Sunday, September 10, 2006

The laws of interaction design

1. Moore´s Law
2. Fitts´Law
3. Hick´s Law
4. The magical number 7
5. Tesler´s Law of conservation of complexity
6. The Poka-Yoke Princinples
7. Direct and indirect manipulation
8. Feedback and feedforward

Moore´s Law
Every two years the number of transistors on integrated circuits will double
More computer power on a modern laptop than in all of NASA´s mission control center in 1969.

Fitts´Law
The time it takes to move from a starting to a final target is determined by two factors: the distance to the target and the size of the target
Edges and corners are huge targets because they basically have infinite height or width
Pop-up menus at mouse position is much faster than pull-down menus at the top of the screen

Hick´s Law
The time it takes the users to make decisions is determined by the number of possible choices they have.
Thus, hick´s law claim that a user will more quickly make choices from one menu of 10 items than from two menus of 5 each.
Taken to the extreme, this could lead to very controversial designs.

The magical number 7
Human mind is best able to remember information in chunks of seven items
But remember, with information displayed on a screen people don´t have to keep them in short-term memory, they can always refer to them.
Seems to run counter to Hick´s law

Tesler´s Law of conservation of complexity
The conservation of complexity
States that complexity is inherent to every process. But there is a point where you can´t simplify a process any further; you can only move is from one place to another.
Shift complexity to software, and share the burden of complexity as much as possible

The Poka-Yoke Princinples
Avoiding inadvertent errors
Forcing users to adjust their behavior and correctly execute an operation
Ensure proper conditions before a process begins.

Direct and indirect manipulation
Direct manipulation: when we use an extension of the hand (mouse) and do something like move, turn, drag or change attributes of an digital object.
In indirect manipulation, we use a command or menu that isn´t directly a part of the the digital object to alter that object.
Direct manipulation is more easily learned

Feedback and feedforward
Every action by the user, should be accompanied by some acknowledgment of the action.
Feedback is essential. How to design appropriate feedback is the challenge.
Feedforward (or affordance): Knowing what will happen before you perform an action.

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