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6 rules for a good user interface

Sites and applications today are dynamic and interactive. The task of designers is to make the site interface as close as possible to the ideal. Fortunately, there are rules that help achieve this.

Ten Universal Rules for a Good User Interface
1. Make everything the user needs easily accessible.

If the user cannot find what he needs, he will abandon your software. Tabs make the interface more accessible. Labels and tooltips too.

For example, we decided to use tabs to organize Divi WordPress themes. In it, all the tools are located directly in the constructor and are divided into categories.

Toolbars are also available. In WordPress, the administration panel allows you to quickly go to the post editor, theme customizer, plug-ins, etc.

Another example is Help / Support / Contacts. Users should always be available button “Help” or “Contact customer support.” That is why it is necessary to place the help buttons at the top.

2. Be consistent

You need to be consistent in the placement of functions in the user interface. In this case, the user interface should work and look the same in all sections of the site.

Do not position the menu at the top of one page and at the bottom of another. Do not rearrange the menu items every time it loads. If you place a contact form under blog posts, do not hide it on other pages of the site.

The design should be consistent in all publications of the resource. Do not change the fonts of headings and content on different pages.

The principle of least surprise says that if a user is surprised at how something works … redo it to make it intuitive.

You also need to make sure that the user interface matches the main platform. For example, iOS apps do not work as they do for Android. Desktop sites have different requirements than mobile resources.

3. Be very clear.
Users must clearly understand how to access this or that functionality. Adherence to this principle implies the revision of the UX. This increases the viewing time and reduces the bounce rate.

One way to achieve clarity is to move from one step to another on different pages. Offer users the opportunity to go from the product page to the shopping cart, checkout page, payment page, confirmation page. This technique is practiced by Amazon.

Users will know exactly where they are, eliminating uncertainty. This is especially important for mobile users, since the screen space on their devices is limited.

4. Provide feedback
Users need to understand what is happening. If they press a button, indicate that the button was pressed. You can do this in several ways. For example, animate a button. Download icons (for example, MacOS Rainbow Wheel) provide feedback: users understand that you are working on their request.

If you allow users to upload files, specify the remaining time until the download is complete. Add a pop-up or modal window that says their action was successful.

5. Use recognition, not memorization.

First of all, optimize the interface so that each part of it is intuitive. This can be done using icons. People get used to the icons denoting a specific functionality.

This can also be done using virtual tours that allow you to direct users. They recognize the process as soon as the first modal window appears.

You can also do this with messages. We do this with simple tool tips. Even if someone does not remember what this or that icon does, we describe its function to the user.

6. Choose interaction model

The worst thing is to try to open the door that opens in the opposite direction. Especially when the previous door opened onto itself. The designer of this building made the user interface inconsistent, so you have no idea how to open the door correctly.

The site may have a button that is not, but you will still wait for the result of its pressing. And all because the designers did not think about the model of interaction with the product.

On mobile devices this can be misleading. Look at Snapchat. Virtually every single action is performed, including access to settings and profile.

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