Scott Berkun on Discoverability
Prepared by Mithat Konar
2011–11–22
Scott Berkun on Discoverability
- Adapted from
- For
- COME 336 :: Interface Design for SW Engineersers
Discoverability
- Discoverability: the ability for a user of a design to locate something that they need, in order to complete a certain task.
- Widely accepted that discoverability increases usability.
How to make something discoverable
- Size. Big targets are easier targets.
- Order. Left to right, top to bottom (consider culture!)
- Form. Color, font, shape, shadow, composition, and other graphic design constructions.
- Expectation & Flow. Put things into forms or patterns that are in some way familiar to people. (Metaphors can be helpful here as well.)
- Consistency. Use what users already know about where to find things, or teach them new ways that are constant.
The traps
- Some developers/marketers feel everything in an interface should be discoverable.
- Typically not possible because of technological limitations.
- Treating everything the same essentially eliminates discoverability.
- Some developers/marketers feel their favorite thing should be discoverable.
- Not everything can be discoverable.
The traps
What to make discoverable
- So what do you make discoverable?
- You must prioritize
- Based on user needs (Spolsy’s user model1)
- Not on developer needs/interests/convenience (Spolsky’s program model2)
- Not on branding (the marketing model)
- Harder than it sounds
What to make discoverable
- Golden Rule of priorotization: popularity squared times frequency
- Things most people do, most often.
- Things most people do, somewhat often.
- Things some people do, most often.
- Things some people do, somewhat often.
- Things few people do, most often.
- Things few people do, somewhat often.
What to make discoverable
- Exceptions to the Golden Rule:
- Startup tasks: done almost never, but needs to be done once
- Emergency tools: e.g., car horns, pilot “eject” button
- Complex systems: require more complex considerations
- Diverse user groups: different roles may require different prioritizations
What to make discoverable
- Often discoverability is implemented only via homepages and/or menus and tool bars.
- But context is very important.
- Straws at the ticket counter versus at the snack bar
- Progressive discoverability: choosing how and when to make commands or items discoverable (based on context).
Discoverability and user choice
- Does prioritizing discoverability eliminate user choice?
- Yes: by prioritizing commands, you directly or indirectly limit what the user will do.
- No: is this really a bad thing?
- Analysis paralysis: being unable to do anything because there are too many choices
- Roads limit choices, don’t they?
Is discoverability the most important thing?
- Discoverability is an important link in the chain.
- If you can’t find it, you can’t use it.
- Discoverability does not guarantee success.
- User can discover but not know how to use
- User can discover but be able to use (disabled controls)
- Discoverable but too hard to use