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10 Principles to Buildan Addictive App
Borrys HasianGoogle Expert in Product DesignGoogle Launchpad Global Mentor
29 Oct 2017
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?
Inspirations for the 10 PrinciplesDon 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
Reflective
Behavioral
Visceral
Self-image, personal satisfaction, memories
Appearance, touch, and feel, sound
Function, performance, usability, and simplicity.
THREE LEVELS OF PROCESSING IN THE
BRAIN
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
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.
Visceral
Behavioral
Reflective
Design PrinciplesUsers' 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.
Golden Circle
Must watch talk by Simon Sinek: How great leaders inspire action
Who are your users? Law of diffusion of Innovation
Source: Blog
Framing
A method of presenting choices in specific ways to influence decision making and judgment.
Tool
Compare to ‘5% Fat’
Physio-pleasureSocio-pleasure
Psycho-pleasureIdeo-pleasure
Four pleasure frameworkby Prof. Lionel Tiger.
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.
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.
Link to Video
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 horror vacui.
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).
Perfection is achieved, not when there is nothing more to add, but when there is
nothing left to take away.- Antoine de Saint-Exupery
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.
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.
Aesthetic-Usability Effect
Aesthetic things are perceived to be easier to use than ugly things.
Tool
See the research
Experiment in the 90s by Japanese researchers.
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.
Google Design Sprint
1-Why
2-Pleasure
3-Coolness
4-Trigger
5-Conversions
6-Intuitive7-Right action
8-Useful
9-Simplicity
Understanding users, business, and technology. Define focus and
key strategy.
Sketches, and decide.
Prototype and validate.
HEART Framework from Google.
Resource:How to choose the right UX metrics for your product.
Visceral
Behavioral
Reflective
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.
ED SCALEStrongly 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.
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
ありがとう
Borrys HasianGoogle Expert in Product Design
Google Launchpad Global Mentor
[email protected] @borryshasian
In Progress The Book of UX Design, in Indonesia Language:www.belajarux.com