Law in that is is responsible for applying action to the decision made in the third stage. Fitt's Law states that the time required to move to a target is a function of the target size and distance to the target.  While researching, I found this interesting test/experiment which allows you to see how your motor coordination and reaction time compares to Fitt's Law. I noticed that it was far easier to respond quickly to rectangles which were larger and closer together from one to the next. From this, we learn that we must make clickable objects larger, and keep second level clicks near first level clicks. If a user is unable to apply action to their decision, they will get frustrated and leave the site or application. I have personally found that this is especially true with less tech savvy individuals aged 50+ (aka my mother). If only a few pixels out of a field are clickable, she will continue clicking, insist the link is broken, and then give up. 


I think that ultimately, from these Laws, we as designers are told to keep things simple and obvious in order to have the greatest usability.  While this does not mean we must only use giant red ---->CLICK HERE<---- buttons, I think it means that we should avoid over-stimulating the eye and mind.

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