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So welcome to the next talk with
the title, Top 10 Usability Obstacles,
I was told there would be roughly around
10:00.
We'll see.
We're going to be surprise.
Our speaker today is Bob Marvin.
He's a user experience designer from
Czech Republic.
And he's talking about the problem that a
lot of the times the people who are
developing applications don't think
enough about the users who are ultimately
going to use these applications.
So he's going to tell you a little bit
about the very common design mistakes
and how you can avoid them.
So please give Bob a huge round
of applause and welcome and thank you
very much.
Good morning, everybody.
And first, I
have to say that this is first
time when I'm here
in this Congress and I'm pretty
much excited from this
place and I'm much more
excited that I can talk here
at.
Whoo!
So let me introduce
a little bit more.
Uh, my nickname is both Marwan
and as was mentioned, I'm
a designer at a big
dot com. The online security company
last two years.
And before I
used to work in systems
that I don't know how
familiar you are with this company, but
it's something like check
Yahoo!
And it's still competing
with Google in Czech Republic.
So it's pretty much big online company.
And as was promised,
I like today to
show you and explain to
my top approximately
10 usability obstacles.
And, uh,
I like to I
like to make it through
some story
and why I like to do
it this way.
It's simple.
Everybody everybody
talk a lot
of holistic approach
to design, uh,
like and to endurance,
uh, user experience
and so on.
Uh, but I like
to.
Take your back to the roots, take
you back to the basics
and show you
still quite common
mistakes which happen
in user interfaces
and why? Because I
think it can help
you to produce
better, better
software, hardware, devices,
gadgets and stuff
like this.
And if I said
that, I like to
tell you a story, it
will. The story about Captain Nemo
and treasure hunt
are a curious.
I hope so.
So let's the story began ups.
Actually, this is first quite
common mistake, which
really happened to
almost every of you, it's
some meaningless splash screen.
Please.
Forgot about something
like this and actually, can
somebody help me
with the buttons, the the bottom?
Which one I should take,
I try.
No, no, no. OK, wait, wait, wait,
wait, wait. Why not?
OK, ok.
OK, so this was something like
first first try.
Now we can start
to imagine that
you are somewhere in the deep
ocean where it's only
some iceberg.
And I'd like to
introduce you Captain Nemo.
This is our hero.
So but
but what was wrong with him,
actually?
Yeah, he's on the ice
and he got two big question
in his mind where the hell
I am and where
I should go.
And we can a
little bit help him with it,
so he's on North Pole.
And obviously,
he can't go to his house
because.
From from this place, there
isn't any other option.
So and let's
move to the practice.
I'd like to start with nothing more than
Apple.
This is a screenshot from Apple
Support.
OK.
The title itself, it's quite fine,
but I totally missed the
orientation on the left side.
There is no mark here.
And actually this bullet points
are my navigation.
Lusa links.
Those words are active
links and I cannot
recognize them.
So I got big trouble
with my orientation and navigation.
This is the first big mistake
which repeats often.
And again. And again.
OK, let's, uh,
because I promise you the treasure hunt,
uh, our Captain
Nemo would like to find some treasure,
but at first he
need to find his submarine famous
Nautilus, so
he'd dove and start looking
for the submarine.
But again, we don't
know what to do here.
Why?
Because, again, there
is missing navigation.
And also
some interaction elements, how
can Captain Nemo knows
that this.
Ancient Brayshaw, what is it
can move.
Without any significant
mark on it, and
if I'm talking about navigation, I
mean, really the navigation not
on the menu.
What's the difference between menu and
navigation?
The menu is the list
of everything, various
too many items.
But the navigation
navigation is the device in your car,
which you lets you to your goal
and try to imagine
how big it's the difference when you are
in some restaurant and try to
find something in big menu
and how you feel in
your car when the navigation lets
you directly to the target.
So the navigation
is that helpful thing,
not the menu.
So we need to navigate
people to their goals, but
back to back to the interaction elements.
Now, Captain Nemo knows that
he can move the
the bridge.
And I get another example from Apple.
Oh, I'm sorry, this
is in check because I don't like to
switch my iPhone into
English, but you can
probably recognize that this is alarm
clock. And I know one
girl whose
arm clocks looks exactly
like this.
And there is one simple reason
why it looks like this,
because she simply don't know that
she has to swipe over
over the alarm
to delete it.
And it's pretty much easier, but
without any visual clue,
you simply don't know that
you have to swipe over it.
But we know it so we can
we can swipe and
add the second second mistake and
stop hiding features.
Please stop hiding features and
content. It's pretty, pretty
big mistake.
But now we can swipe and move forward.
Uh, maybe maybe
you recognize that now
you can see this element here on
the on the left side so
we can click on it.
But.
Some icons, could
anybody from you tell
me what does this
icons mean from a
fresh fish?
OK, OK, sorry.
OK, so jellyfish, fish and other fish
and Honokaa, so
what they like to explain here is that
the icon needs
labels.
I didn't know that then it's
not so sexy.
But please add
to all your icons,
some, I have to say,
meaningful labels, because
if you add labels like this.
Nothing will help, so please
change it to something like this
and again, some practical example,
please.
Recognize.
Useability dot gov.
Uh, actually,
on the left side,
there are three icons, I
can guess that these are some documents,
uh, but I'm not sure, but
we'll definitely show that you have
to hover over it to
see what's inside.
That's from my perspective.
This is a terrible mistake.
Like hiding information, hiding
labels, please,
at.
Meaningful labels everywhere
that the thrill helps people.
And actually, you can
yeah, sorry,
this was about Mike Huckabee, as
I said, at labels everywhere,
and actually you can also try to
warn people before
Venger.
But please be sure
that.
They would never listen to
the warnings and
they will fall down and
be trapped somewhere
in the deep.
The whole
and the
the point of this this situation
is that
every time.
When users are
in some deep hole troubles,
deep, deep or whatever,
you should provide them
some on the function
to recover from it, to
make one step backwards,
to try the action again.
And probably the best
example of this is the famous
window on the function
inside of Gmail.
Uh, you can
only imagine what happens if you send
the wrong email to the wrong people.
So and if you if you
if you use Gmail and got
this function turn off, I suggest
you turn it on either
way. Uh.
The first point.
Is under function,
it's also pretty much important
or not not only untrue, but,
uh, any possible
option to recover
from everything.
And so our Captain Nemo
now can recover from this
deep hole.
And finally,
he found, uh.
His famous submarine, Nautilus,
and he is starring on something.
What's this?
To two circles.
Again, you can only guess at this one
when I got a little bit help
you.
Some some ideas,
windows, windows, maybe windows or
bathrooms, fine,
those are two buttons
and.
Now, I think it's pretty much
clear that those are the buttons and
I guess now ptosis
under the sea and Captain Nemo
would like to
simply go up to sea level,
he have to push the button.
But what about.
This help to him.
Is it better?
I hope so, like you
are you I should
really help people
again navigate them or like
help them to understand
what's going on.
If I.
Go one step back.
Those buttons are fine, you can recognize
that those the days are buttons.
One is four up and down, but the shape
and layout is
the thing will make
the difference here.
Flat example.
On the screen are three buttons, but
actually let this one
look like button.
Those are some.
Boxes.
Yeah, it's really
difficult to
recognize them.
If I if I made this improvement, it's.
Almost the same.
It's a little bit more fearsome, but
it's definitely better to perception with
little perception of those buttons is
much better than.
The flood at this moment, I have
to say, I'm not against the flood
design, but I think
the.
It's it's simple, too much
the material design, as was introduced
by Google, is slightly better
because all the shadows
and layers.
Got some meanings, and you can
much better recognize
what is able to
click on or touch
more and everything,
so.
This five fifteen sorry,
fifth point is guiding
you, I let
keep in mind that your user
interface should guide people forward,
not confuse them.
And if
we are, we get guiding
you, I like this big battle.
And the big vote
is important because,
uh, you may be heard
about mobile first design, but
my personal approach is touch first.
Everything is touchable now.
And if you produce such
tiny, maybe nice
but tiny UI elements
which are close together too small
to touch, then it sucks.
So please use big
buttons and once
you click on it.
Provide them some reaction,
light them up, play some
sound or something like
that.
So all buttons.
Are not only buttons, elements
of UI should represent.
The state that there were
press.
And not only press, but we can
also inform people that something is
happening like some progress
bar and maybe also
that five meters left to
the surface.
OK, we are.
Almost there.
This part was about their actions,
but let's move
back to Captain Nemo.
Yes.
Is he still going up?
And you probably think that
this is LINQ.
And to our wrong.
This title was designed by
some crazy designer, and
he simply used the blue color and
underline to highlight
the headline.
And again, it's wrong when
you start designing misleading UI
that something was not active, looks
active and opposite way.
It's the best way
how to confuse people.
So please don't do it this way.
But that's not the main point
of this slide.
The main point is here.
Treasure this way.
It looks almost like an advert,
doesn't it?
Yeah, uh, sometimes
I saw,
uh, examples when
people try to attract
their users so much that they,
like, overthink the whole
elements or whole design and
produce important buttons like
this.
And then it looks like this
chili.
This whole box
is the most important button
on the page, but because
it looks like banner, it's probably
overvalued.
Those are links, it's it's
quite clear they are in this case
right there. They underline what
this looks like an advert.
So let's keep it.
So please keep in
mind that
there is something, what we call banner
blindness and don't
produce elements of UI
as banners.
Keep their
distance and now
we are back on the sea
level and
I it's not so visible,
but.
There is some folk here
and inside of that, folks,
something is coming to us and
it's simple
statement that contrast
and size matters.
If you don't.
Design
or don't use the
the letters big enough and with
sufficient contrast,
then it will look like this
actually on the screen is not so bad.
But, uh, because we
got here quite high contrast
ratio, but all this tax
on ordinary screen are pretty
much small and they are
on gray background.
And trust me, it's
also for me, I am not
so blind as it look like.
Uh, it's difficult to.
Oh, sorry. It's difficult for me
to read those
texts.
So please avoid to use gray
on gray or small letters.
Uh, we are still older
and older and our eyes are still weaker
and weaker. And once we
will be old, we like
to read all
interfaces.
So please keep in mind that
they are already some old people.
We should like to use, uh,
your interfaces and this
can really help them.
This point was about.
Controls and size, we can call it also
accessibility.
This is not only one rule for
accessibility, but this is
the important one because this is
about the information
perception.
And on the right side
there, it looks like some
mountain or Captain
Nemo is here on the top
and see this
incredible scene, some
fish in in the air,
some bird under the sea,
some terrible.
I'd like to organize it.
It's another important thing,
it's grouping related
things should be together,
like same birds, the same birds
fish together and
there is some border, it's visible.
But between between,
for example, birds, there is no border.
And also the visual area,
it's important.
Uh.
This is a nice example
on the left side, there are some.
Some at.
And here is some bottom.
I like.
The screen is so small
because the distance is so big
and this is a nice example how we don't
connect things together, because
if really this button
is related to this app,
then why it's so far?
Back to the Iraqi.
I'd like, uh,
to keep in their minds
or like put in your minds that
visual, the visual here, here
is another important thing which
you have to follow in your webdesign
or satraps.
Why?
Because, for example, this
small arrangement.
Means more than 30
percent difference,
this version is better
because the logical order
of text and call to action button
is simple in one flow.
So people are able to
read the headline first, then observe
the picture, read the rest, and
finally take an action.
This is not logical order.
This is the logical one.
And yes, obviously you can
always test it out,
but when you design something,
please follow the here
linearity and
then the
overall performance will be definitely
better.
So this was about
her hair and some costarring
and.
We are moving forward.
Captain Nemo, Dief, again.
And.
He received some arct you were each five
meters. Mm hmm.
OK.
He continues.
I now know any other
10 meters fine.
Altimeters.
OK.
Oh.
This is what's happening when
you overuse alerts
and notification, uh,
probably everybody of us has got
a lot of apps in our smartphones
and all these apps
try to somehow notify us,
push something on us,
spent most of his emails.
And if you if you purchase something
similar,
you will
end up with something like this.
Nobody cares about it, so
the this point.
Is.
About notification overload.
And it's
it's pretty much important because, uh.
Like, people became real
blind to notifications and,
uh, the ultimate
result of some
overall notification or,
well, simple oversight notification
could be uninstall.
So if you like
not to make people angry,
please don't overuse the notification.
And finally, we are almost at the end
and we reach
the treasure here, it's
quite obvious that it could be open
or it should be open.
Because it's button on it.
Should I open it?
OK, so congratulations,
you just found the treasure and
actually you can download
the full scale
presentation on this
link.
Uh, and why?
Because, uh,
without.
The big picture.
You cannot build the
user story while.
And the user story contains all
the small pieces, so from
the small pieces, from the details
we built.
The whole user journey,
so as I mentioned at the beginning,
that I don't like to speak about
some holistic approach or
some end to end journey, I
was kidding.
As you can see.
We made it together.
Uh.
And we are at the end,
so thank you.
Thank you very much for showing us where
the treasure is, we now have around
half an hour of our Q&A, so if you have
questions, please move to the microphones
that are dispersed throughout the room.
If you are already leaving the talk,
please be silent and do it quietly
so you don't disturb the other people who
want to ask questions.
We are going to start with a question
from the Internet.
So one user asks
that you said that a button could
make a sound, but isn't that a
rather annoying for the user and
for other people around him?
OK, if
sounds are actually at
this moment, I was
talking about, uh,
user interfaces in general.
So in cases
of some sounds
which are produced by, for example, in
apps, it could be annoying.
But on the other hand, imagine
that for example or not, imagine like,
um, another example is
simply the Mercedez
automotive company,
which one of the
interests of this company is the
sound of the closing
door.
It has to sound
expensive because
you spend a lot of money on your
Mercedez, that's first thing.
The second thing is that
the sound of the door
is that thing,
which ensures you that
the doors are closed.
The technology is so far
that is possible to produce
completely silent door.
It's really possible to close the door
of the car without any noise.
But at that moment, you simply don't know
that the doors are closed.
So it depends.
Sometimes the sound could be annoying,
but in case of other actions
and interactions with our devices,
it could be really helpful.
All right, thank you. Please let me
remind you again to please be quiet if
you want to chat about how awesome the
Treasurer is or if you're already leaving
the room, please remain quiet.
Next question from Mike, number two.
OK, thank you.
Unfixed reaction.
Why has the progress
bar hold up or down?
I am in a vertical, not on a vertical and
horizontal way.
You presented that is
30 percent up and you said to
the right and not to the top.
My mistake.
And here I actually actually,
uh, we can we can
look at it here, actually.
If you if you see
the space which left there for me,
that's the mistake I did and
left to, uh,
I didn't left enough space for the
progress bar on the right side.
So I put it under and the asshole.
Right, that the
better solution could be like
the the vertical progress bar.
Thanks. Yeah.
Thank you, Mike.
Good point.
So, um, you mentioned
about labeling icons.
Now I personally strongly
disagree.
Here's the point.
If you compare the traffic signs
in Europe against the traffic
signs in the USA, you will find
that the traffic signs in the USA are
mostly text labels.
And the problem with that is you have to
mentally you have to actively pass them.
So you have to some kind of symbol
recognition going on.
The same time you have your visual
symbol recognition, which translates
shapes letters into
something, some semantics into words,
and then you have a second passing step
that's part of these words into
the actual meaning.
The problem is you have to parsing steps
and this part of this parsing step is
a very conscious process.
So if you compare that
to traffic signs in Europe, in USA,
you have no parking, no halting two
times text, you would say this is
very clear what it intends.
But if you're in an intense driving
situation with very time constraints,
this is a problem.
On the other hand, if you drive around in
Europe, you have two very distinct signs
that are of similar shape, but they are
different enough that you can see them in
a glimpse mostly from a peripheral
vision. And this makes it much
easier and quicker to read.
Now, when it comes to I can see the
problem I see is that most
designers go forward
and try to make it artsy
and not very clear.
So in the when the word
for word fair in New York
was started, the
Department of Transportation of the U.S.,
they initiated a project to create
a universal, symbolic language
that would be immediately
recognizable by everyone around
this. These are Staros, these are
restrooms and these don't have text.
The point here is
these are readable no matter which
cultural background you have.
If you label something, then you assume
that the person is reading English or
German. Now, if you have an ATM
machine and it's difficult to say English
and Chinese use or a Japanese
user wants to use, he has to be able to
read English in the same way.
If I'm going to an ATM in,
uh, in the Japanese,
I don't speak Japanese and I can read it,
I would be lost.
So if there is an icon which directly
gives me a hint or here is the likely
language, then I don't have to be able
to read this.
So labeling icons not a good
idea. Make the icons meaningful
and universal, but possible.
Thank you. Thank you for this point.
Uh,
I agree.
I only like to add this.
Uh, there are some
researchers around on this topic,
and the result was that,
uh, this,
uh, like universal and meaningful
icons, uh,
exist.
There exists definitely.
But in
only a very few amount, like
there is only something like seven
really universal
icons, seven pieces.
And we are much more actions
which we need to represent.
And actually, I put
it there because
of quite common mistake
of wrong
usage of icons.
If I can choose,
for example, in the case of
that example from useability
dot gov, uh,
I prefer only text
label in this case.
Uh, so I'm
showing you a common mistake.
Which you described, and
the additional point is that, yes,
we can use universal
icons, but
please, please really carefully,
there is only a few of them which
are really universal
for perception.
All right, let's move to make them
afraid.
Well, my question is linked to
the previous one.
Now, if we have different
languages, even four
simple languages in you design,
why don't we have, like,
different version of apps or websites
for different symbolic understanding,
like technical uses, look out for quite
old or UI designs
and normal use
or my older model or someone else.
I if if I understand you properly,
you ask for different kinds
of designs of one thing,
one application, for example.
Yes.
Like we have different language versions
of a website, but we usually
don't have different graphical
interfaces for the same website.
This is a topic.
Do you know anything about that?
Uh, actually,
in case of websites,
it isn't worth it.
This is applied in
much, much more
complex systems, not on websites,
but this what you are talking about
is applied, for example, I know it from
CAD Systems, CAD computer
aided design like AutoCAD
and so on.
Those softwares are,
uh, really set up that way
that you can choose different
settings if you are a beginner,
for example, or advanced user.
So.
Based on your knowledge,
you receive
really different UI
because it's worth it in that case,
because you spend much more time,
you spend with this CAD
systems, you spend hours per day
on some Web page, you spend
maybe 50 seconds.
That's the difference. So that's the
reason why on websites we
don't get different designs, but
in another software applications
we get it.
All right, next question from Mike number
two.
Could you talk a little bit about the
difference between graphic design,
i.e., making things pretty and beautiful
and usability?
Because I feel like often these get
conflated and they're kind of different.
Yeah, uh.
I want to say it's a really,
really big topic, how to
combine the visual design or
esthetics with
usability, accessibility and
so on.
Uh, the,
uh, I trust.
I believe that.
If people,
uh, if
people are trying enough,
they are able to produce usable
and accessible websites,
which are nice.
So it's only a
question about effort,
how how much time is
spent on it and how
much how deep is your knowledge
in the field of
usability, usability and so
on? Because, uh, this,
uh, this topic which you touch is
quite related to, for example,
that situation when some
graphic designer, which
is you got plenty of work
on paper and produced really
nice designs, visual designs.
So it's asked for
producing some websites, then
it's totally a
disaster, like
in almost 100 percent,
because those guys
know pretty much
pretty much a lot
about the visual design itself, but
they don't know anything about
the UI interactions
and so on. So.
This please avoid the situation,
ask friends from, for example,
DTP Steria to produce something
interactive.
But on the other hand, if,
uh, if
somebody spend enough time
on a project,
then it's definitely possible to produce
nice pages, which are also
easy to use its
only time effort.
Or is this
answer? Thank you.
I totally disagree with you about
bringing right brain people into
projects.
I think every user, every
open source project that's oriented
towards consumers should have a designer
or a usability expert
as part of that team.
I think it's a learned set of
skills.
Of course, your first
attempt at doing a Web site, if you're a
print designer, is going to suck.
I mean, how many hello, world.
You know, where do you go?
There's a learning curve, but designers
absolutely can and will
learn the rules of the game if they're
given a supportive environment.
What I think is more important,
though, is the end result.
Visual beauty is important because it's a
signal, it tells you
that time and thought has
gone into this application.
It tells you this is a friendly place.
This is a walled garden.
This is somewhere you can spend time.
Usability is important because it
actually lets you get your job done.
So in the hierarchy, I feel like
usability is what has to come first.
But I don't feel like that needs to
be the domain of programmers
only. And I think that's actually
really dangerous because programmers
think in a way that is very different
than users.
Sorry, sorry, guys, I don't want to
interrupt, but maybe you can take this
one to one discussion, too, after
the talk, because we have a bunch.
Sorry, sorry to interrupt you, but we
have a bunch of other questions from the
Internet, from people who cannot be
present here. And you cannot ask the
speaker and discuss with him after the
talk. So sorry to cut you off.
Really sorry, but can you discuss this
afterwards? I would like to go on with a
question about 10 p.m..
I'm doing enlightening talk then.
All right. Just catch them later.
All right. Sorry.
Thank you. Sorry.
Please go on with the next question from
the Internet, please.
So a user from the Internet asks,
what do you think about infinite
scrolling, for example, with websites?
OK, infinite
scrolling. It's nice to think
nice questions or a nice question.
And, uh,
and actually, maybe it's also my
thing.
But again, it has to be
handled carefully because,
uh, if,
uh, you,
uh, if you don't
care enough about your
layout and, uh,
you produce on the
page something what we call
false or folder
or false futer simple.
The visual break
in the flow, then
the user probably, uh,
should stop scrolling.
So the infinite scrolling
is good in
the cases when
the content on the page build
something or we can
what we can call like continuous
stream like
image in the Twitter.
That's the the probably
the best example.
Like there is always
obvious that there is something more
of content under the fold.
And my experience
that, uh, once
people start scrolling,
they are able to
continue with scrolling almost,
uh, almost
without end or like,
uh, until you say stop simply
it's your fault when you
cut them off from the
stream, its design fault.
So if it's scrolling is
possible but has
to be handled carefully.
That's my that's my point.
All right. Next question from Mike,
number one, please.
Hello. Uh, thank you for your talk.
And I watch myself
often choose commercial
software products over open
source software when I
really see a huge difference
in usability.
So,
yes, to to ask from a
positive perspective,
GitHub is a great tool for
programmers to collaboratively,
uh, collaboratively work on
code.
And my question is, do you know
of any tool that is like
a GitHub for UI designers?
So you can, um,
yeah. Work better on
the UI and maybe attract more
UI designers to your open source
software.
Uh.
What a resource, a resource
base, it's, uh, that actually,
uh, I don't have
any experience with this.
That's what I have to say, because, uh,
my work is much
more closely connected to,
for example, mapping the floors
and organizing them.
And pretty much a lot of this
work is
surprisingly on paper
and post-it.
Yeah.
And it's it's,
uh, not I
know that at this moment I didn't help
you too much, but,
uh, the, um,
the design collaboration
works, as
far as I know, different way
than programmers collaboration.
So then we use a
different set of tools, how to
how to collaborate for workshops and so
on.
So I imagine something like where
you could compare two floors
and then discuss over it or something.
Nothing. Uh, we use meetings
for this, OK?
And actually not only
in-person meetings, but we discuss this
or we are our Skype sharing,
uh, screens and so on.
And I like we always
take pictures of our notes or drawings
and show it to each other.
And this is how we collaborate
not not by some,
uh, platform, but
by meetings.
OK, talking simple talk and talk and
talk.
All right. Next question from Mike
before, please.
So I have a question with regard
to evolution of, uh,
GeoEye design, is there anything
which, so to say, is completed
at one point of time so there is no
improvement anymore?
For example, if you have a temperature
regulator, there are a multitude
of things. But I think that the
turn kind of switch
is the most important or
best one here.
And the second thing is I'm missing a
point about the environment where
it is used.
Um, um,
sorry. At this moment I am not sure if I
understand your question.
Like what?
So again, I refer
to a revolution. So is there an GeoEye
design which at one point of time is
finished. So with the given um.
Yeah. Technologies there is no further
improvement. Would you think in that way
or not?
And I believe that
there is always some space
for improvement.
It only depends if you like
to face it.
Like I imagine
I heard a nice example
of, like the,
uh, work which
looks like finished or the design
which looks like finished.
And it's simple.
The four.
Or no, it
wasn't for it was a spoon, sorry, spoon,
it was spoon, like, imagine that you
get spoon in your hand and,
uh, it's up
to you if you like to improve
it or not. And maybe
you will find that there is some
other better solution than this.
So, uh, the
improvements are always possible.
That's that's definitely
the ultimate true or.
All right, next question from number
three, please.
Thank you very much for your talk.
Bob, you mentioned accessibility
a couple of times, and that's a topic
that's close to me because I've worked
with university students in the
past who have had
disabilities, who have been partially or
totally deaf, blind, who have motor
impairment, and whether
software is usable and accessible
for them. Some isn't or
is often not the difference between
being more or less frustrated.
It's the difference between actually
being able to do something at all
or not with regards
to the principles that you mentioned, is
your your top 10 here
with the usability or with an
accessibility perspective for people who
have disabilities, temporary
or permanent, is there
anything that you would
add to say that this is what you
need to do to make sure that you cover
accessibility, or is it just
the same sort of thing but looked at it
in a different direction?
Nice question. Thank you.
Uh, I, I,
um, I used to work in
the field of accessibility also
like last 10 years,
and I
quite had the approach
that the accessibility is something
different.
And if I
can suggest something to everybody
here, uh, don't
separate accessibility from
the usability or any,
for example, CEO there are
quite overlapping.
And the
the best possible approach is
to start
with accessibility since the
beginning, study at
least some basic points and
simple incorporate
accessibility principles in
each project since beginning
and simply don't think
about it as something
special or extra.
That is the best possible approach.
So at this moment, I
don't like to add any
other important points because
there is something like
at least another ten of them.
But I would like to encourage
you to study
at least the basics of
accessibility and simply use
them because it really
can help too many
people and not
only to somehow,
uh.
Somehow, no
disabled people, but
the impact of accessibility
is really huge also
on ordinary people, on us,
because everything what's
accessible is automatically
or like in intention
also better
for from a
perspective of the usability.
So that's that's the main
point, which you
please try to keep in your mind.
All right, next question from Mike No.7
up there.
Hi.
I just wanted to add something about the
idea of different
styles of uses for different levels
of users, you know, like, say,
expert UI and a standard UI.
I think the problem there might be that
most normal users can
judge their own level of understanding
of the of the app and might
think they're an expert and go into the
expert you are. I don't get totally
overwhelmed, which is never a problem
with things like this.
I think that's a real
problem or just
might never occur in
the real world.
Hmm.
I again
try to answer from
in my point of view, not not some
something like Ultimate through,
uh, my.
Personal preferences, if
I understand correctly,
to answer to
your question, is, uh,
that I prefer only
one and as
much as possible simple
interface for everybody and
don't make any,
like, extra
versions or branches for expert
users, disable users, German
users or whatever.
Like as I mentioned
earlier, the accessibility
is integrated part of,
uh, UI design,
then this
topic of.
Of the like how to call it low
level expertize, maybe.
Is another
another point which I
really don't like to see in your
eyes.
It was this way.
I agree. I just wanted to add to that.
OK, OK, thanks.
All right. Thank you. We have another
question from the Internet.
And as we're running out of time, this
might be the last.
Do you have any advice about user
interfaces for systems with dedicated
controllers like video game consoles?
I'm sorry.
No, because
this is all too far from
my field, so
I'm really sorry that the last
question was answered.
Well, as this was a very quick answer,
we can take the last question from Mike.
Number two, two points.
One is about sound.
I think there are almost no
good reasons to play sound as a feedback,
but lots of reasons against it
and see the message.
This example is not a Carter example
because normally you want to open
close your door several times a minute
and if you close your messages,
start. You're not sitting in your office
with your colleagues next desk.
You're not sitting in the train, you're
not sitting in a restaurant.
So just say no sounds.
Just imagine people would have sounds
as feedback on their gadgets in here in
the South, which were terrible.
The second is about
I can send text.
I would underline that
there should be text anywhere in
any case, not just
an icon. And traffic signs
are not counterexample for me because
they didn't change much in last
over decades.
OK, pedestrians depicted don't have
hearts nowadays, but a stop sign looks
like the stop sign 50 years ago.
And people are trained
to this and
to the signs. So
if once you know them, you know them and
icons and software is just different.
They change every year, every version of.
But just to change, to say hi, I'm the
new version, and so you just
can't rely on people understand
and at least what
I appreciate ever application
that gives me the opportunity to switch
to a text only version
of menus and buttons,
because I can
much better go to
go through menus
with text items then
and read them then
trying to read those tiny icons,
maybe with slightly more modifications
to different things to make
a difference. But between.
No.
Well, was that OK,
thank you
for this note, because it's nice
to wrap up through this session.
Uh, the truth
is there is nothing like ultimate
and universal truth, and
it always depends with
sounds, with icons
if it is always
a case
of context
and please.
Keep in your minds that
in all
cases, in all of designs,
the actual
context of the usage
of the design is the most
important thing.
So, for example,
yes, I completely agree with
you that the it could be
really annoying if every
tiny
notification got on sound.
And actually this is really
related to this point number
10 notification or world, for example,
but.
It depends if,
for example, airplanes
doesn't have
Audy of learning about
the.
To to near or to close approach
to another airplane,
it's also UI, its interface
of the airplane, and if it doesn't
really loudly scream
like danger or danger, there is another
airplane, then there
will be much more death
there.
So it depends in the pants.
The patterns always
keep in mind the context and the same
is the same.
I can say or add to
the topic of icons.
Sometimes you can use them,
cannot use them with text,
without text.
It's really, really,
really important to observe
the current situation, current
environment, current state of
mind of the user and so on and
based on them make
their decisions.
This could be maybe my next stock here.
Yeah, because it's completely
different, like different
topic or different, uh,
point of view to the UI.
OK, well thank you very much for wrapping
up this topic.
Thank you everybody for coming in for
your questions.
Let's thank Bob for taking us on a
treasure hunt.
Thank you so much for your.