Start applying the Design Principles to your daily routine
“Design principles are fundamental pieces of advice for you to make easy-to-use, pleasurable designs”
So what I understand is: what makes good design good. So the first thing get in to my head is good Usability. The ISO 9421–11 standard on usability “ The extent to which a product can be used by specified users to achieve specified goals, with effectiveness, efficiency and satisfaction in a specified context of use.”
In the easy way :
Usability = Easy to use + User Satisfaction
Jakob Nielsen, Ph.D. provides a useful summary of definitions for key terms within user experience:
Utility = whether it provides the features you need
Usability = how easy and pleasant these features are to use
Useful = USABILITY + UTILITY
And How we Measuring Usability
Jakob Nielsen suggests five is sufficient to achieve the necessary insight.
1. Effective 2. Efficient 3. Engaging 4. Error Tolerant 5. Easy to learn
Sketch
Sketch is a Vector graphics editor. It’s primarily a UI/UX designing tool for website and mobil apps, and recently they’ve increased their focus on prototyping, collaboration to make it a more comprehensive platform for digital design.
I applied Nielsen and Molich’s Ten User Interface Design Guidelines to this smaple.
1. Visibility of System Status
Sketch did a good job of letting the user know what’s happening with the program by visually showing the user their actions.For example, when I click the image on the artboard, I can visually see this rectangle filled with this image, with display and opacity information.And If I click the Text, they show me all the text information.
2. System Match to the Real World
They design the tools icons: Pen is looks like a pen……
It presents information in a logical way which make Sketch easy to use.
3. User Control and Freedom
Sketch is very good at providing users with control every step of the way. As the I’m makes changes to an image, Sketch able to easily let me take a step backwards.(The Undo and Redo Button)
4. Consistency and Standards
Sketch maintains a standard layout and look & feel when it comes to the menu bar. They also utilize commonly known terminology such as “New…”, “Open…”, “Save As…”, etc.
5. Error Prevention
To prevent users from making errors, Sketch provides the hover tooltips.For example, when I hover the Mask icon,sketch try to help me to understand what this tool is used for .
6. Recognition rather than Recall
Whether it be making a selection from font or color Sketch provides a preview for users to make the right choice.
7. Flexibility and Efficiency of Use
This is one of the best of Sketch, you can customize your own Toolbar.
8. Aesthetic and Minimalist Design
The toolbar in Sketch only display what you want and hidden the important but easy shortcut tool. Like L for Line , R for rectangle.
9. Help Users Recognize, Diagnose and Recover from Errors
Whenever there is an error, Sketch provides information that lets the user know what went wrong and how to fix it.(on the right top)
Another amazing example in sketch is revert history.
10. Help and documentation
Help and documentation can be accessed easily via the main menu bar in sketch.
Nintendo Switch
The Nintendo Switch is a video game console developed by Nintendo. It is a hybrid console that can be used as a stationary and portable device. I play it when I was kid and I still like to play it with my friends and families.
The simplest things make me think it’s a good design because is makes me happy. We say good design emphasizes with their user, Nintendo knows what their users want “ have fun together with family and friends“. So with Switch you can play up to 6–7 players together in the game. And it is simply design and easy to use.
Conclusion
Usability is the outcome of User-centered design process. It examines how and why a user will adopt a product and seeks to evaluate that use. And there is no only one design Principles.
“I try not to think out of the bos anymore, but on its edge, its corner , its flap and under its bar code” — Clint Runge