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ux-principles

User research, usability heuristics, user psychology, accessibility, inclusive design, user testing, and UX metrics

manutej
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ux-principles follows the SKILL.md standard. Use the install command to add it to your agent stack.

---
name: ux-principles
description: User research, usability heuristics, user psychology, accessibility, inclusive design, user testing, and UX metrics
category: design
tags: [ux, user-research, usability, accessibility, design-thinking, user-testing]
version: 1.0.0
---

# UX Principles Skill

## When to Use This Skill

Apply this skill when you need to:

- **Design User-Centered Interfaces**: Create products that prioritize user needs and behaviors
- **Conduct User Research**: Plan and execute qualitative and quantitative research studies
- **Evaluate Usability**: Assess interfaces using established heuristics and testing methods
- **Ensure Accessibility**: Design inclusive experiences that work for users with diverse abilities
- **Optimize User Flows**: Improve task completion rates and reduce friction in user journeys
- **Measure UX Performance**: Define and track meaningful metrics for user experience quality
- **Apply Design Thinking**: Solve complex problems through human-centered design processes
- **Create Information Architecture**: Organize content in ways that match user mental models
- **Run Usability Testing**: Plan, conduct, and analyze user testing sessions
- **Build Personas and Journey Maps**: Document user behaviors, needs, and pain points

## Core Concepts

### User-Centered Design (UCD)

User-centered design is a framework that places users at the center of the design process through iterative cycles of research, design, testing, and refinement.

**Four Fundamental Principles:**

1. **Early Focus on Users and Tasks**
   - Understand user characteristics, needs, and goals before designing
   - Observe users in their natural environment
   - Identify tasks users need to accomplish
   - Map current workflows and pain points

2. **Empirical Measurement**
   - Test designs with real users performing real tasks
   - Collect quantitative and qualitative data
   - Use objective metrics (task completion, time, errors)
   - Gather subjective feedback (satisfaction, preferences)

3. **Iterative Design**
   - Design, test, measure, and redesign in cycles
   - Start with low-fidelity prototypes
   - Refine based on user feedback
   - Continuously improve until goals are met

4. **Integrated Design**
   - Consider the entire user experience holistically
   - Balance user needs, business goals, and technical constraints
   - Involve multidisciplinary teams
   - Design for consistency across touchpoints

### Design Thinking

Design thinking is a human-centered approach to innovation that integrates user needs, technological possibilities, and business viability.

**Five-Stage Process:**

1. **Empathize**: Understand users through research and observation
2. **Define**: Synthesize findings into clear problem statements
3. **Ideate**: Generate diverse solutions through brainstorming
4. **Prototype**: Build tangible representations of ideas
5. **Test**: Gather feedback and refine solutions

**Key Principles:**
- Focus on human values and needs
- Show don't tell (use prototypes)
- Create clarity from complexity
- Get experimental and take risks
- Be mindful of process and bias toward action
- Radical collaboration across disciplines

## Usability Heuristics

### Nielsen's 10 Usability Heuristics

Jakob Nielsen's heuristics are foundational principles for evaluating interface usability.

#### 1. Visibility of System Status

**Principle**: The system should always keep users informed about what is going on through appropriate feedback within reasonable time.

**Guidelines:**
- Provide immediate feedback for user actions
- Use progress indicators for operations taking >1 second
- Show system state clearly (loading, processing, saved)
- Display current location in navigation
- Indicate selected items, active states, and modes

**Examples:**
- Loading spinners during data fetches
- "Saving..." then "Saved" confirmations
- Progress bars for uploads/downloads
- Breadcrumb navigation showing current page
- Highlighted active tab or menu item

#### 2. Match Between System and Real World

**Principle**: The system should speak the users' language, using words, phrases, and concepts familiar to them rather than system-oriented terms.

**Guidelines:**
- Use terminology from the user's domain
- Follow real-world conventions
- Present information in natural, logical order
- Use metaphors that match user mental models
- Avoid jargon, acronyms, and technical language

**Examples:**
- Shopping cart icon for e-commerce
- Trash/recycle bin for deleted items
- Folders for file organization
- "Inbox" instead of "Message Queue"
- Date formats matching user's locale

#### 3. User Control and Freedom

**Principle**: Users often choose system functions by mistake and need a clearly marked "emergency exit" to leave unwanted states without going through an extended dialogue.

**Guidelines:**
- Provide undo and redo functionality
- Allow users to cancel operations
- Enable easy navigation backward and forward
- Support escape from modal states
- Make exit options obvious

**Examples:**
- Undo/redo buttons in editors
- Cancel button on forms
- Back button in navigation
- "X" to close modals and overlays
- Ctrl+Z keyboard shortcut

#### 4. Consistency and Standards

**Principle**: Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform and industry conventions.

**Guidelines:**
- Use consistent terminology throughout
- Maintain visual consistency (colors, fonts, spacing)
- Follow platform conventions (iOS, Android, Web)
- Use standard UI patterns and components
- Create and follow a design system

**Examples:**
- Blue underlined text for links
- Submit buttons on the right, Cancel on the left
- Search icon as magnifying glass
- Settings gear/cog icon
- Consistent button styles and behaviors

#### 5. Error Prevention

**Principle**: Even better than good error messages is careful design that prevents problems from occurring in the first place.

**Guidelines:**
- Eliminate error-prone conditions
- Use constraints and validation
- Provide helpful defaults
- Ask for confirmation before destructive actions
- Design for forgiving interactions

**Examples:**
- Date pickers instead of text input
- Disabling invalid options
- Inline form validation
- "Are you sure?" confirmations for delete
- Auto-save functionality

#### 6. Recognition Rather Than Recall

**Principle**: Minimize the user's memory load by making objects, actions, and options visible. Users should not have to remember information from one part of the dialogue to another.

**Guidelines:**
- Make options and actions visible
- Show recently used items
- Display context and helpful information
- Use visual aids and previews
- Provide tooltips and inline help

**Examples:**
- Autocomplete in search boxes
- Recently opened files list
- Visible menu items vs. hidden commands
- Color palette showing available colors
- Form field placeholders with examples

#### 7. Flexibility and Efficiency of Use

**Principle**: Accelerators—unseen by novice users—may speed up interaction for expert users, allowing the system to cater to both inexperienced and experienced users.

**Guidelines:**
- Provide keyboard shortcuts for power users
- Allow customization and personalization
- Support multiple ways to accomplish tasks
- Offer both simple and advanced features
- Enable bulk operations and automation

**Examples:**
- Keyboard shortcuts (Ctrl+C, Ctrl+V)
- Quick actions and gestures
- Advanced search filters
- Customizable toolbars
- Templates and saved preferences

#### 8. Aesthetic and Minimalist Design

**Principle**: Dialogues should not contain information that is irrelevant or rarely needed. Every extra unit of information competes with relevant units and diminishes their visibility.

**Guidelines:**
- Keep content focused and relevant
- Remove unnecessary elements
- Use white space effectively
- Prioritize information hierarchy
- Progressive disclosure for advanced features

**Examples:**
- Clean, uncluttered interfaces
- Collapsible sections for details
- Focus on primary actions
- Minimal decoration and ornamentation
- Clear visual hierarchy

#### 9. Help Users Recognize, Diagnose, and Recover from Errors

**Principle**: Error messages should be expressed in plain language, precisely indicate the problem, and constructively suggest a solution.

**Guidelines:**
- Write clear, human-readable error messages
- Explain what went wrong and why
- Suggest specific solutions
- Use appropriate visual indicators (color, icons)
- Avoid technical codes and jargon

**Examples:**
- "Email address is required" vs. "Error 422"
- Highlighting the field with the error
- Suggestions: "Did you mean gmail.com?"
- Specific guidance: "Password must be at least 8 characters"
- Recovery actions: "Try again" or "Reset password"

#### 10. Help and Documentation

**Principle**: Even though it's better if the system can be used without documentation, it may be necessary to provide help. Such information should be easy to search, focused on the user's task, and list concrete steps.

**Guidelines:**
- Make help easily accessible
- Provide context-sensitive help
- Use clear, concise language
- Include visual examples
- Enable searching and browsing

**Examples:**
- Question mark icons for contextual help
- Interactive tutorials and walkthroughs
- Searchable knowledge base
- Video demonstrations
- FAQ sections organized by task

### Gestalt Principles in UI Design

Gestalt principles describe how humans perceive visual elements as organized patterns rather than separate components.

**Key Principles:**

1. **Proximity**: Elements close together are perceived as related
   - Group related form fields
   - Space navigation items by category
   - Cluster related content blocks

2. **Similarity**: Similar elements are perceived as part of a group
   - Use consistent styling for related actions
   - Match colors for similar functionality
   - Apply uniform shapes to category items

3. **Continuity**: Elements arranged on a line or curve are perceived as related
   - Align form labels and inputs
   - Create visual flow with layouts
   - Use lines to connect related items

4. **Closure**: Humans complete incomplete shapes in their minds
   - Use subtle borders or backgrounds
   - Implied boundaries for cards
   - Negative space to define areas

5. **Figure/Ground**: Elements are perceived as either foreground or background
   - Use contrast to emphasize primary content
   - Blur backgrounds for modal focus
   - Layer elements with depth

## User Psychology

### Cognitive Load

Cognitive load refers to the amount of mental effort required to use an interface. Reducing cognitive load improves usability and user satisfaction.

**Types of Cognitive Load:**

1. **Intrinsic Load**: Inherent complexity of the task
   - Cannot be eliminated, only managed
   - Break complex tasks into smaller steps
   - Provide scaffolding and support

2. **Extraneous Load**: Unnecessary mental effort from poor design
   - Can and should be eliminated
   - Caused by confusing layouts, unclear labels, inconsistency
   - Reduce through good UX practices

3. **Germane Load**: Effort required to learn and internalize patterns
   - Beneficial cognitive load
   - Supports skill development and mastery
   - Invest in onboarding and progressive learning

**Strategies to Reduce Cognitive Load:**

- **Chunking**: Group related information (phone numbers: 123-456-7890)
- **Recognition over Recall**: Show options instead of requiring memory
- **Progressive Disclosure**: Reveal complexity gradually
- **Defaults**: Provide sensible pre-selections
- **Visual Hierarchy**: Guide attention to important elements
- **Familiar Patterns**: Use known conventions and metaphors
- **Clear Labels**: Use descriptive, unambiguous text
- **Minimize Choices**: Apply Hick's Law (more options = longer decision time)

### Mental Models

A mental model is a user's internal representation of how something works. Effective UX design aligns with user mental models.

**Understanding Mental Models:**

- Formed through prior experience and learning
- May not match actual system implementation
- Vary across different user groups
- Influence expectations and predictions
- Drive user behavior and decisions

**Designing for Mental Models:**

1. **Research User Expectations**
   - Conduct user interviews
   - Observe task completion attempts
   - Ask users to predict outcomes
   - Map user workflows

2. **Match or Teach**
   - Align design with existing mental models when possible
   - When innovation required, teach new models explicitly
   - Use familiar metaphors as bridges
   - Provide clear conceptual models

3. **Test Assumptions**
   - Validate mental model alignment through testing
   - Identify mismatches and confusion points
   - Iterate to improve alignment
   - Document common misconceptions

**Common Mental Model Mismatches:**

- File systems vs. search-based organization
- Hierarchical navigation vs. networked information
- Linear processes vs. flexible workflows
- Technical accuracy vs. user understanding

### Affordances and Signifiers

**Affordances**: Properties of an object that show what actions can be performed with it.

- Perceived affordances matter more than actual affordances in UI
- Buttons afford clicking through their appearance
- Text fields afford typing through cursor changes
- Sliders afford dragging through visible handles

**Signifiers**: Cues that communicate where action should take place.

- Visual indicators of affordances
- Underlines on links (signify clickability)
- Pointer cursor change (signify interaction)
- Button shading and borders (signify pressability)
- Drag handles (signify movability)

**Design Implications:**

- Make interactive elements look interactive
- Provide visual feedback on hover and focus
- Use consistent signifiers throughout interface
- Don't make non-interactive elements look clickable
- Test with users to validate perceived affordances

### Fitts's Law

**Principle**: The time to acquire a target is a function of the distance to and size of the target.

**Formula**: T = a + b × log₂(D/W + 1)
- T = time to move to target
- D = distance to target
- W = width of target
- a, b = empirically determined constants

**UI Design Applications:**

1. **Large Targets**: Make clickable elements bigger
   - Minimum touch target: 44×44 pixels (Apple), 48×48 pixels (Android)
   - Larger buttons for primary actions
   - Expand hover areas beyond visible boundaries

2. **Proximity**: Place related items close together
   - Position tooltips near triggers
   - Keep form labels adjacent to inputs
   - Group related actions in toolbars

3. **Edge Cases**: Screen edges are easy targets (infinite width)
   - macOS menu bar at top edge
   - Windows start button at bottom corner
   - Mobile navigation at screen bottom

4. **Context Menus**: Appear at cursor location
   - Zero distance to travel
   - Faster than menu bar navigation
   - Right-click or long-press patterns

### Hick's Law

**Principle**: The time it takes to make a decision increases logarithmically with the number of choices.

**Formula**: T = b × log₂(n + 1)
- T = time to make decision
- n = number of choices
- b = empirically determined constant

**Design Implications:**

1. **Reduce Options**: Show only necessary choices
   - Progressive disclosure for advanced options
   - Smart defaults to eliminate decisions
   - Remove rarely used features

2. **Categorize**: Group options into logical categories
   - Mega menus with organized sections
   - Filters and facets for narrowing
   - Stepped navigation (breadth vs. depth)

3. **Prioritize**: Highlight recommended or popular options
   - "Most popular" indicators
   - "Recommended for you" suggestions
   - Default selections for common choices

4. **Context**: Show relevant options for current task
   - Contextual menus based on selection
   - Adaptive interfaces based on usage
   - Role-based views and permissions

### Miller's Law

**Principle**: The average person can hold 7 (±2) items in working memory.

**Design Applications:**

1. **Chunk Information**: Group content into 5-9 items
   - Navigation menu items
   - Dashboard widgets
   - List items before requiring scrolling

2. **Break Down Complex Tasks**: Divide into steps
   - Multi-step forms with progress indicators
   - Wizards for complex configurations
   - Onboarding flows with clear stages

3. **Use Visual Aids**: Reduce memory requirements
   - Icons alongside text labels
   - Color coding for categories
   - Visual grouping of related items

4. **Provide References**: Make information available
   - Tooltips for additional context
   - Inline help and examples
   - Summary views of previous inputs

## User Research

### Research Methods Overview

**Qualitative Methods**: Explore motivations, behaviors, and mental models

- User interviews
- Contextual inquiry
- Focus groups
- Diary studies
- Think-aloud protocols

**Quantitative Methods**: Measure behaviors and validate hypotheses

- Surveys and questionnaires
- Analytics and metrics
- A/B testing
- Card sorting (with statistical analysis)
- Tree testing

### User Interviews

**Purpose**: Deep understanding of user needs, goals, behaviors, and pain points.

**Best Practices:**

1. **Preparation**
   - Define research questions and objectives
   - Create discussion guide (not rigid script)
   - Recruit representative participants (5-8 per user segment)
   - Choose appropriate setting (user's environment often best)

2. **During Interviews**
   - Build rapport and trust
   - Ask open-ended questions
   - Use "5 Whys" technique to dig deeper
   - Observe behavior and environment
   - Avoid leading questions
   - Listen more than talk (80/20 rule)

3. **Question Types**
   - Background: "Tell me about your role..."
   - Behavior: "Walk me through how you currently..."
   - Pain points: "What's frustrating about..."
   - Goals: "What are you trying to accomplish..."
   - Workarounds: "How do you handle it when..."

4. **Analysis**
   - Transcribe or take detailed notes
   - Identify patterns across participants
   - Extract quotes for personas and presentations
   - Synthesize findings into themes
   - Validate with stakeholders

### Surveys and Questionnaires

**Purpose**: Gather quantitative data from larger samples to measure attitudes, behaviors, and preferences.

**Design Principles:**

1. **Question Design**
   - Use clear, unambiguous language
   - Avoid double-barreled questions
   - Use balanced scales (Likert: 1-5 or 1-7)
   - Include "prefer not to answer" options
   - Randomize answer order to reduce bias

2. **Survey Structure**
   - Start with easy, engaging questions
   - Group related questions together
   - Place demographics at the end
   - Keep surveys as short as possible
   - Show progress indicator for longer surveys

3. **Question Types**
   - Multiple choice (single select)
   - Checkboxes (multiple select)
   - Rating scales (satisfaction, agreement)
   - Open-ended (for qualitative insights)
   - Ranking (priority ordering)

4. **Sample Size**
   - Calculate required sample for statistical significance
   - Account for response rate (often 10-30%)
   - Ensure representative distribution
   - Consider stratified sampling for segments

### Personas

**Purpose**: Create archetypal users based on research to guide design decisions and maintain user focus.

**Components:**

1. **Demographics**
   - Name and photo (make memorable)
   - Age, occupation, education
   - Location and living situation
   - Family status

2. **Psychographics**
   - Goals and motivations
   - Behaviors and habits
   - Pain points and frustrations
   - Values and attitudes
   - Technical proficiency

3. **Context**
   - Use scenarios and context
   - Devices and platforms used
   - When/where they use product
   - Frequency of use

4. **Quote**
   - Memorable statement capturing essence
   - Based on real user research data
   - Humanizes the persona

**Best Practices:**

- Base on real research data, not assumptions
- Create 3-5 primary personas (not too many)
- Focus on differences that matter for design
- Update as you learn more about users
- Share widely with team and stakeholders
- Use in design critiques and decision-making

### Journey Mapping

**Purpose**: Visualize the complete user experience across touchpoints, revealing pain points and opportunities.

**Components:**

1. **Stages**: Phases of the user journey
   - Awareness → Consideration → Purchase → Use → Loyalty
   - Or task-specific: Discovery → Comparison → Selection → Checkout

2. **Actions**: What users do at each stage
   - Search for information
   - Compare options
   - Make purchase
   - Use product

3. **Touchpoints**: Where interactions occur
   - Website, mobile app
   - Email, social media
   - Customer support
   - Physical locations

4. **Thoughts and Feelings**: User emotional state
   - Excited, confused, frustrated, satisfied
   - Expectations and concerns
   - Moments of delight or pain

5. **Pain Points**: Friction and problems
   - Where users struggle
   - Abandonment points
   - Complaints and workarounds

6. **Opportunities**: Areas for improvement
   - How to reduce friction
   - Moments to exceed expectations
   - New features or touchpoints

**Creation Process:**

1. Define scope (which journey, which persona)
2. Gather research data (interviews, analytics, support tickets)
3. Map stages and actions
4. Identify touchpoints
5. Add emotions and pain points
6. Collaborate with stakeholders to validate
7. Identify priorities for improvement
8. Track improvements over time

## Accessibility

### WCAG Guidelines

Web Content Accessibility Guidelines (WCAG) provide standards for making web content accessible to people with disabilities.

**Four Principles (POUR):**

1. **Perceivable**: Information must be presentable to users in ways they can perceive

2. **Operable**: Interface components must be operable

3. **Understandable**: Information and operation must be understandable

4. **Robust**: Content must be robust enough to work with assistive technologies

**Conformance Levels:**

- **Level A**: Minimum accessibility (basic)
- **Level AA**: Addresses major barriers (recommended target)
- **Level AAA**: Highest accessibility (ideal)

### Key Accessibility Requirements

#### 1. Text Alternatives (1.1.1, Level A)

**Requirement**: Provide text alternatives for non-text content.

**Implementation:**
- Alt text for images: `<img alt="Description of image">`
- Empty alt for decorative images: `<img alt="">`
- Transcripts for audio
- Captions for video
- Labels for form inputs

#### 2. Keyboard Access (2.1.1, Level A)

**Requirement**: All functionality available via keyboard.

**Implementation:**
- Ensure logical tab order
- Visible focus indicators
- No keyboard traps
- Skip navigation links
- Keyboard shortcuts for common actions

#### 3. Color Contrast (1.4.3, Level AA)

**Requirement**: Minimum contrast ratio of 4.5:1 for normal text, 3:1 for large text.

**Implementation:**
- Test with contrast checker tools
- Ensure sufficient contrast in all states (hover, focus, disabled)
- Don't rely on color alone to convey information
- Provide additional indicators (icons, text, patterns)

#### 4. Resize Text (1.4.4, Level AA)

**Requirement**: Text can be resized up to 200% without loss of content or functionality.

**Implementation:**
- Use relative units (em, rem) instead of pixels
- Test at different zoom levels
- Ensure scrolling works properly
- Avoid fixed-size containers that truncate content

#### 5. Headings and Labels (2.4.6, Level AA)

**Requirement**: Headings and labels describe topic or purpose.

**Implementation:**
- Use semantic heading hierarchy (h1 → h2 → h3)
- Descriptive form labels
- Clear button text
- Meaningful link text (not "click here")

#### 6. Focus Visible (2.4.7, Level AA)

**Requirement**: Keyboard focus indicator is visible.

**Implementation:**
- Don't remove outline without replacement
- Ensure sufficient contrast for focus indicators
- Make focus indicators consistent
- Test keyboard navigation flow

#### 7. ARIA Landmarks (Implicit in 1.3.1)

**Requirement**: Use ARIA landmarks and roles to define page regions.

**Implementation:**
```html
<header role="banner">
<nav role="navigation">
<main role="main">
<aside role="complementary">
<footer role="contentinfo">
```

### Inclusive Design Principles

**1. Provide Comparable Experience**
- Ensure all users can accomplish tasks
- May use different approaches for different abilities
- Example: Captions for deaf users, audio descriptions for blind users

**2. Consider Situation**
- Disability is contextual (bright sunlight, noisy environment)
- Design for temporary and situational limitations
- Example: Large touch targets benefit users with motor impairments and people on moving vehicles

**3. Be Consistent**
- Use familiar conventions
- Maintain consistency within product
- Leverage platform standards
- Reduce cognitive load

**4. Give Control**
- Allow users to customize experience
- Provide options for different needs
- Enable disabling animations
- Respect system preferences (dark mode, reduced motion)

**5. Offer Choice**
- Multiple ways to accomplish tasks
- Support different interaction methods
- Keyboard, mouse, touch, voice
- Different content formats

**6. Prioritize Content**
- Focus on core content and functionality
- Progressive enhancement
- Mobile-first thinking
- Clear hierarchy

**7. Add Value**
- Accessibility features benefit everyone
- Captions useful in noisy environments
- Keyboard shortcuts for power users
- Voice control while multitasking

### Assistive Technologies

**Screen Readers**: Convert digital text to speech or braille
- JAWS (Windows)
- NVDA (Windows, free)
- VoiceOver (macOS, iOS)
- TalkBack (Android)

**Design Implications:**
- Semantic HTML structure
- Proper heading hierarchy
- Descriptive alt text
- ARIA labels and descriptions
- Skip links for navigation
- Form labels and error associations

**Screen Magnification**: Enlarge portions of screen
- ZoomText
- Built-in OS magnifiers

**Design Implications:**
- Support text resizing
- Avoid small touch targets
- Ensure sufficient contrast
- Responsive layouts

**Voice Control**: Navigate and interact via voice
- Dragon NaturallySpeaking
- Voice Control (iOS, macOS)
- Voice Access (Android)

**Design Implications:**
- Visible labels matching voice commands
- Large, distinct click targets
- Clear focus indicators
- Avoid hover-only interactions

**Switch Access**: Single or dual-switch scanning
- Used by people with severe motor disabilities

**Design Implications:**
- Full keyboard access
- Logical tab order
- Clear focus indicators
- Sufficient time for interactions

## User Testing

### Usability Testing

**Purpose**: Observe real users attempting tasks to identify usability issues.

**Types:**

1. **Moderated Testing**
   - Facilitator guides session
   - Can probe and ask follow-up questions
   - Think-aloud protocol
   - More time-intensive but richer insights

2. **Unmoderated Testing**
   - Users complete tasks independently
   - Scalable and cost-effective
   - Less context and follow-up
   - Tools: UserTesting, Maze, Lookback

3. **Remote vs. In-Person**
   - Remote: Broader geographic reach, natural environment
   - In-person: Better observation, stronger rapport

**Process:**

1. **Planning**
   - Define objectives and research questions
   - Identify task scenarios
   - Create test script and tasks
   - Recruit participants (5-8 per iteration)
   - Prepare prototype or product

2. **Conducting Sessions**
   - Welcome and explain process
   - Obtain consent and permission to record
   - Ask pre-test questions
   - Give tasks one at a time
   - Encourage thinking aloud
   - Observe without interfering
   - Ask follow-up questions
   - Debrief and thank participant

3. **Analysis**
   - Review recordings and notes
   - Identify patterns across participants
   - Categorize issues by severity
   - Calculate success rates and time on task
   - Document findings with evidence
   - Prioritize issues for fixing

4. **Reporting**
   - Executive summary
   - Methodology
   - Key findings with video clips
   - Severity ratings
   - Recommendations
   - Appendix with raw data

**Severity Ratings:**

- **Critical**: Prevents task completion, affects all users
- **Serious**: Causes significant delay or frustration
- **Minor**: Cosmetic or affects small percentage
- **Enhancement**: Not a problem, but opportunity for improvement

### A/B Testing

**Purpose**: Compare two versions to determine which performs better based on defined metrics.

**Best Practices:**

1. **Hypothesis Formation**
   - Clear, testable hypothesis
   - Example: "Adding customer reviews will increase conversion by 10%"
   - Based on research or data insights
   - Specific, measurable outcome

2. **Test Design**
   - Change one variable at a time
   - Ensure random assignment to variants
   - Determine required sample size
   - Define success metrics upfront
   - Set minimum detectable effect
   - Calculate test duration

3. **Statistical Significance**
   - Use p-value < 0.05 as threshold
   - Account for multiple comparisons
   - Consider practical significance vs. statistical
   - Don't stop test early (peeking problem)

4. **Common Metrics**
   - Conversion rate
   - Click-through rate
   - Time on task
   - Error rate
   - Revenue per user
   - Engagement metrics

5. **Pitfalls to Avoid**
   - Testing too many variants (use multivariate sparingly)
   - Stopping test too early
   - Ignoring external factors (seasonality, marketing campaigns)
   - Not accounting for new vs. returning users
   - Testing based on hunches rather than research

### Analytics and Behavioral Data

**Purpose**: Understand actual user behavior at scale through quantitative data.

**Key Metrics:**

1. **Engagement Metrics**
   - Daily/Monthly Active Users (DAU/MAU)
   - Session duration
   - Pages per session
   - Return frequency
   - Feature adoption rate

2. **Performance Metrics**
   - Page load time
   - Time to interactive
   - Core Web Vitals (LCP, FID, CLS)
   - Error rates

3. **Conversion Metrics**
   - Conversion rate by funnel stage
   - Drop-off points
   - Cart abandonment rate
   - Goal completion rate

4. **User Flow Analysis**
   - Entry pages
   - Navigation paths
   - Exit pages
   - Funnel visualization

**Tools:**
- Google Analytics
- Mixpanel
- Amplitude
- Heap
- Hotjar (heatmaps, session recordings)

**Best Practices:**

- Define events and goals aligned with business objectives
- Segment users for deeper insights
- Combine with qualitative research to understand "why"
- Set up alerts for anomalies
- Regular review and action on insights
- Privacy-compliant tracking (GDPR, CCPA)

## Information Architecture

### Card Sorting

**Purpose**: Understand how users mentally organize and categorize information.

**Types:**

1. **Open Card Sorting**
   - Users create their own categories
   - Discover user mental models
   - Use early in IA development
   - Reveals unexpected groupings

2. **Closed Card Sorting**
   - Users sort into predefined categories
   - Validate existing structure
   - Compare alternative organizations
   - More focused insights

3. **Hybrid Card Sorting**
   - Predefined categories plus option to create new
   - Balance structure and discovery

**Process:**

1. **Preparation**
   - Create cards representing content items
   - 30-60 cards is typical
   - Use clear, representative labels
   - Recruit 15-30 participants

2. **Execution**
   - Online tools: OptimalSort, Miro, UserZoom
   - In-person: Physical cards
   - Allow participants to work individually
   - Encourage thinking aloud

3. **Analysis**
   - Similarity matrix (how often items grouped together)
   - Dendrogram (hierarchical clustering)
   - Popular category names
   - Agreement patterns

4. **Application**
   - Create site map based on findings
   - Label navigation items
   - Inform content hierarchy
   - Validate with tree testing

### Tree Testing

**Purpose**: Validate navigation structure by testing if users can find content.

**Process:**

1. **Setup**
   - Create text-based hierarchy (no visual design)
   - Define tasks (e.g., "Where would you find X?")
   - Recruit 20-50 participants
   - Use tools: Treejack, UserZoom

2. **Metrics**
   - Success rate (found correct location)
   - Directness (took direct path vs. backtracking)
   - Time to completion
   - First click (where users started)

3. **Analysis**
   - Identify problematic paths
   - High failure tasks
   - Destinations that trap users
   - Confusing labels

4. **Iteration**
   - Revise structure based on findings
   - Test again until success rates acceptable
   - Typically aim for >70% success rate

### Navigation Design

**Types:**

1. **Global Navigation**: Consistent across entire site
   - Primary menu/header
   - Footer navigation
   - Utility navigation (account, cart, search)

2. **Local Navigation**: Context-specific
   - Sidebar menus
   - In-page navigation
   - Related links

3. **Contextual Navigation**: Dynamic based on content
   - Related articles
   - Recommended products
   - Next steps

**Best Practices:**

- Keep global navigation to 7±2 items
- Use clear, descriptive labels
- Indicate current location
- Breadcrumbs for deep hierarchies
- Search for complex sites
- Mobile: hamburger or tab bar patterns
- Mega menus for wide, shallow hierarchies
- Persistent navigation for easy access

## UX Metrics

### Task Success Rate

**Definition**: Percentage of tasks completed successfully.

**Measurement:**
- Binary: Did user complete task? (Yes/No)
- Partial credit: 0-100% completion scale
- Track success per task and overall

**Benchmarks:**
- >78% considered acceptable
- >90% excellent
- <70% indicates serious usability issues

**Application:**
- Compare designs or versions
- Track improvement over time
- Prioritize issues (low success = high priority)
- Set improvement targets

### Time on Task

**Definition**: How long it takes users to complete a task.

**Measurement:**
- Start timer when task begins
- Stop when user indicates completion or gives up
- Calculate mean, median, and range
- Consider outliers

**Considerations:**
- Faster isn't always better (e.g., reading content)
- Compare to baseline or benchmark
- Look at distribution, not just average
- Context matters (expert vs. novice users)

**Use Cases:**
- Identify inefficient workflows
- Compare alternative designs
- Track expert vs. novice performance
- Calculate cost savings from improvements

### System Usability Scale (SUS)

**Definition**: 10-item questionnaire providing quick usability assessment.

**Questions (5-point Likert scale: Strongly Disagree to Strongly Agree):**

1. I think that I would like to use this system frequently.
2. I found the system unnecessarily complex.
3. I thought the system was easy to use.
4. I think that I would need the support of a technical person to use this system.
5. I found the various functions in this system were well integrated.
6. I thought there was too much inconsistency in this system.
7. I would imagine that most people would learn to use this system very quickly.
8. I found the system very cumbersome to use.
9. I felt very confident using the system.
10. I needed to learn a lot of things before I could get going with this system.

**Scoring:**
- Odd items: score - 1
- Even items: 5 - score
- Sum all scores and multiply by 2.5
- Result: 0-100 scale

**Interpretation:**
- >80: Excellent
- 68-80: Good
- 51-68: OK
- <51: Poor
- Average SUS score across products: 68

### Net Promoter Score (NPS)

**Definition**: Measures customer loyalty and satisfaction.

**Question**: "How likely are you to recommend [product] to a friend or colleague?" (0-10 scale)

**Calculation:**
- Promoters: 9-10
- Passives: 7-8
- Detractors: 0-6
- NPS = % Promoters - % Detractors
- Range: -100 to +100

**Benchmarks:**
- >50: Excellent
- >0: Good
- <0: Needs improvement

**Limitations:**
- Doesn't explain why
- Influenced by factors beyond UX
- Always include follow-up question: "Why?"

### Customer Satisfaction (CSAT)

**Definition**: Measures satisfaction with specific experience or interaction.

**Question**: "How satisfied were you with [experience]?" (1-5 scale)

**Calculation:**
- % of respondents who selected 4 or 5
- Or average score

**Timing:**
- Immediately after interaction
- Post-purchase
- After support ticket resolution
- End of onboarding

**Use Cases:**
- Compare satisfaction across features
- Track improvement over time
- Identify pain points
- Trigger follow-up for low scores

### Error Rate

**Definition**: Frequency of user errors during task completion.

**Types:**
- Slips: Incorrect actions despite correct intention
- Mistakes: Incorrect intention leading to wrong action

**Measurement:**
- Count errors per task
- Categorize by type
- Note if users recovered
- Track time to recover

**Analysis:**
- High error rate = usability problem
- Repeated errors across users = design issue
- Recovery time indicates error visibility
- Prevention > detection > recovery

### Engagement Metrics

**Session Duration**: Time users spend in product
- Longer isn't always better
- Context-dependent (task efficiency vs. content consumption)

**Feature Adoption**: % of users who use a feature
- Track adoption over time
- Identify unused features
- Measure onboarding effectiveness

**Retention Rate**: % of users who return
- Daily, weekly, monthly retention
- Cohort analysis
- Churn rate (inverse of retention)

**Stickiness**: DAU/MAU ratio
- Measures how often users engage
- Higher = more habit-forming
- Target varies by product type

## UX Principle Examples

### Example 1: Progressive Disclosure - TurboTax

**Principle**: Hide complexity until needed; reveal information gradually.

**Implementation:**
TurboTax's interview-style tax filing asks simple questions one at a time, revealing complexity only when relevant to the user's specific situation.

**Design Decisions:**
- One question per screen
- Plain language instead of tax jargon
- "Does this apply to you?" branching logic
- Advanced options hidden by default
- Summary screens at key milestones

**Benefits:**
- Reduces cognitive load
- Prevents overwhelming users
- Faster completion for simple cases
- Scales complexity to user needs
- Lower abandonment rates

**Metrics:**
- 30% faster completion for standard returns
- 45% reduction in help requests
- Higher completion rates vs. traditional forms

### Example 2: Contextual Help - Slack

**Principle**: Provide help where and when users need it.

**Implementation:**
Slack uses inline tips, tooltips, and contextual suggestions to guide users without leaving their workflow.

**Features:**
- Slash command autocomplete with examples
- "You're up to date" message when no new messages
- Inline markdown preview
- Channel purpose and description visible
- Keyboard shortcut hints on hover
- Search syntax suggestions

**Benefits:**
- Reduces need for external documentation
- Learning happens in context
- Doesn't interrupt workflow
- Discovers features through use
- Lower support burden

**Impact:**
- 80% of users discover features without training
- Reduced onboarding time by 40%
- Higher feature adoption rates

### Example 3: Undo Culture - Gmail

**Principle**: Allow users to reverse actions easily, reducing fear of making mistakes.

**Implementation:**
Gmail's undo send, undo archive, and undo most actions with yellow banner notifications.

**Design Pattern:**
- Action executes immediately (optimistic UI)
- Yellow banner appears with "Undo" link
- 5-30 second window to reverse
- Gracefully degrades if too late
- Reduces need for confirmation dialogs

**Psychology:**
- Increases user confidence
- Encourages exploration
- Reduces anxiety about mistakes
- Faster workflows (no confirmation dialogs)

**Metrics:**
- 20% of sent emails are undone
- Reduced accidental deletions by 60%
- Higher user satisfaction scores

### Example 4: Smart Defaults - iOS Camera

**Principle**: Set defaults that work for 80% of users, reducing decisions.

**Implementation:**
iOS Camera app opens ready to shoot with intelligent defaults.

**Smart Features:**
- Auto HDR when needed
- Night mode activates in low light
- Portrait mode suggests optimal distance
- Grid lines off by default (optional in settings)
- Auto-stabilization
- Smart framing suggestions

**Benefits:**
- Zero configuration for most users
- Great results without expertise
- Advanced users can customize
- Faster to capture moment
- Higher success rate for casual users

**Impact:**
- 95% of users never change settings
- Higher photo satisfaction ratings
- Reduced time from open to capture

### Example 5: Feedback and Confirmation - Stripe Dashboard

**Principle**: Provide immediate, clear feedback for user actions.

**Implementation:**
Stripe provides excellent visual feedback for all actions and system states.

**Feedback Patterns:**
- Inline validation on form fields
- Success animations for completed actions
- Loading states for async operations
- Error messages with specific solutions
- Toast notifications for background actions
- Optimistic UI updates

**Design Details:**
- Green checkmarks for success
- Specific error messages ("Card declined" vs. "Payment failed")
- Retry buttons when applicable
- Progress indicators for multi-step processes
- System status always visible

**Business Impact:**
- 35% reduction in support tickets
- Faster issue resolution
- Higher successful payment rates
- Better developer experience

### Example 6: Constraint-Based Design - Airbnb Date Picker

**Principle**: Use constraints to prevent errors and guide users to valid choices.

**Implementation:**
Airbnb's date picker disables invalid dates and provides visual feedback.

**Constraints:**
- Grays out past dates
- Disables dates not available
- Enforces minimum stay requirements
- Shows pricing for date ranges
- Highlights weekends visually
- Suggests popular date ranges

**Benefits:**
- Eliminates invalid selections
- Reduces booking errors
- Clearer availability understanding
- Faster decision-making
- Fewer booking failures

**Metrics:**
- 50% reduction in invalid date selections
- 25% faster booking completion
- Lower abandonment at date selection

### Example 7: Recognition Over Recall - Spotify

**Principle**: Make information visible rather than requiring memory.

**Implementation:**
Spotify shows album art, recently played, and contextual playlists everywhere.

**Design Decisions:**
- Large album artwork for recognition
- "Recently played" on home screen
- Visual playlist covers
- Artist images in search
- Queue shows upcoming songs
- Lyrics sync with playback

**Benefits:**
- Faster navigation to favorite content
- Discover forgotten music
- Reduced search friction
- Better browsing experience
- Higher engagement

**Impact:**
- 70% of plays from visual browsing vs. search
- Longer session durations
- Higher playlist engagement

### Example 8: Consistency - Apple Human Interface Guidelines

**Principle**: Maintain consistency across platform for predictability.

**Implementation:**
Apple enforces strict UI consistency across iOS apps.

**Consistent Elements:**
- Back button always top-left
- Share icon always same
- Tab bar at bottom
- Navigation bar at top
- Swipe gestures standardized
- System colors and typography

**Benefits:**
- Zero learning curve for new apps
- Predictable interactions
- Muscle memory across apps
- Professional appearance
- User confidence

**Developer Impact:**
- Design system provides components
- Faster development with standards
- Better app store ratings for compliant apps

### Example 9: Error Prevention - Grammarly

**Principle**: Prevent errors before they happen through real-time assistance.

**Implementation:**
Grammarly provides real-time writing suggestions to prevent errors.

**Features:**
- Inline spell check
- Grammar suggestions
- Tone detection
- Clarity improvements
- Plagiarism detection
- Context-aware corrections

**Prevention Strategies:**
- Underlines potential issues immediately
- Explains why something is flagged
- Offers specific corrections
- Learns from user choices
- Adapts to writing style

**Impact:**
- 95% of errors caught before publishing
- Improved writing confidence
- Faster writing process
- Better communication outcomes

### Example 10: Aesthetic and Minimalist - Dropbox

**Principle**: Focus on essential content, remove unnecessary elements.

**Implementation:**
Dropbox evolved from cluttered to minimal, focusing on files.

**Minimalist Design:**
- Clean file list view
- Generous white space
- Limited color palette
- Icons only when necessary
- Hidden advanced features
- Progressive disclosure

**Evolution:**
- Removed promotional banners from main view
- Simplified navigation from 7 to 4 items
- Cleaner file previews
- Less visual noise

**Results:**
- 30% improvement in task completion
- 43% faster file finding
- Higher user satisfaction
- Better perceived performance

### Example 11: Accessibility First - BBC

**Principle**: Design accessible by default, benefiting all users.

**Implementation:**
BBC builds accessibility into every product from the start.

**Features:**
- Keyboard navigation fully supported
- Captions on all video
- Transcripts for audio
- Sufficient color contrast
- Clear typography
- Screen reader optimization
- Responsive for all devices

**Universal Benefits:**
- Captions useful in noisy environments
- Clear typography easier for everyone
- Keyboard shortcuts for power users
- Works on any device
- Better SEO from semantic HTML

**Impact:**
- Reaches wider audience
- Legal compliance
- Better user experience overall
- Industry leadership

### Example 12: Affordances - Google Material Design

**Principle**: Make interactive elements look interactive through visual cues.

**Implementation:**
Material Design uses elevation, shadows, and motion to signify interactivity.

**Design Language:**
- Buttons have elevation (cast shadows)
- Floating action button prominently raised
- Cards elevate on hover
- Ripple effects on touch
- Distinct states (hover, active, disabled)
- Consistent interactive elements

**Visual Hierarchy:**
- Primary action most prominent
- Secondary actions less emphasized
- Disabled states clearly different
- Focus states highly visible

**Benefits:**
- Immediately clear what's clickable
- Reduced user confusion
- Faster interaction
- Consistent expectations

### Example 13: User Control - YouTube Playback

**Principle**: Give users control over their experience.

**Implementation:**
YouTube provides extensive playback controls and customization.

**Controls:**
- Playback speed (0.25x to 2x)
- Quality selection
- Caption customization
- Autoplay toggle
- Miniplayer mode
- Theater/fullscreen modes
- Keyboard shortcuts
- Picture-in-picture

**Benefits:**
- Accommodates different needs
- Accessibility features
- Power user efficiency
- Personal preference
- Multi-tasking support

**Usage:**
- 35% of users adjust playback speed
- 60% use keyboard shortcuts regularly
- Higher satisfaction with control

### Example 14: Mental Models - Figma Layers

**Principle**: Match user mental models from familiar tools.

**Implementation:**
Figma's layers panel mirrors Photoshop/Sketch, reducing learning curve for designers.

**Familiar Patterns:**
- Layer hierarchy on left
- Properties panel on right
- Keyboard shortcuts from Adobe
- Group/frame concepts
- Naming conventions
- Visibility toggles

**Innovation Within Familiarity:**
- Auto-layout (new concept)
- Components (enhanced from symbols)
- Multiplayer (novel feature)

**Results:**
- 70% of designers productive in first session
- Minimal training required
- High adoption from other tools
- Positive migration feedback

### Example 15: Gamification - Duolingo

**Principle**: Use game mechanics to motivate and engage users.

**Implementation:**
Duolingo turns language learning into an engaging game.

**Game Elements:**
- Streak tracking (daily motivation)
- XP points for completing lessons
- Leaderboards with friends
- Achievement badges
- Lives system (limited mistakes)
- Level progression
- Character mascot (Duo)

**Psychological Drivers:**
- Loss aversion (don't break streak)
- Social comparison (leaderboards)
- Achievement unlocks
- Progress visibility
- Immediate feedback
- Reward schedules

**Impact:**
- 40% daily active user rate
- Average 34-day streaks
- Higher lesson completion
- Better retention than traditional apps
- 500M+ users

## Best Practices Summary

### Research Phase
- Start with user research, not assumptions
- Use mixed methods (qualitative + quantitative)
- Recruit representative participants
- Document and share findings widely
- Build empathy through direct user contact

### Design Phase
- Follow established heuristics and principles
- Design for accessibility from the start
- Create consistent, predictable experiences
- Reduce cognitive load at every opportunity
- Provide clear feedback for all actions
- Prevent errors when possible
- Allow easy recovery from errors
- Match user mental models

### Testing Phase
- Test early and often with real users
- Use appropriate methods for questions asked
- Combine observational and analytical data
- Iterate based on findings
- Track metrics over time
- Share results with stakeholders

### Implementation Phase
- Use semantic HTML for accessibility
- Follow platform conventions
- Build design systems for consistency
- Optimize performance (perceived and actual)
- Monitor analytics and user feedback
- Continuously improve based on data

### Continuous Improvement
- Establish baseline metrics
- Set improvement targets
- Regular usability testing
- Monitor support tickets and feedback
- Stay current with research and best practices
- Share learnings across organization

## Resources and Tools

### Research Tools
- User Interviews: UserTesting, Lookback, User Interviews
- Surveys: Typeform, SurveyMonkey, Google Forms
- Card Sorting: OptimalSort, Miro, UserZoom
- Tree Testing: Treejack, UserZoom

### Analytics and Testing
- Analytics: Google Analytics, Mixpanel, Amplitude, Heap
- A/B Testing: Optimizely, VWO, Google Optimize
- Heatmaps: Hotjar, Crazy Egg, FullStory
- Session Recording: FullStory, Hotjar, LogRocket

### Design and Prototyping
- Design: Figma, Sketch, Adobe XD
- Prototyping: Figma, Framer, ProtoPie
- Collaboration: Miro, Mural, FigJam
- Design Systems: Storybook, ZeroHeight

### Accessibility
- WAVE (Web Accessibility Evaluation Tool)
- axe DevTools
- Color Contrast Analyzers
- Screen Readers: NVDA, VoiceOver, JAWS

### Learning Resources
- Nielsen Norman Group (nngroup.com)
- Baymard Institute (research and UX benchmarks)
- A List Apart (articles on web design and UX)
- UX Collective (Medium publication)
- Laws of UX (lawsofux.com)
- Inclusive Design Principles (inclusivedesignprinciples.org)

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