There are about 2.6m apps on the Play Store. That’s 2 with six 0’s.
How do you drive users to start using your app, become engaged, gain value from it, and keep coming back?
6. There are about 2.6m apps on the Play
Store. That’s 2 with six 0’s.
How do you drive users to start using
your app, become engaged, gain value
from it, and keep coming back?
7. Inspirations for the 10 Principles
Don Norman’s three levels
of processing: Visceral,
Behavioral, and Reflective.
Dieter Rams’s Ten
Principles of Good
Design.
Tom Kelley’s
Creative
Confidence
Jon Maeda’s Laws
of Simplicity
Alan Cooper’s
Goal-Directed Design
Nir Eyal’s Hook
model
10. 10 Principles of Good Design
Good design is aesthetic.
Good design is unobtrusive.
Good design is long-lasting.
Good design makes a product understandable.
Good design makes a product useful.
Good design is innovative.
Good design is thorough down to the last detail.
Good design is as little design as possible.
Good design is honest.
Good design is environmentally friendly.Reflective
Behavioral
Visceral
11. Design Principles Summary
Users' subjective reactions to
the product's look, sound,
smell/taste (if any).
The ability of users to achieve the
goals.
Level of resource/effort
consumed when doing tasks to
achieve goals.
Less but better. Focusing on the
essential aspects that matter to
the users.
Users' subjective satisfaction or
memory with the product.
Good design is aesthetic.
Good design is unobtrusive.
Good design is long-lasting.
Good design makes a product understandable.
Good design makes a product useful.
Good design is innovative.
Good design is thorough down to the last detail.
Good design is as little design as possible.
Good design is honest.
Good design is environmentally friendly.
12. eral
ioral
ctive
Design Principles
Users' subjective reactions to the
product's look, sound, smell/taste (if any).
The ability of users to achieve the goals.
Level of resource/effort consumed
when doing tasks to achieve goals.
Less but better. Focusing on the
essential aspects that matter to the
users.
Users' subjective satisfaction or
memory with the product.
10. Looks and feels good up to the last detail.
9. Straight to the point. No fuzz. KISS.
8. Useful.
7. The right action at the right context.
6. Designed to be familiar (intuitive).
5. Drive conversions.
4. Trigger.
3. Makes users feel cool.
2. Not boring.
1. The right reason. The Why.
40. Hick’s Law
The time it takes to make
a decision increases with
the number of options.
Tool
Reduce the number of
options to reduce
response times and
errors.
48. Source: Think With Google
Micro-moments
Occur when people reflexively turn to
a device — to act on a need to learn
something, do something, discover
something, watch something, or buy
something.
They are intent-rich moments when
decisions are made and preferences
shaped.
51. Horror Vacui
A tendency to fill blank
spaces with things rather
than leaving spaces
empty.
Tool
The perceived value of a
store’s window is
inversely related to its
53. Source: Google/Ipsos Consumers in the Micro-moment Survey, 2015
Only 9% of users will stay
on a mobile site or app if it
doesn’t satisfy their needs
(for example, to find
information or navigate
quickly).
56. Perfection is achieved, not when there is
nothing more to add, but when there is
nothing left to take away.
- Antoine de Saint-Exupery
57.
58. 80/20 Rule
A high percentage of
effects in any large
system is caused by a low
percentage of variables.
Tool
20% of what people want:
portability and tape
playback.
59. Performance Load
The mental and physical
effort required to
complete a task.
When performance load is
high, time and errors
increase.
Tool Cognitive load: reduce
information density,
reduce mental effort
(recognize than recall),
automate task when
possible.
Kinetic load: reduce
number of steps, reduce
physical effort, automate
task when possible.
64. Black Effect
A set of cognitive and
behavioral effects
triggered by exposure to
the color black.
Tool
Black products are
generally perceived to be
classy, high value, and
timeless.
73. eral
ioral
ctive
ED Score (Emotional Design Score)
Users' subjective reactions to the
product's look, sound, smell/taste (if any).
The ability of users to achieve the goals.
Level of resource/effort consumed
when doing tasks to achieve goals.
Less but better. Focusing on the
essential aspects that matter to the
users.
Users' subjective satisfaction or
memory with the product.
1. I think the product looks good.
2. I found that the product was easy to learn.
3. I could achieve my goals easily.
4. I found the features of the product satisfy my
needs.
5. I found that the product is troublesome to use.
6. I felt that the performance of the product is
good.
7. I felt that the product is complicated.
8. I felt good when using the product.
9. I think I would use the product again in the
future.
10. I would recommend the product to my
friends/family.
74. ED SCALE
Strongly
disagree
Strongly
agree
1 2 3 4 5
1. I think the product looks good.
2. I found that the product was easy to learn.
3. I could achieve my goals easily.
4. I found the features of the product satisfy my
needs.
5. I found that the product is troublesome to use.
6. I felt that the performance of the product is
good.
7. I felt that the product is complicated.
8. I felt good when using the product.
9. I think I would use the product again in the
future.
10. I would recommend the product to my
friends/family.
75. For 1,2,3,4,6,8,9,10
Temp Score = Scale -1
ED Score Calculation
For 5, 7
Temp Score = 5 - Scale
ED Score = Sum of Temp
Score x 2.5
76. “Less but better” product that’s
engaging, useful, and making
people’s lives better and easier.
77. ありがとう
Borrys Hasian
Google Expert in Product Design
Google Launchpad Global Mentor
borrys@circleux.com
twitter @borryshasian
In Progress The Book of UX Design, in Indonesia Language:
www.belajarux.com