Reader small image

You're reading from  101 UX Principles – 2nd edition - Second Edition

Product typeBook
Published inMay 2022
PublisherPackt
ISBN-139781803234885
Edition2nd Edition
Right arrow
Author (1)
Will Grant
Will Grant
author image
Will Grant

Will Grant is a British UI/UX expert and a digital product designer. He is a web technology entrepreneur with over 25 years' experience, leading teams (and products) at the intersection of technology and usability. After his Computer Science degree, Will trained with Jakob Nielsen and Bruce Tognazzini at the Nielsen Norman Group – the world leaders in usable design. Since then, Will has overseen the user experience and interaction design of several large-scale web sites and apps, reaching over a billion users in the process. Will is a "design purist" and obsessed with building beautiful, compelling, and familiar products that customers intuitively know how to use.
Read more about Will Grant

Right arrow

Controls

There are many different types of controls in UX and UI design. Some of the most common are buttons, checkboxes, sliders, and text fields. Each of these controls serves a different purpose, so it’s essential to choose the right one for the task at hand.

Use an Ellipsis to Indicate That There’s a Further Step

If your user sees a “Remove” button, how do they know if pressing it will:

  • Remove the thing they’re looking at?
  • Ask which thing needs to be removed?
  • Ask them if they really want to remove the thing?
  • Instantly remove all their stuff?

Label the button “Remove…” and the user will have a good idea that there’s another step before all their stuff is removed. Most users will infer from this that the button is the first part of a multi-part process and there will be a second step to confirm or cancel the action. If a control requires an extra step to perform its action, include an ellipsis (...) in the control:

Figure 12.1: New Tab just opens a new tab, while Email Link… will ask for more information in the next step

These little dots are a great example of invisible design: most users will never have even noticed them...

Make Interactive Elements Obvious and Discoverable

The flat design aesthetic, born out of Microsoft’s Metro user interface, rose to near ubiquity in the late 2000s. In iOS 7 and Android’s Material Design, these extremely minimal visuals are still the go-to look for modern web applications. Although, the flat design of the late 2000s has “softened” over the years to introduce more visual affordances. Flat design has performed poorly in user testing over the years. It’s style over substance and it forces your users to think more about every interaction they make with your product. Stop making it hard for your customers to find the buttons:

Figure 13.1: The “Metro” user interface in all its “what is clickable?” splendor

There are parts of your UI that can be interacted with, but your user neither knows which parts these are, nor wants to spend time learning this. They have used buttons in real life, many times...

Make Buttons a Sensible Size And Group Them Together by Function

The US psychologist Paul Fitts wrote a paper in 1954 called The information capacity of the human motor system in controlling the amplitude of movement (https://www.ncbi.nlm.nih.gov/pubmed/13174710), which was published in the Journal of Experimental Psychology. Fitts’ work would go on to be one of the most well-studied models of human motion.

To dumb Fitts’ law down for us UX people, rather than psychologists, the core concept that applies to us is:

The time required to rapidly move to a target area is a function of the ratio between the distance to the target and the size of the target.

If you’re building a user interface, it’s really simple to do this: make buttons big enough, and placed in such a way that users can efficiently find them and move between them—ideally grouped by function:

Figure 14.1: Which is easier to use and less prone to a misclick...

Make the Whole Button Clickable, Not Just the Text

Maybe this is simply a pet hate of mine, but I see it often enough to mention it here. Buttons often feature text and sometimes developers only make the text clickable, not the whole button. Meaning that, if you’re a couple of pixels out and miss the text (but hit the button)... nothing happens.

We’re all familiar with thinking, “Did I not click that?” and often this is the cause. If you’re imitating the real-world behavior of a button, then make it behave like a real button. This includes giving the user some feedback that the button has been successfully clicked (or tapped). This could be with a change of shade, a slight 1-pixel-movement “down” or a subtle audio effect.

All interactive elements should have default, active, hover, and disabled states, with subtle visual differences so the user can infer their interaction state with that control.

You get bonus...

Don’t Invent New, Arbitrary Controls

These could be:

  • An isometric pseudo-3D wheel to choose the color of your car
  • A volume dial that you must click and drag up-and-down to “rotate”
  • A button you must click and hold for a few seconds to indicate that you really want to do this action

Just don’t invent them. As designers, we already have a rich palette of existing controls to choose from. If you’re thinking about making a new UI control, please stop and think about how hard it will be for users to learn yet another interface pattern. I promise you this—there’s already a way to do what you want to do.

However, every now and then, something new comes along that is genuinely an advance in UI. Back in 2008, Loren Brichter made a Twitter app called Tweetie, with a unique pull-to-refresh interaction. Pulling the view down would show “release to refresh” and releasing would show a spinner. The...

Sliders Should Be Used for Non-Quantifiable Values Only

Designer: “Oh, cool, this UI kit has a nice-looking slider; let’s use it for everything!”

User (trying to set a value): *smashes up phone*

Figure 18.1: I was trying to select 86

If you’ve ever fiddled with a tiny touchscreen while trying to set a value with a slider, you’ll be familiar with the preceding scenario. Even on a desktop screen with a mouse, it’s a pain.

Slider controls should never be used for setting specific numeric values. They are, however, great for volume controls, brightness, and color mix values, where the slider can be used to pick a value in a more qualitative way, and the actual numeric value itself doesn’t need to be precise.

For precise numbers, refer to #19, Use Numeric Entry Fields For Precise Integers.

Learning points

  • Slider controls should never be used for setting specific numeric values
  • Use sliders for...

Use Numeric Entry Fields for Precise Integers

If you’re trying to get an integer (a whole number) from a user—for example the number of widgets they want to order or the number of days an event runs for—it makes no sense to offer them a free text input field where they can enter “a few” or an emoji. A numeric entry field in HTML is:

<input type="number">

This will display slightly differently on different devices—and that’s the whole point. By adapting to the control system of the client’s device, the user gets a simpler entry and makes fewer mistakes. You also get fewer emojis in your database.

Users abandon forms because:

  1. they’re too long,
  2. they ask for too many details, or
  3. because it’s difficult to enter information into the form.

Therefore, a huge benefit here is that this will improve your form conversion rates by giving users on both desktop and...

Don’t Use a Drop-Down Menu If You Only Have a Few Options

A drop-down menu in the user interface is designed to expand when clicked and present a range of options. This is fine for customization, where there genuinely are plenty of options.

There is, however, an overhead to operating a drop-down menu: the user needs to click to open, scroll to the correct item, and then click to select. On a mobile device, this can be even slower, as the user will be using a smaller screen.

If you only have two or three options, then don’t jump to using a drop-down straightaway. Consider whether the options could be better presented to users with a different kind of control (radio buttons—for single choices, sliders, and so on).

Graphical user interface, text, application  Description automatically generated

Figure 20.1: The anti-pattern: this should clearly be a cheese toggle, not a cheese drop-down

Sort your options into a sensible order—alphabetical or numerical—rather than random. Don’t be the app that asks users...

Allow Users to Undo Destructive Actions

The ohnosecond (https://en.oxforddictionaries.com/definition/ohnosecond) is the split second when you realize you’ve made a terrible mistake. Your stomach sinks, your trembling hands lift from the keyboard, and you freeze. This moment of horror could be deleting a customer’s records, emailing what you really think of your boss directly to your boss, or hitting “buy now” on 111 items when you only wanted one.

The best apps allow users to back out of such actions, either with undo controls or by giving users the ability to edit actions before they’re final. Google’s Gmail has had an optional “undo send” feature for quite some time. This stores your sent message in a “buffer” for 20 seconds, giving you that short grace period to cancel sending. If you just ignore it, you know the message will be sent shortly. This particular feature has saved me many times.

Users will...

Optimize Your Interface for Mobile

The experience of using mobile apps (and mobile-optimized websites) can be either a joy or a deep frustration for users. This principle aims to summarize other points from across this book into a “UX for mobile cheatsheet” to help you deliver better mobile experiences.

Much of the frustration experienced by mobile users stems from the constraints the devices place on us. They have a much smaller screen, their touchscreens are more error-prone, and they’re typically on lower bandwidth connections than desktop computers. As a result, getting information out of the device and getting user input into the interface are both higher friction processes than would be the case on a desktop screen with a keyboard and mouse. The UI of these devices attempts to mitigate these constraints with the device-native features listed below.

Device-native features

The two main mobile operating systems (iOS and Android) have a great number...

lock icon
The rest of the chapter is locked
You have been reading a chapter from
101 UX Principles – 2nd edition - Second Edition
Published in: May 2022Publisher: PacktISBN-13: 9781803234885
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
undefined
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at €14.99/month. Cancel anytime

Author (1)

author image
Will Grant

Will Grant is a British UI/UX expert and a digital product designer. He is a web technology entrepreneur with over 25 years' experience, leading teams (and products) at the intersection of technology and usability. After his Computer Science degree, Will trained with Jakob Nielsen and Bruce Tognazzini at the Nielsen Norman Group &ndash; the world leaders in usable design. Since then, Will has overseen the user experience and interaction design of several large-scale web sites and apps, reaching over a billion users in the process. Will is a "design purist" and obsessed with building beautiful, compelling, and familiar products that customers intuitively know how to use.
Read more about Will Grant