An engaging gameplay experience is good design. But there's a fine line between engagement and addiction, which would be bad UX, especially in the long term.
Fact-finding tasks were less memorable, while complex research-based tasks required more effort from users. Top user expectations for each task type varied.
People increasingly discover critical information online without actively searching for it, but such information has poor context and may have credibility issues.
Age groups differ in how they use websites, the internet, and computers. Our findings from studying teenagers are contrasted with our other user research with children and adults: user experience designers should target their designs based on target audience behavior patterns.
Today, a SERP (search engine results page) contains so many design elements that users don't have a simple way of picking out their preferred link. Eyetracking studies show that users' eyes bounce around the page between items in a scan pattern that resembles a pinball machine game.
User errors while using computers take two forms: slips (right intent, wrong action) and mistakes (wrong intent). Understanding the differences between the types of user error will help you design to prevent or minimize these problems.
It's important to study why users leave websites. Analytics tools give you two metrics for web pages: exit rate and bounce rate. Understanding the difference between these two numbers is essential for better UX design.
Too many offerings (e.g., products or services) on a website make it harder for users to make a decision due to analysis paralysis. Alternatively, too many options can also cause users to hastily make a decision and later regret their choice due to buyer's remorse.
We organize online information-seeking activities that lead to important decisions and actions according to 5 dimensions: purpose, method, content, social interaction, and device used to carry out the activity.
Users have a rudimentary understanding of cloud services and attempt to fit them into their existent, simpler mental models that they had formed for similar, more-traditional services.
Because today’s search-results pages have many possible complex layouts, users don’t always process search results sequentially. They distribute their attention more variably across the page than in the past.
Negative experiences have stronger emotional impact on humans than positive experiences do. Thus, in designing the user experience, we need extra emphasis on avoiding those lows.
Our new user research with older adults (users aged 65 and up) shows 3 major shifts in how they use computers, compared with our first research with this audience, 20 years ago. Design for today's older users, and not for your stereotype of how these users used to be.
Change blindness is the tendency for people to overlook things that change outside their focus of attention. In user interface design, this explains why screen changes that seem striking to the designer can be completely ignored by users.
New research with users aged 3–12 shows that children have gained substantial proficiency in using websites and apps since our last studies, though many designs are still not optimized for younger users. Designing for children requires distinct usability approaches, including targeting content narrowly for children of different ages.
Hick's Law (or the Hick–Hyman Law) says that the more choices you present to your users, the longer it takes them to reach a decision. However, combining Hick’s Law with other design techniques can make long menus easy to use.