Users First, You Second
In the past few years I’ve written posts/notices/programs for my interest groups.
It’s always consistent, you care about who is using first.
Rules of Thumb
- Assume Your Audience
- Inverted “News” Pyramid
- Do they care about $thing$? If not then don’t include $thing$
Summary
Everyone is lazy, put important stuff first.
Who do you expect to use it?
Is it self-explanatory?
e.g.
A how-to article? Step 1 within the first 2 paragraphs.
An extension for a game? It should consider all points of good UX
A new product? It better be easy to use
Assumptions
- plays the game
- knows game lingo
- knows how to use a simple program
- knows what data is manipulated
- knows how to save
You’d work with these assumptions because you cannot please everyone.
Valid Assumptions
These assumptions, you are almost sure that they hold true. However, it’s hard to avoid outliers.
Invalid Assumptions
I have good English $\leftrightarrow$ Simple words not needed
These are assumptions that you shouldn’t avoid, and instead, design to counter it.
Unsure Assumptions
These are assumptions that you’re not sure if is true. Depending on your choice, it can make the program less/more friendly.
Interface / Inverted “News” Pyramid
Interface doesn’t only apply to programs, even product design uses these ideas.
Use the “Inverted News Pyramid”, it’s a term in journalism to say.
The More Important Stuff
Referring to making a save editor.
You’d do a mock test of what would someone who use it go through.
- Input
- Change statistics
- Output
Make these steps happen, then work on improvements.
The Less Important Stuff
After a some time in production/testing, you’d find ways of improving. This is where the other less important stuff comes in.
- Scalability
- Aesthetics
- Ease of Usage
- Size of Program
- etc.
Do they care about $thing$
If not, don’t add the $thing$
After some time, you’d get a lot of feature requests on $thing\,A\,B\,C\,D…$
Adding too much $things$
Adding $things$ is good, but too much $things$ is bad.
Sounds contradictory but sometimes it’s better to not have all the $things$
Here are some reasons:
- Scaling is harder if you have to consider more $things$
- Debug tracing is harder
- Fixing is harder as well
- Your main $thing$ might get lost in the midst of other $things$
- etc.
Remember to always balance features and usability.
No one carries a 100-tool swiss army knife, though it works on everything, guess why.