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    Press and Hold for Voice (Siri)
Affordances?


NEIN!
Interaction design...can be thought




WTF?
of in part as providing
AFFORDANCES so that the features
and functionality of a product can be
discovered and correctly used.

Dan Saffer
Designing for Interaction (2009)
The New Era of
(Non) Discoverability
Dan Saffer
@odannyboy
DISCOVERABILITY is
the ability to detect
a feature by its
AFFORDANCES or
VISUAL CUES.
DISCOVERABILITY

             Object with Affordance
                                         Button
             and Label




             Object with Label




             Object without Affordance
             or Label




             Label Only




             Nothing
DISCOVERABILITY




        Mainframe           Command Line         GUI                Post-PC

        Physical Controls

                            Keyboard
                                           Mouse and Stylus

                                                         Touch

                                                              Gesture

                                                                 Voice
The more important
the task, the more
DISCOVERABLE it
should be.
The Top Three kinds
of features that should
be DISCOVERABLE
(via Scott Berkun):
1.Things most people do,
  most often.
2. Things most people do,
   somewhat often.
3. Things some people do,
   most often.
HOWEVER: In almost
any UI, not everything
is going to be
DISCOVERABLE. Not.
Going. To. Happen.
Why ever hide
ANYTHING?
1. Screen Real Estate
2. Emphasis
3. Aesthetics
Operational Simplicity
v. Perceived Simplicity
PROGRESSIVE
DISCLOSURE
More DISCOVERABLE
= More INTUITIVE ?

NEIN!
DISCOVERABLE is
what can be FOUND.
INTUITIVE is what
can be LEARNED.
If a control isn’t
DISCOVERABLE, it
should at least be
LEARNABLE.
Discoverability      Expected Ease of Learning




Mainframe    Command Line        GUI               Post-PC
Discoverability   Expectation of Ease   Learnability




Mainframe      Command Line         GUI          Post-PC
As DISCOVERABILITY
declines, the ability to
LEARN how a product
works should rise to
accommodate for it.
The CELLO PRINCIPLE
A LEARNABLE UI is
one where users can
make a MENTAL
MODEL of it easily.
A LEARNABLE UI
is also one where
interactions build
on one another.
The RULES are
understood and
logically applied
across the system.
How do you make
non-discoverable UIs
LEARNABLE?
Coach Marks?




               NEIN!
NO ONE wants an
owners’ manual for a
mobile app.
If [an app] needs to
be explained, then
it’s probably broken.

Khoi Vinh
Users need
INFORMATION to
make decisions:
information about
what they can do.
Without affordances
or labels, users only
have their memories to
rely on.
Without information,
users are left to their
own methods:
1. Not doing it
2. Work arounds
3. Looking for help
4. TRYING RANDOM
   SHIT
The penalty for
experimenting should
be NONE.
If (Expectation != Outcome) {

	 	 Learning;

}
Make controls for
low-frequency tasks
GUESSABLE.
NEVER make an
essential task gesture-
or voice only...unless it
is rapidly LEARNABLE.
For high-priority tasks:
use gestures and
voice as shortcuts,
while providing visible
controls to do the
same thing.
TWO-PLY PRODUCTS:
               Visible controls for
DISCOVERABLE   high-priority tasks



               Gestural/voice
LEARNABLE      shortcuts for high-
               priority tasks,
               guessable controls
               for low-priority tasks
Come for the
DISCOVERABLE,
stay for the
LEARNABLE.
DANKE. THANKS.

dan@odannyboy.com

@odannyboy on twitter

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