What do your users really see: the science behind user interface design - Billy Hollis
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- เผยแพร่เมื่อ 15 เม.ย. 2024
- This talk was recorded at NDC London in London, England. #ndclondon #ndcconferences #developer #softwaredeveloper
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You can’t design effective interfaces if you don’t understand how your users actually see and think about their screens. In this UX design session, we'll discuss the most important principles concerning how the human brain and visual system determine how users see application interfaces. We'll look at Gestalt principles for grouping and highlighting, inattentional blindness and change blindness, how users scan through a view, and how to promote clarity in interfaces with levels of emphasis. Tests will help attendees see how they personally experience these principles, and better understand the challenges faced by their users when views and pages are not designed to respect design principles. You’ll probably walk out with some tangible, science-based ideas on ways to improve your application’s UI. - วิทยาศาสตร์และเทคโนโลยี
Thank you, great talk
Extremely well put. Consider the brain a programmable cache. Sort of bidirectional, having experiences makes things easy to interpret.
We can't just override biology easily.. but we can bend it to our will, with routine and logic. Such as memory training, muscle memory. Placebo effect is just more of the same really, within uncertainties probability takes over because it is efficient.
I was expecting there'd be a focus on accessibility - making UIs legible for people who are partially sighted in various ways including colourblindness and nearsightedness (or otherwise unable to resolve fiddly tiny toolbar icons). One of those areas where a rising tide lifts all boats, surely? I appreciated the points on oversaturated bright colours being tiring for normally-sighted people and certainly prefer subdued desaturated themes myself
yep a whole other rabbit hole.. much respect to people who do a good job on such things
Well this talk is about the basics of gestalt theory, information hierarchy and elementary UI/UX … the hot take illustrating the current problem. Aka having a button in the perfect contrast ratio with variable fonts, dark mode and at the wrong place or with none anticipatory functionally is exactly the situation many dev only teams find themselves with. You can measure most accessibility features (contrast, size, screen reader friendliness etc etc) but not so easily if an interface even makes sense. But that knowledge is the precursor for any target group related adoption.
Very interesting presentation. Learned alot
12:00 Freudian slip most likely. See above about how the brain works. Mind leads, body follows.
Try to do too much at once, you end up sticking some data in the wrong place and spitting out 10 instead of 8. Note there is a 10 on screen..
Oops, clicked wrong person. Case in point 🤣
this evokes the Hyperbole And A Half blogpost about the "Alot"
@@RoamingAdhocratI am sick and not a native English speaker
And I am lazy
Why are you showing a picture of Windows 8 when you're talking about Windows 10?
12:00 Freudian slip most likely. See above about how the brain works. Mind leads, body follows.
Try to do too much at once, you end up sticking some data in the wrong place and spitting out 10 instead of 8. Note there is a 10 on screen..
Just a mistake on my part. I meant to say Windows 8.
Windows 10 does actually share some of the inappropriate use of color, though.
29:55 that wrench dented bezel
THREE !
Everything is a hammer🤣🐒
I don't get the elevator panel example. the actual panel is very elevator-panel-aesthetic apart from the weird flame evac instruction motif. whereas the junction box with a button and a Dymo label looks more like a bodged doorbell than anything associated with elevators to me
34:59 square elevator button
58:05 start+triangle looks like columns to me