Mental models for designers
Ideas designers keep coming back to, each held in the words of the people who state it. Our one-line explanations are our reading; the claims under them are theirs.
Ideas from design
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Less, but better
Find the essence and cut the rest; simplicity is hard work, not the absence of effort. -
Design is how it works
Judge a design by what it does for the person using it, not only by how it looks. -
You are not the user
Watch real people use the real thing; your own sense of what is obvious does not count as evidence. -
Curse of knowledge
Once you know something, you cannot remember not knowing it. Fresh eyes see what you no longer can: a newcomer's, or your own after time away. -
Conventions (Jakob's law)
People bring what they learned on every other product, so familiar patterns usually win over novel ones. -
Affordances and signifiers
An interface should show what can be done and where, and give people a model of how it works. -
Conservation of complexity
Some complexity cannot be removed, only moved; the question is who carries it, the user or the maker. -
Make it real
Making a cheap, real version settles questions a description cannot. -
Speed is a feature
Fast software feels simple, and waiting makes everything feel complicated. -
Craft in the details
Care about the parts nobody sees; quality shows in the details.