Chapter 11: ORCHESTRATION AND FLOW

What I learned about from this chapter is that developers need to ensure that the products that is created supports user intelligence and effectiveness. Other things I learned is that “Flow “is “condition of deep, nearly meditative involvement.”  that induces euphoria, which leads to people being happier and more productive and therefore design should be based on that.

There are harmonious interactions that goes with the users flow and that is, Follow users’ mental models,  Less is more, Let users direct rather than discuss, Provide choices rather than ask questions, Keep necessary tools close at hand, Provide modeless feedback,  Design for the probable but anticipate the possible, Contextualize information,  Reflect object and application status, Avoid unnecessary reporting ,Avoid blank slates, Differentiate between command and configuration, hide the ejector seat levers which (The interface design must ensure that the user can never inadvertently fire the ejector seat when all he wants to do is make a minor adjustment to the application) and lasty Optimize for responsiveness but accommodate latency.  

When it comes to animated transitions, this has become very important in the digital product experience and allows mobile apps to look responsive. The User doesn’t realize what they are really going through on the backside when pressing a button because design and animation has made it look good. It helps the users really present a mental model and use navigation and transitional aspects of the interface easily. Some of the goals to the animation is focusing on the user attention, encourage immersion, and even create virtual space that helps users go from one function to the next function.

 

 

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Chapter 12: REDUCING WORK AND ELIMINATING EXCISE

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Chapter 10: OPTIMIZING FOR INTERMEDIATES