How to Ruin a User Interface by Kathryn Grayson Nanz
Modals — we don't like them when they are random ads
Having one appear after a button click is fine. Still unexpected, but the user expected something to happen
'Submit' and nothing happens
Clear as Mud
Match between system and the real world
Vague language and unrecognizable icons
Users want signs, labels, wayfinding, identifiable symbols, non-industry specific terms, content tailored to their experiences, understandable language (Human Centered Design)
High Stakes
Users won't get everything right the first time
Users can freely experiment when they know the stakes are low
Undo actions
Move freely forward and backwards
Revert to original
Escape or cancel mid-process
Find your way back home
Change your mind
Consistency and Standards
Mental model — the understanding a user builds and the assumptions they make about their current experience, based on similar experiences they've had (ie. clicking on the logo takes them home)
Cognitive load — amount of mental effort and energy it takes to complete a task
Adobe suite — each app has different keyboard shortcuts
Errors
Users make errors. Make it less likely they will.
ie. having actions on phone on the right side — people usually use their right thumb to scroll
Challenge their memory
Work on the assumption users will forget how to use the system. Prompt them regularly
Unlabeled icons are an unkind example
The 'gear' icon should be settings
My way or the highway
New users vs experienced users are going to use a form differently
Unsolvable errors
Users need to understand what the error was so they can try and fix it
Recognition, diagnosis, recovery
At least give them good errors if you are going to give them errors
Lack of external resources
UI
Maximalism — too much stuff
Every item on the page should serve a purpose to the user
Keep things moving — animations
No Order in the Court — ordering elements on the page correctly — Gestalt Principles, visual hierarchy
Dark Patterns — intentional trickery
Typography — large, bold, easy to read — emotional match