User Experience Heuristics
(UX) Design as a Service
It’s almost always a good idea to over-communicate rather than under when it comes to working in a startup environment where speed to market is essential in the survival of the enterprise.
Yet, as a designer freshly minted in a design team within such companies, it’s certain we have to inform colleagues and stakeholders what we bring to the table.
It’s an honest job, and it’s getting mundane. Perhaps there’s a way to reduce the effort-for-buy-in with a framework… yes…
Confidence Boosters
Great artiste steal, or so I heard. Guilty as charge. Here are some adopted rule of thumbs, or heuristics that help drive how I design and make sense of things.
- Recognition rather than Recall
- Simplify rather than making things ‘simple’.
- Less is more, less is a bore. What’s the balance?
- Convention convention convention. Seeing a pattern?
- Above the fold is still relevant with web/app interfaces.
- First attract attention, then pique interest, then foot in the door, then profit.
- New is relative. Old is just a few release cycles away.
- Keyboard input is still a chore today, especially with cumbersome touchscreen keyboards
- Experience can’t be shaped. Designers can only create the situation or scenario for which an intended interaction can happen.
- No one reads. Everyone scans.
- Incremental change is actually a good thing for adoption of something new. No customers likes big bang changes. Familiarity
- Offer “undo” choices wherever plausible. People tend not to commit to things now.
KAI LEOW © 2022