Q s i l l a W e n e l e g n 5 2 , A A r e s U U n o i s s Se g n i v a s s i y t " i l a n o i t c n ! u e f m s i i t h f T o t o l a e m 12 0 3 : 2 0 y t i l i b a r u D B r e Us n o i s s Se s n o Acti % 5 7 n o i t e l p Com e c n a m r o f r e p y e K s r o t a c i ind # s t l u s e r p a m t a e H e t a r n o i s r e v n Co h t w o r g n o i s r e v n o c 17% n o ! u ! b n e e r g n ! i a w o m n The essible c c is a t n e p s e m Ti 7 n o i t a v r e s b O s t h g i ins k s a t n o e m i : t A f r e o s s U t o l s e v Sa e l a c s y t i l i b a s u m e t s Sy t y d n a h e t i u Q : B r e Us % 121 e h t y s $ a e w o h e s v i o s l s t e s I ju g proc n i y bu : C r Use a b d e e f No : D r Use t ’ n I do 2025 Michal Malewicz No bullshit $0 guide to UX Learn UX the easy way Sold to jacek@studioaurora.pl TABLE OF CONTENTS 1. Why we do UX 8 2. Design 45 3. Design Roles 52 4. Design Thinking 62 5. Research 71 6. The struggle 80 7. Things we do 91 8. Laws of UX 172 9. Dark pa!erns 186 10. Future of UX Research 198 11. AI vs UX 207 12. Our process 216 13. What’s next? 225 This is the FREE version of the book. It includes 3 full chapters (1, 8 and 9) and half of Chapter 7. This is a unique way for you to get to know the material before buying the full ebook. For research methods and test results go to malewiczmethod.com The premise for this eBook comes from the fact that I started as a UI designer that over the years had to learn all the research methods and techniques to keep in touch with what’s needed in the industry. I am sharing my point of view with you - one that I’ve been successfully using for years and that helped me complete over 500 projects in the last 26+ years. 2 Sold to jacek@studioaurora.pl Before we begin Before we begin I need to say that this book is a di!erent approach to UX than you may be used to. It's not academic by any means and it doesn't treat UX as a science. Instead I show it as a way of solving problems, based on my personal experiences with a large number of projects - but I'm not saying my way is the only way and that it's 100% right. I'm sharing my perspective, because I've been successfully doing this design thing for over 20 years. Still, I encourage you to not jump in blindly. Use your own bullshit detector to get out of this read as much valuable information as you possibly can. Discard the rest. Treat it as a guide and an overview of my personal approach - not a source of truth. You can use the knowledge within these pages to be successful, but you can also be successful using - in many cases - complete opposites of the methods I outline here. There is no one right way of doing these things. This book is me explaining how we did some stu! to you, as if we were in a bar. Pick one that's right for you by merging di!erent perspectives. With love, 3 Sold to jacek@studioaurora.pl Before we start exploring the world of design together, I wanted to explain the title. Or, to be more precise the word Bullshit. Doesn’t sound very UX’y right? That was exactly my idea. Let me elaborate. UX design education, as an industry, has gravitated towards being overly academic, scienti"c and serious. It desperately tries to up itself with that seriousness, so that maybe one day people will mentally place „UX Scientists” in the same row as people who cure diseases and launch rocket ships into space. A#er all, it’s all science, right? Not exactly. UX design is a very good job choice, as it pays surprisingly well and the rates are only going up. But that scienti"c image is doing the industry more harm than good. Academic language, while may be helping some seasoned designers feel be$er about their perceived intelligence, makes it a lot harder to grasp for beginners. That leads to extreme gatekeeping in UX, with the barrier of entry being set way too high for what the job actually is. 4 Sold to jacek@studioaurora.pl Gatekeeping Gatekeeping means people already in the industry are making it di"cult for others to join. Sold to jacek@studioaurora.pl Let’s #ght gatekeeping I want to change that, because I used a backdoor to get to where I am. I never completed any UX Bootcamps, courses or classes, but rather simply when UX became be$er known, I was already years in the web design industry. I remember in 2001 I had my "rst web design job at a startup. Yes, a startup in 2001. Do you know how many sticky notes were on the walls at the o%ce? None. Do you know how o#en they made personas, outlined empathy maps? Not once. Low "delity sketches of screens were also pre$y rare back then. Did that startup fail miserably because of not using a UX process? No. It’s still around today, a#er over 20 years. Now, of course the reason they are successful is because they use the foundation of UX, a bit subconsciously. They design, test and repeat - constantly trying to improve the product. And this is exactly my point - the actual goal of a UX designer is not to go through some mystical process every time, but rather use the method of design, test, repeat to improve your work. At its core it is really basic. 6 Sold to jacek@studioaurora.pl Since 1998 I have worked on over 500 di!erent products, from banking apps, triple A games, iPhone games all the way to pregnancy trackers. If there’s a product category, chances are I have worked on at least one product in it. That gives me a unique perspective on which parts of the UX process are used, when and how they’re used and what parts are the most necessary to succeed. In this book I will try to explain everything you need to know about UX, using simple, easy to understand language. First, I want to focus on the essentials - because they’re what pushes you and your work truly forward. But I will also cover less popular techniques, including the ones that are barely ever used. 7 Sold to jacek@studioaurora.pl 1 Why we do UX? Sold to jacek@studioaurora.pl Why we do UX? I remember my "rst real, industry job. In October of 2001, a li$le a#er 3 PM I arrived at a 4-story marble building in the center of Warsaw, Poland. The building was a modern o%ce-space housing at that time o%ces of a couple well known companies, including the o%ces of IKEA. It looked modern, clean and very intimidating. Like a smaller version of a Manha$an skyscraper, with a lobby, a guy in a suit at the door and everything. I just came back to Poland from the US, this time for good and a#er four years of doing cheap HTML websites I decided to "nd my "rst real job. Lucky for me, back in 2001 the Internet wasn't really as popular yet and people who knew how to design or code were so few, that I was likely the only candidate to have replied to their job post. And yes, that job o!er was posted in a regular newspaper. Printed! The dark ages! I took the stairs and entered the o%ce. A secretary led me to the meeting room, where the CEO and his right hand were waiting for me. It was a startup from the tourist industry - a website that allowed you to book a hotel or a holiday trip to Poland, including additional tours or a$ractions. 9 Sold to jacek@studioaurora.pl The sun was se$ing, leaving a beautiful orange glow on the opposite wall as I talked with the bosses about my web design experience. I got the job and was to start early next week. This is the company I mentioned before. They still exist to this day. How did this happen, if UX as a full industry launched around 2008-2009. Of course the term was &oating around for a while, thanks to Don Norman, but the process wasn't yet fully de"ned, and post-it notes were only used to leave joke messages on your friends large CRT displays. How did they manage to deliver anything of value to the customers without a UX process? There can be two answers to this question, but of course the truth lies somewhere in between. The simple answer would be that there wasn't a lot of competition back then, so people simply *had to* use that website to book their trips and hotels. I think it's the second option though: the company had the right approach to building the digital product. They used the simple analytics that existed back then (remember, that was before Google!) and made changes to see if it works be$er. 10 Sold to jacek@studioaurora.pl They surveyed their customers to identify some pain points, and without a single low-"delity wireframe, they went straight to high-"delity design, or sometimes even prototyping in code. Do you see a pa!ern here? The product cycle was a repeating series of the same steps over and over again. Design a new feature based on what the users said. Test it on said users - on production, and if it works, re"ne it further. If it doesn't work as expected, remove it. 11 Sold to jacek@studioaurora.pl 1.1 The all-knowing UX Guru Sold to jacek@studioaurora.pl The all-knowing UX Guru Maybe I was unlucky, but most senior UX people I met were egomaniacs. A large portion of them were jerks too. They felt like gods of product, and praised the full UX process as the most important invention since sliced bread. But was it really that innovative? In many cases it was simply taking the most logical approach to building stu! - build, test, improve. Three steps. Simple, right? And a lot easier to comprehend at a high level - design is these three steps. And if the result is positive - i.e. we made something that's be$er than it was before - it means we did good design. Then the process repeats. For years that feeling of superiority of many UX designers was annoying and confusing me. "Why do they need to wrap a rather simple process in all that jargon and fake-di%culty?" Now, I'm not expert enough to answer that question, but luckily I got through that when I realised what you should also consider - that it doesn't ma$er. 13 Sold to jacek@studioaurora.pl First of all, we're doing a rather easy, yet well paid job. Design is moving rectangles around, based on some simple data. It's baby research. Almost anyone can learn that. Taking that approach many years ago, led me to understand the industry be$er, and yes - it also led me to improve the quality of my work. That's because having a structure and a plan of action is good. The UX process is not at all evil, stupid or useless. It's o#en simply overblown a li$le, and especially for junior designers - it's presented in a complicated, intimidating way. We design experiences to solve a problem. Most o#en it's a business problem of not enough pro"t, and we want to do everything we can to maximize that pro"t for the company. And unhappy users aren't that keen on paying, so to achieve more pro"t we need to make their experience as &awless as we can. And then test and repeat. 14 Sold to jacek@studioaurora.pl 1.2 What is UX Design? Sold to jacek@studioaurora.pl What is UX design? This chapter is ONLY available in the full version of the book. You can get it right now 25% cheaper with the code: s4di50a Use the link below to apply the code, or enter it manually: h!ps://hype4academy.gumroad.com/l/guidetoux/s4di50a Owned by over 7000 designers and brands 16 Sold to jacek@studioaurora.pl 1.3 The curse of UX Agencies Sold to jacek@studioaurora.pl The Curse of UX Agencies This chapter is ONLY available in the full version of the book. You can get it right now 25% cheaper with the code: s4di50a Use the link below to apply the code, or enter it manually: h!ps://hype4academy.gumroad.com/l/guidetoux/s4di50a Owned by over 7000 designers and brands 16 Sold to jacek@studioaurora.pl 2 Design Sold to jacek@studioaurora.pl Design This chapter is ONLY available in the full version of the book. You can get it right now 25% cheaper with the code: s4di50a Use the link below to apply the code, or enter it manually: h!ps://hype4academy.gumroad.com/l/guidetoux/s4di50a Owned by over 7000 designers and brands 16 Sold to jacek@studioaurora.pl 3 Design Roles Sold to jacek@studioaurora.pl Design roles This chapter is ONLY available in the full version of the book. You can get it right now 25% cheaper with the code: s4di50a Use the link below to apply the code, or enter it manually: h!ps://hype4academy.gumroad.com/l/guidetoux/s4di50a Owned by over 7000 designers and brands 16 Sold to jacek@studioaurora.pl 4 Design Thinking Sold to jacek@studioaurora.pl Design thinking This chapter is ONLY available in the full version of the book. You can get it right now 25% cheaper with the code: s4di50a Use the link below to apply the code, or enter it manually: h!ps://hype4academy.gumroad.com/l/guidetoux/s4di50a Owned by over 7000 designers and brands 16 Sold to jacek@studioaurora.pl 5 Research Sold to jacek@studioaurora.pl Research This chapter is ONLY available in the full version of the book. You can get it right now 25% cheaper with the code: s4di50a Use the link below to apply the code, or enter it manually: h!ps://hype4academy.gumroad.com/l/guidetoux/s4di50a Owned by over 7000 designers and brands 16 Sold to jacek@studioaurora.pl 6 The struggle Sold to jacek@studioaurora.pl The struggle This chapter is ONLY available in the full version of the book. You can get it right now 25% cheaper with the code: s4di50a Use the link below to apply the code, or enter it manually: h!ps://hype4academy.gumroad.com/l/guidetoux/s4di50a Owned by over 7000 designers and brands 16 Sold to jacek@studioaurora.pl 7 The things we do Sold to jacek@studioaurora.pl The things we do In this chapter I’ll brie&y go through many of the UX methods and processes - o#en with di%cult to understand names - and show you whether they’re actually used beyond your junior portfolio. Keep in mind that the fact that we don’t use something, as a company, doesn’t mean it’s not used at all - but I tried asking a lot of similar sized businesses and some larger ones, so in many cases the tra%c-light rating is pre$y accurate. Of course that doesn’t mean you shouldn’t learn these things when you’re a beginner - but some of them de"nitely require less focus and energy, as they likely won’t be used in any real-world scenarios. Treat it as a guide, but make sure to check what processes your future employer uses and how because it’s not 100% universal - if anything ever is. Note: This is the #rst batch of methods and processes that was requested by my readers. Based on future requests I will be adding new content to this chapter regularly! 92 Sold to jacek@studioaurora.pl Tra"c lights To di!erentiate them, I decided to use a familiar tra%c light pa$ern. Next to each term there will be a colorful dot. If it’s green, it means that this technique or concept is essential and commonly used in daily work. If it’s orange, it’s something that’s sometimes used, but not essential for many projects. If it’s red, it means that it’s a part of the process mostly used in UX Courses, but rarely used in any real work. Many of the things in red, however, are necessary for your junior portfolio. Ready? Let’s go! 93 Sold to jacek@studioaurora.pl Personas Rarely Used Christopher Evans 27, Sales Manager About Christopher Context of use His goals His frustrations Sold to jacek@studioaurora.pl Personas Personas are a great way for junior designers to learn how to empathize with their users. And by empathize I mean how to try and feel and think what the user feels and thinks. Yes, that makes sense at the early stage, and especially when building a portfolio. Personas to many recruiters are an important “check” on a list of things to look for in a junior portfolio so at this stage de"nitely make sure to use them. But … They are very rarely used in any real projects, however, because most of the data on a typical persona sheet is irrelevant to any real "ndings. And the time you spend thinking about names, looking for photos or writing a description can be be$er spent actually analyzing the market segments and "nding out who your users are. In our work we rely on customer models, which are data sets of only the relevant information. There’s no need and no time to create “arti"cial people!” 95 Sold to jacek@studioaurora.pl ProtoPersonas Rarely Used Chloe Nielsen 26, Product Manager About Chloe Context of use Her goals Her frustrations Q Q Q L L L Sold to jacek@studioaurora.pl Proto-Personas Proto-personas are fake-people generated for the initial client meetings. They’re not research based, and their main role is for the client presentation to look be$er. It means they’re just slides, nothing more. While regular personas are devised based on what you know about your user groups, these are just hypothetical assumptions at best, and "ller-content in most cases. The o#en used reason for creating these, is that they’re so vague they’re likely to "t an actual user group, even if accidentally. It’s one of those elements that gave UX a bad reputation among clients, as more and more clients are starting to see them as tactics to “pretend to do more work” and simply charge more, while discarding all that extra work as useless. 97 Sold to jacek@studioaurora.pl Customer Journey Maps Sometimes Used Step 2 Step 3 Feelings Step 1 Solutions User’s experiences Sold to jacek@studioaurora.pl Customer Journey Maps Customer journey map is a timeline, o$en presented as a table, showing the entire interaction of a user with your product. It usually starts with how they "nd out about it, and ends with the user achieving their goal (or not achieving it and complaining to customer service). The problem here is similar to the one with personas - most of the time hypothetical journeys are either already well known (especially for simple products) or a market segment group is established. It can be helpful if the product never had a journey mapped in any way (including as a simple set of bullet-point steps) or to make sure that everyone is on the same page. In my career, we’ve mostly worked on very simpli"ed maps based on market segments / user categories. For example we can create a typical scenario of a step by step how a new user approaches the product vs a second option where a power-user is using it. That can help with ge$ing a perspective and understand we may need to modify the messaging to cater to all kinds of users. It’s not a very popular technique in real projects though. 99 Sold to jacek@studioaurora.pl Customer Experience Maps Rarely Used in UX* Step 1 Step 2 Step 3 Step 4 Step 5 * They are o!en used by sales and product teams and delivered to the UX team Sold to jacek@studioaurora.pl Customer Experience Maps Customer Experience Maps are similar to the Journey Maps we outlined before. The main di%erence is that they try to talk about the entire experience, and include marketing, branding and sales in the evaluation. That basically means it’s a much wider scope of a journey map and o#en something that is done by marketing or product teams and not UX people. This process is good to have, but it’s not our responsibility to do it. Some UX agencies add it to be able to bill some extra hours while involving the marketing and sales teams anyway. While useful to UX designers, don’t think that you need to actually be doing these yourself. However, breaking down customer experiences into a timeline style, easy to digest steps is something you will be doing quite a lot as a designer. We just don’t call them “maps” of any kind and they don’t have to follow any speci"c procedures. Their goal is to clarify and simplify sets of data so you can see the bigger picture and faster "nd solutions to the problems. What you call some of these processes is less important than how you understand what the user does and why. 101 Sold to jacek@studioaurora.pl Empathy Maps Rarely Used Says Thinks Does Feels Sold to jacek@studioaurora.pl Empathy Maps Empathy maps are usually a part of the design thinking process and are based on previously created personas. You create one map per one persona, o#en during a workshop with clients and stakeholders to get them engaged in the process. The idea is to de#ne what the persona sees, hears, says and does and later also thinks and feels. It’s a purely theoretical exercise that a#er a while turns to most of the six "elds having the exact same answers - like the person feels fear of making a decision and if you look at examples of empathy maps online, you’ll "nd out that most of it is the same stu! over and over again. While they can be helpful to establish some initial goals for the product, this entire process (of both personas and empathy maps) is now replaced by creating customer segments and simply asking the users how they feel about particular features. Because then you’ll know what they really feel, not what you assume they feel during a workshop. We’ve worked on over 500 digital products since 2011 and haven’t used empathy mapping even once in that time. This entire process can simply be done faster, and as a result much cheaper to the client. They are “good to have” in your junior portfolios. In the real world? Not so much. 103 Sold to jacek@studioaurora.pl Low Fidelity Wireframes Sometimes Used Logo Sold to jacek@studioaurora.pl Low Fidelity Wireframes When you search for images related to UX, a low-"delity wireframe is o#en the "rst result you see. Their main advantage of lo-" wireframes was that they’re quick (and thus cheap) to create. The problem however was that most users and a lot of stakeholders and clients don’t understand the "delity decrease. Even when it’s explained to them, they still perceive them (o#en subconsciously) as an “ugly project” and that turned out to skew their overall experience to be a bit more negative. Testing Low Fidelity Prototypes on users (clickable &ows composed of Lo-Fi wires) used to be a very popular initial phase in most product design sprints, but over the years people realized that the results we get from low "delity can be o! by way too much to justify doing them. Another reason for doing low-"delity was that people don’t focus on “fonts and colors” as much, and can pay more a$ention to the &ow - but that argument is lost with human nature - we don’t care about ugly wires. With modern design tools and easy to use design libraries, going mid-"delity is just as fast right now and yields much be$er results. Quick low "delity sketches can be a good idea for very complex projects and to determine whether we understand it the same way the client does however... 105 Sold to jacek@studioaurora.pl 2024 update For many years typical low "delity wasn’t really a thing. We have however hit a wall of design system based, unoriginal UI’s that took over most of design. Next to that, many designers showcase portfolio projects that don’t make any sense as a product. That brings back the so called “Dribbblization” of design - focusing on artwork and not functionality. In late 2023 we decided to take a step back and change our ways as a company. This changed our whole process dramatically and I decided to add a chapter that outlines our typical process. Check it out in the table of contents. Short story is: we now do more low "delity wireframes AND lo-" sketches than ever before, but we don’t do it for everything. It all relates to guiding the clients and stakeholders through some parts that even they may not be 100% certain about. What we do is usually a mix of low-"delity sketches and wireframes with annotations in red - see relevant chapter. That allows us to quickly "gure out the implications of a new feature and design something be$er in the end. 106 Sold to jacek@studioaurora.pl Low Fidelity Sketches Sometimes Used Sold to jacek@studioaurora.pl Low Fidelity Sketches This is another relic from the past and a way agencies used to be sneaky and charge clients more. The &ipchart meeting scribbles that barely resemble wireframes were used as a way to explain some basic navigation concepts to the client and other meeting participants. But because in most cases there was no text on them, just scribbled lines, they were pre$y useless a#er the meeting. Taking a photo “for later” generally meant you come back to a series of badly drawn lines with no context. While they may be useful to the person doing them, as it may help them to think visually, they’re generally a time-waste and "ller that is practically never really used in any real work. It can be used to add some more billable hours to a meeting, if that’s your goal. Making slightly higher "delity (with real text on bu$ons and cards for example) wireframes can be done faster and much clearer on a computer than on a &ipchart. 108 Sold to jacek@studioaurora.pl User Stories O!en used in complex projects Chris, 27 Sales manager As a (role)… Chloe, 26 Project manager I want (goal)… As a (role)… So that (gain)… I want (goal)… So that (gain)… Sold to jacek@studioaurora.pl User Stories User Stories sound like another complex UX thing, right? Well, luckily the structure for them that we’ve been both using and seeing in many projects is super simple. It’s a li$le bit like a customer journey map, but wri$en as a short story - literally a couple of paragraphs. You create them for all types of users - so for example the regular customer, a moderator, an administrator and so on. In the user story you simply write, in easy to understand language, what the user does in the product step by step. Don’t focus on how they get or install the app, just outline the actual interaction. For example: “The user enters their email and password and creates a free account. They have to click on a con"rmation link in the email to activate it. A#er that’s done, they can "ll in the rest of their pro"le right away for extra discounts, or start shopping right away. They’re asked to select a couple of product categories they like, so we can tailor the products that they see”. You usually request these from the client, just to see how they understand what they think their product should be doing. Then, together, you "ll in all the extra details to iron out the experience. 110 Sold to jacek@studioaurora.pl A"nity Diagrams Rarely Used Group 1 Group 2 Group 3 Group 4 Group 5 Sold to jacek@studioaurora.pl A"nity Diagrams A"nity diagram, or A"nity mapping, is a way of sorting data into a couple (usually #ve or six) main categories. It’s o$en presented either as a data table, or as clusters of square post-it notes in various colors. As with most other methods in typical design thinking processes, it serves as a way to make the information coming from many di!erent people easier to process. In real work this process happens automatically and is not called by any speci"c names. Grouping information is usually as simple as pasting some bullet points into a couple of sections. A%nity diagrams are almost never a client-deliverable, which means you don’t make them to show to the clients. They’re a way to make your ideas clearer and potentially pick be$er ones. Because of that they’re not really a part of any real work. The process of combining data into categories does occur, but happens without thinking about it, and o#en it happens in your mind, without creating anything visual. They are, like many other processes, a good thing to showcase in your junior case study to show how you evaluate ideas. Outside of case studies they’re not really used. 112 Sold to jacek@studioaurora.pl Storyboards Rarely Used Picture 1 Picture 2 Picture 3 Picture 4 Picture 5 Picture 6 Sold to jacek@studioaurora.pl Storyboards Storyboards are a concept coming from movie sets. They’re like a simple, usually 8-frame comic book. In those four or eight li!le squares they try to show a speci#c process. In UX it’s usually the user trying to achieve something. It’s basically a user story, but in a visual form. It can be a good idea for a case study, but avoid even doing it in every case study you have, as it doesn’t really contribute that much. Unless your illustration skills are really high, in most cases it ends up being a bunch of not-that-pre$y images with a story that could’ve been a few bullet points. Are they used in the real world? Not really. On client meetings a story can sometimes be presented, or acted out, but almost nobody really creates those drawings as it’s considered a waste of time and resources. 114 Sold to jacek@studioaurora.pl Crazy 8’s Rarely Used 1 2 3 4 5 6 7 8 Sold to jacek@studioaurora.pl Crazy 8’s You take a piece of paper and fold it a couple of times #rst. Then you unfold it again and have it naturally divided into eight sections. Then with only one minute per section, and a running timer, you sketch out a solution to a problem or a product &ow. The idea is a li$le bit like storyboards, but because of the limited time you don’t have the time to overthink things. We already know that our "rst ideas are o#en the best ones, and this exercise relies on that. O#en the ideas sketched out with such limited time are somewhere between bad and interesting. When they’re interesting, and when it’s done in a team so we have a lot of the ideas, we can then try to merge the best ones into a single concept. At least that’s what this exercise is on paper. In my career we have never, ever worked this way because, especially now, you come up with a solution to a problem by quickly "nding the right “pa$ern” in your mind - most UX problems have already been solved somewhere. You can add crazy 8’s to your portfolio case study, but don’t add it to each one, as it’s not really something that brings anything of value to the table. Just another way to quickly generate ideas, which a#er a while simply happens automatically. 116 Sold to jacek@studioaurora.pl Competitive Analysis Almost always used Chloe Nielsen Product Manager Sold to jacek@studioaurora.pl Competitive Analysis Competitive Analysis simply means looking at other products from the same category and seeing “how they do it”. We do this with practically every project, to "gure out what others do well, and where we can improve on what they do and do it a lot be$er. Evaluating the competition is a very useful process! Also, at this point most products are simply sets of features from other, existing products - combined in a new way. That’s why using the collective knowledge of others is always a good idea no need to reinvent the wheel. You can both analyze HOW other apps or websites accomplish a task (what steps do they use to guide the user to completion) or look at customer feedback in the app stores. This is a qualitative approach, meaning you need to read the detailed comments as they o#en show what issues the product has. If there are many repeating comments that all talk about the same problems, you know what to avoid in your product. It’s as simple as that! 118 Sold to jacek@studioaurora.pl If you want your analysis to be even more thorough make sure to focus both on direct and indirect competitors. First of all that gives you a wider range of companies or products to look at and a lot of potential for a more innovative approach. Let’s "rst break it down what each of them means: - Direct competitor is a product that does 90% of what you do - if you’re making a taxi app then you’re looking at Uber here. - Indirect comptetitor is a product that matches some of your core functionalities but is a di!erent product category - for a taxi booking app an indirect example would be a food ordering app it still involves a driver, a destination picker and a map view but is fundamentally di!erent at the core. The problem with direct competitors is that when analysing only those products we tend to get lazy and just try and copy some of their best ideas. When comparing both direct and indirect it can spark a lot more creativity, associations and generally new ideas. You can merge a couple of approaches unseen in your industry and create something unique instead of just assembling from industry practices. One is safer, both are worth doing. 119 Sold to jacek@studioaurora.pl User Interview Almost always used User interview Question 1 Question 2 Question 3 Sold to jacek@studioaurora.pl User Interview It is exactly what it sounds like. You "nd a group of users and ask them questions. To make it easier to process a#erwards, it’s best for the questions to be the same, so you can focus on the answers. It helps you to "nd out about the user’s needs, experiences, a$itudes and goals. There are many templates on how to do these interviews, whether they’re in form of an online survey, conducted in person, or over a conference call. The most important part, as with any user research, is to guide the users but never suggest anything to them. They either know the answer to a question or not - and if they don’t it’s also a valuable insight for us. It means we may have to rethink that product or feature so it’s clearer. We do this quite o#en, but mostly as an online survey with up to "ve open questions. With time, you’ll be able to re"ne those questions so that you’ll get the most useful information from them, so don’t worry if your "rst interviews don’t bring a lot of useful insights. You’ll get there. Keep them short, under 5 minutes to complete, as those tend to yield the most submissions. 121 Sold to jacek@studioaurora.pl Usability Testing Very o!en used Dashboard 1 Chris Evans Problem Sales Manager 2 Helpful feature Problem K 3 K Sold to jacek@studioaurora.pl Usability Testing This is a very useful method, but when described it’s unnecessarily complicated. A usability study is a one on one session with the user and (most o$en) a prototype of the product. The interviewer has a list of a couple of tasks they want the user to complete. Those tasks can be completely separate user &ows that don’t need to connect you can just switch the prototype for each task to a new one. They’re usually quite short, for example: how would you invite a friend to the service, starting on your pro"le screen. That is ONE action. A full study can have a couple of simple actions like that. When planning which ones to check, make sure they’re actually relevant to the product’s success - it barely makes sense to test whether they know how to agree to the terms and conditions. Registration on the other hand is almost always a must! It’s important to record AND evaluate mentally what the user does and what they click/tap, but never suggest anything. If they don’t know - they don’t know. Redesign and come back for another study. It’s a very useful exercise and we try to do it with at least half of the consumer facing products, but there are a couple of things that I found that can negatively impact the experience. 123 Sold to jacek@studioaurora.pl Whenever you can, use a high or at least mid-"delity prototype for usability studies. Even when the users understand what a low-"delity wireframe is, their perception is subconsciously skewed by “using an ugly product”. It’s just how our brains work. If you’re making drastic changes, and testing them on the same user, you can easily fall into a bias trap. It means the user will be so used to the previous prototype, they’ll say it’s be$er even when it’s clearly not the case. A good practice to resolve that is to test both on the same users you tested before, AND add a new control group of a similar size to every radical redesign study. Don’t test obvious or not quite necessary things like “how would you change your pro"le picture” because the user feels like it’s a functionality that’s not that important in most products and it gets re&ected in the results. Try focusing on the most relevant &ows for the product to serve its purpose. If you’re making a ride-sharing app, test the actual booking of a cab as the most important process. Usability testing works great if it helps you improve the really important parts of the product. Only do it when you feel it will contribute, never to just “add it” to the project scope. 124 Sold to jacek@studioaurora.pl Also, don’t get too a$ached to the name. You can call it anything. I usually call it a “Product vs User” test. What’s important here is not the industry jargon, but rather whether the user actually knows where to click or tap to go forward. There’s always some bias, so try to minimize it but don’t feel bad a#er the fact - we’re only human and you should treat it like watching another human ride a bike (use your product) - observe, take notes and get over it. This method also works best when the prototype is as close to the "nal product as possible. Sure, you can test in a Sketch or Figma prototype, but from my experience it’s actually be$er to code an HTML prototype. It doesn’t need a database, all the content can be hard-coded into it. But with that you can add something like hotjar to gather some extra heatmap data from it next to your regular observations. The more it looks and feels like a real product, the be$er the outcome. Of course if the product is already out, you can also do some testing on it. Just make sure the user doesn’t feel like they’re using a low "delity demo. 125 Sold to jacek@studioaurora.pl Eye Tracking Rarely Used Logo Sold to jacek@studioaurora.pl Eye Tracking Eye tracking was one of those features companies that could a!ord a set of expensive cameras and glasses always showed o! to the clients at meetings. In short: the cameras and glasses allow us to create a heatmap showing what the user is looking at exactly at any given time. This can let you know whether they noticed an important bu!on at all, or have they read the entire paragraph of text or just skimmed through it quickly. While it de"nitely looks impressive and high-tech, we only used this three times in our career. The main issue I see with this method is that a#er a while it brings very similar results based on the good practices of how our brain processes what we see. Once you know how to design a good UI hierarchy, that’s clear and readable, the results will be very similar. For now I don’t believe this method should be considered by almost anyone. However, with the upcoming Apple AR Glasses, and likely a bunch of other companies making their own - eye tracking can have a comeback, but it will likely work in a completely di!erent way that we have yet to de"ne. Don’t worry about it today. On a side note there was a free tool called EyeTato that used AI to predict where the users would most likely look. 127 Sold to jacek@studioaurora.pl Movement Tracking O!en used Logo Sold to jacek@studioaurora.pl Movement tracking While we don’t track the eyes of our users as o#en anymore, there’s another type of tracking that is actually done very o#en. Mouse movement and scroll tracking can be done mostly on the web, but it allows you to record the actions of your users and create heatmaps of what they click the most and where they hover their cursor most o#en. That is super useful! We try to do it for every single web project, because these recordings show us how users interact with the current website - what are their problems, at what stage do they quit the process (like abandoning the cart mid-way) and what’s o#en neglected - what are they clicking on exactly? This is helpful because very o#en you’re able to notice people clicking on things that are not links or bu$ons while completely missing the actual clickable objects. Recordings like these are super helpful to be$er understand the problems with the website and how to optimize it to perform be$er. There are many tools you can use to do it, including ones that have free plans. We mostly use HotJar, Mouse&ow, SessionCam and more. 129 Sold to jacek@studioaurora.pl A/B Testing O!en used A B Hello, Chris K Hello, Chris K K Sold to jacek@studioaurora.pl A/B Testing A/B Testing usually means a test on a live product that’s available to all the users. We split them randomly into two groups, and each gets a slightly di%erent interface. It is used to see which option converts be!er. Big companies like Net&ix or Google are using it all the time to improve their product. We are using it about half the time. The main problem with those tests is that they’re very o#en not necessary, or you can get be$er results from a set of usability studies. Another common problem is, that when the change is too revolutionary, the conversion can actually drop for the "rst month or two, before users get used to the new way. Even if the new version is be$er, it will initially show as worse, and many product teams don’t have the patience to run these tests long enough. If you’re working at a small startup, chances are you’ll do a couple of these in the very initial stages of growth to "gure out what works. The next stage in which A/B testing happens a lot is when you’ve reached a point of having so many users the growth seems to slow down - there simply aren’t enough humans on the planet. In that case it can be a good idea to resume A/B testing because even small improvements can lead to big results. 131 Sold to jacek@studioaurora.pl I personally really like doing A/B tests, but it’s important to understand that they can also lead to revenue over user - o#en pushing for shady, dark-pa$ern practices just because they’re sure to increase revenue at the expense of the users. I’ve been to a presentation, where a big company showed how they used A/B testing to upsell to 37% of their existing users a low-quality product that nobody really needed and the company wanted to get rid of it. When you’re planning an A/B test about an important feature of the product (for example two di!erent ways to sign up for it) do a quick usability study "rst to iron-out as many small issues as you can before placing the tests live. Real life example One of our clients has a successful B2C product that operates in almost all markets. They found out that for some categories objectively “pre$ier” design doesn’t convert as well as one that most designers would label as “worse”. That’s why it’s important to get rid of that mentality and focus on conversion. 132 Sold to jacek@studioaurora.pl There is an important distinction to be made though. You’re probably seen posts like these all over the internet now. Checkout Checkout Choose payment method Choose payment method Apple Pay PayPal Apple Pay CARD PayPal Promo code Promo code Adds automatically Adds automatically $410 Total Con"rm payment CARD $410 Total Con"rm payment Which design is be!er? A or B? This is not A/B testing even though it may look like it. This is social media engagement farming because in 99% of these posts the di!erences are marginal and super"cial. It’s not supposed to answer any design question, it’s just supposed to get you to choose what you feel you like more - as a designer. It’s not being tested on target users either in most cases, so it’s just a way for people to write their 5 cents under the post and drive views / likes up. Participating in stu! like that is a pure waste of time. 133 Sold to jacek@studioaurora.pl Design Systems Sometimes Used bU++ON CTA Bu!on Dropdown Primary Option A Option B Secondary Teritary Form Type something… Heading 38p Q Heading 28p Regular text 18p Active link Used link Sold to jacek@studioaurora.pl Design systems This chapter is ONLY available in the full version of the book. You can get it right now 25% cheaper with the code: s4di50a Use the link below to apply the code, or enter it manually: h!ps://hype4academy.gumroad.com/l/guidetoux/s4di50a Owned by over 7000 designers and brands 16 Sold to jacek@studioaurora.pl 8 Laws of UX Sold to jacek@studioaurora.pl Laws of UX “If UX has laws, does it mean we’re all lawyers now?” This question has been on my mind for years, because while very useful in real work, most of those UX laws are stated like real law with complex, industry language that makes it really hard to grasp even simple concepts. I decided to slightly rewrite some of them, with simpler language and whenever possible - examples from our approach as design practitioners. A#er all, for laws to be followed and respected, people need to understand them "rst, right? I’m going to start with a couple basic ones and grow this chapter with future updates. 173 Sold to jacek@studioaurora.pl Minimize choices Also known as Hick’s Law The more choices, or options a person has, the longer they need to think about what to do next. There’s also a bigger chance they’ll be confused. Example The form on the right side is the "rst Create account Twi!er handle E-mail Phone Facebook time a person decides to sign up for a service. @michalmalewicz Design skill level (0-100) Right from the start it o!ers WAY too 53 - Mid Level Designer many options which will discourage most people from ever completing it. Registration should always be about the minimum number of "elds possible. Apps I know Sketch Figma Paint Place of residence London, UK Always try to only show the necessary options and hide everything that is not needed - because all those extra things add to the cognitive load. A high cognitive load means our brains need to work really hard to understand all the stu! we are looking at. Too much information to process = high cognitive load. 174 Sold to jacek@studioaurora.pl Don’t be too original Also known as Jakob’s Law People mostly use other apps and sites, so they expect familiar pa!erns in your product. While a triangular form "eld can seem like a cool new idea, most people will be confused by it because they expect a form "eld to look in a speci"c way - usually a rectangle. Send a bug report Yo ur fe ed ba ck : Example I want to report that this site is somehow very had to use for me. Same with a polygon-shaped bu$on. Avoid originality for the sake of being SEND di%erent. That right now can be half-true, as there are some people that use TikTok 99% of the time, not other sites or apps, but still - it’s valid. You can still play around with how you present the interface - using di!erent colors, shadows, fonts or decorating it with a cool, animated illustration that follows your typing progress. Breaking established pa$erns, however, always ends with the user not knowing what they’re looking at. 175 Sold to jacek@studioaurora.pl Big (Touch) Targets! Also known as Fi"’s Law Bigger bu!ons with enough space between them are easier to access (aim). We click and tap things all the time now - but both with our #ngers and with our mouse cursor, our target needs to be big enough to comfortably aim at. Example When your bu$ons are too small and very close together, they can both "t under your "ngertip at once. If you’re Clear history Are you sure you want to clear your purchase history? trying to make a choice, there’s no No Yes way you’ll know what you actually pressed in this case. No Make sure all UI elements can be Yes Your "nger tip size accessed individually. Follow the interface guidelines from the platform you’re designing for, or to be safe always use at least 44x44 mobile touch targets and 24x24 (and preferably 32x32) on desktop. The cursor is more precise but it also moves faster - so even on desktop try to make all clickable elements as easy to aim at as possible. 176 Sold to jacek@studioaurora.pl Almost done! Also known as Goal Gradient E#ect The more you feel like the task is close to done, the faster you work to complete it. This means it’s important to show progress, as the closer that progress bar is to 100%, the more inclined people are to #ll it. Example This is a li$le lie many products do, showing you the "rst step as 0% and then the second step (out of two) as 95%. This approach motivates you to "nish as you know that you’re practically done already so it’s not worth it to abandon the process. Almost done! Your Twi!er handle @michalmalewicz We will pre-"ll your name and photo from your Twi$er pro"le, you can change them later. Create account In all longer processes show progress, avoid unnecessary elements or "elds and whenever you can, pre-"ll the forms for the user. If you can get their name from their Twi$er handle, pre-"ll it and let them change it if they need to. By showing the progress bar going fast towards completion, you’ll in&uence your users to stick around and "nish their task. 177 Sold to jacek@studioaurora.pl Instant access Also known as Doherty Threshold The user should not wait for the system to respond. When loading things keep them engaged! Our a!ention spans are low and our devices and the internet are fast. We don’t have the patience to wait longer than a few seconds for anything. Example Loading data… When loading a lot of data you can use both a progress-bar (so something is “moving” while the user waits) and skeleton screens that roughly show the structure of what will load and where. In this example we know there will be two graphs on top and some text. Create report Skeleton screens are a great way to trick users into thinking the product is working faster than it is. The worst thing you can do is to have an empty loading screen that doesn’t have any movement or indicator that it’s actually loading. People can accept a progress bar, or even a spinning wheel because when things move we understand that something is going on. 178 Sold to jacek@studioaurora.pl Reduce complexity Also known as Miller’s Law Our memory and processing is limited, so don’t overload people with too much stu% to think about. Our short term memory can only store a limited number of items - that’s why it’s best to divide all complex tasks into smaller, well categorized steps. Example Split tasks into logical, easy to process steps so users are not overwhelmed. For example, don’t ask the user for their address right next to their email - they can o#en "ll in the address later - a#er they create the Your Twi!er handle @michalmalewicz We will pre-"ll your name and photo from your Twi$er pro"le, you can change them later. Create your account account. Don’t mix together elements that can’t logically be a group. That’s o#en a problem with longer online forms - they really work best when you group information into sections and don’t mix your pro"le picture with your address. Separation like that makes it clearer and a lot less stressful for the brain as we simply process things faster as logical groups. 179 Sold to jacek@studioaurora.pl Simple is best Also known as Occam’s Razor Less is more. Keep only the design elements necessary to complete the task. When you complete your initial design, ask yourself: what can I remove without sacri#cing functionality? What is NOT important here? Create account Example Twi!er handle E-mail Phone Facebook In the example from the "rst law we can easily remove a choice of di!erent login methods and just use Twi$er handle. We can also remove the apps and design skills because users can add it later, in their account se$ings if they really need to. Registration should be simple! @michalmalewicz Design skill level (0-100) 53 - Mid Level Designer Apps I know Sketch Figma Paint Place of residence London, UK The Occam’s Razor says that when you see two solutions to a problem, you should pick the simpler one. You can solve many design problems with very complex, demanding solutions, or you can just make things simpler. 180 Sold to jacek@studioaurora.pl Pre!y feels be!er Also known as Aesthetics Usability E#ect We perceive beautiful products to also be be!er, easier and more fun to use. That can be an advantage! Aesthetics are not important Who would care about aesthetically pleasing UI’s anyway? Yes i completely agree What are aesthetics? Aesthetics are important! We naturally perceive well structured visuals as more usable. Good to know this! I will do that Minimalism, clarity and readability are all a big part of aesthetics. If your design is all over the place with chaotic layout, out of place typography and colors that hurt the eyes, it will be perceived as “worse” than a similar product that only looks be$er. Even if the functionality is exactly the same, the be$er looking product will get be$er scores for functionality from users. Focus on the visual quality and readability at every stage of the user facing design. 181 Sold to jacek@studioaurora.pl First and last stick Also known as Serial Positioning E#ect When looking at a group of objects, users remember the #rst and the last one the most. You can use it in navigation to highlight the most important pages. We remember the "rst item And the very last one Example In the example above the "rst icon is remembered because it’s the "rst thing you see. It’s o#en called the “Primacy e!ect”. Then the ones a#er that are scanned quickly, and once we get to the end of the list we remember the last one because it was a conclusion of the entire group. This is o#en called the recency e!ect because it was the most recently seen one. This e!ect works on all kinds of objects, not just menu items. You can also use it with cards in a grid view, or even sentences in a paragraph - the "rst and the last one will be the most remembered so make them count! 182 Sold to jacek@studioaurora.pl Notice the di%erence! Also known as Von Restor# E#ect In a group, the object that di%ers from the rest will be noticed faster and remembered be!er. Most popular! Designer plan Basic plan All in basic and more: Learn for free! More detailed analytics Professional feedback Enterprise! Designer plan with added: More detailed analytics Professional feedback Multiple license support Enterprise feedback Portfolio boosts FREE $100/month $10/month Select this plan! Select this plan! Select this plan! The most prominent item gets the most focus Example In the example above the most popular plan is bigger, more colorful and a lot easier to focus on. That makes it instantly more recognisable than all of the other plans. You can use this e!ect to highlight the most important actions you want your users to take. In case of pricing plans it’s also a psychological factor of “oh, I don’t need the most expensive one a#er all! So I’m practically saving money!” 183 Sold to jacek@studioaurora.pl How precise do you need to be? Also known as Accot-Zhai Law In a series of expanding, context menus make sure it’s easy to move your cursor between them without accidentaly exiting and closing the whole stack. This is super-annoying! Insert Layer Text Prototype New page Insert Layer Text Prototype New page Shape Rectangle Vector Oval Pencil Rounded Line Shape Rectangle Vector Oval Pencil Rounded Line Example In the example on the le# the list items are very narrow, which makes it easier to accidentaly move the mouse cursor outside of the frame (red markings) and collapse the second submenu. Once we give it more space - like in example on the right - we have a lot more room for the cursor to move to the right comfortably without accidentaly switching the menu o!. Any accidental mouse movement or click by the user that results in an undesired action is really annoying and decreases the fun of using the product. Make sure all your labels, targets and active elements are always big enough for comfort. That also includes bu$on sizes - when they’re bigger on desktop they’re also easier to click. 184 Sold to jacek@studioaurora.pl Deliver a frictionless experience Also known as Postel’s Law a.k.a. Robustness Principle Postel’s Law is the base of many human-computer interactions. It both requires design to be accessible, &exible and reliable, and to not require more from the user than is absolutely necessary. Create account Twi!er handle Almost done! E-mail Phone Your Twi!er handle @michalmalewicz @michalmalewicz Design skill level (0-100) We will pre-"ll your name and photo from your Twi$er pro"le, you can change them later. 53 - Mid Level Designer Create account Apps I know Sketch Figma Paint Example An interface has to be easy to use for the largest possible user group. That requires it to be accessible, readable but also easy to grasp quickly. The more user input is required, the more di%cult it is for the user to complete the task. A good interface only asks for the absolutely necessary, and helps the user along the way correcting and parsing their input and guiding them all the way. A good example is with online forms. Making them readable and clear is pre$y obvious, but we should also consider if we really need to ask the user all these questions. Maybe some of them they can "ll in later, on their own? By asking only for the essentials, we make it easier and faster to complete the form so more users can complete it without frustration. 185 Sold to jacek@studioaurora.pl 9 Types of dark pa!erns Sold to jacek@studioaurora.pl Dark side of UX? We already mentioned that many companies may push you into designing purposeful dark pa$erns for them. It means misleading and deceiving the user to do things they wouldn’t normally do. In most cases it’s a tactic used to make more money and the common reasoning is: “everyone else is doing it, so we can either do it too or loose the money”. As a designer you should "ght dark pa$erns whenever you can, but of course to "ght an enemy you must "rst get to know them be$er. Let’s go through the most common types of dark pa$erns and how to spot them in the wild. One thing you can do, if you notice a pa$ern like that done by a big company is to publish it on Social Media - write about it so they’ll have to explain themselves. A#er all if we’re all silent, they’ll think they can get away with it. The more voices speak out and point out these dishonest designs, the less of them we’ll be seeing in our apps and on our websites. One of the great voices that does exactly that is Harry Brignull and his website h$ps://deceptive.design. In this chapter I want to go through his dark-pa$ern examples and add a li$le bit of my personal context to each one. Ready to jump into the dark abyss of evil UX? 187 Sold to jacek@studioaurora.pl Sneak into basket On checkout a product adds an extra product that you didn’t pick into your basket, usually a paid one that you have to manually de-select to avoid paying extra. Most o$en it’s some extra insurance, extended warranty or a small feature you likely won’t need. Example Your cart You’re just subscribing to a new yearly service and on the last step they pre-select an option Your yearly subscription and sticker pack - $150 with an extra item for you. The option to just Just the subscription - $120 selected, but is not the default. Many people go with what you previously chosen can be won’t notice that and quickly click on the $150 - Pay now! checkout bu$on. They end up paying more and receiving an extra item that likely didn’t want or need. This is extremely popular with domain purchasing services, where they add extra “protection”, SSL certi"cates, hosting services and a wordpress site builder even if you only wanted to reserve a domain name for your next great startup idea. You end up manually deselecting all of those extra options and secretly wishing for a be$er domain registration provider. 188 Sold to jacek@studioaurora.pl Fear of Missing Out Extremely popular especially on apartment and hotel booking sites. They create a sense of urgency by creating (o$en false) impression of scarcity, or showing that many people are currently considering the product you’re looking at to push you to act faster. Example On most hotel booking sites you see these extra li$le nudges stating that this is the last room le# to reserve in this place, that there are many people Central apartment • Only 1 le$ on our site! • 9 people are looking at it now. Special price ends in 15sec considering now and sometimes there’s a special time-limited promo to get it cheaper. All of these are supposed to force you to quickly decide out of fear that the deal will be gone. In reality most of these are created as a simple random-number generator in $150 - Book now! code and are not a representation of any real scarcity. Fear of Missing Out, or FOMO for short is a very popular marketing tactic. Of course you can’t completely quit it, as running occasional (real) promotions is necessary to shake up the business and get people interested. Going too far however is a really manipulative tactic that pushes people to take actions quickly and without thinking. 189 Sold to jacek@studioaurora.pl Roach motel It’s a tactics that makes it super easy to sign up or subscribe to something, but the opt-out or unsubscribe process is extremely di"cult and lengthy on purpose, so you’re unlikely to complete it. We’re sorry to see you go! To con"rm your opt out from our paid subscription please write “CONFIRM” in the box below CONFIRM Download and "ll the PDF opt-out form below and send it to our address: 00-125 Fraud Street, Fraudsburg, US Removal-from-service-form.PDF 16MB, 21 pages Example It can be as simple as requiring some extra unnecessary "elds or triple image captcha form, but many companies push it even further with the necessity to download, print and mail a document to unsubscribe from their service - when the subscription itself happened completely online. Any unnecessary obstruction of the opt-out process is a dark pa$ern and should be avoided. Sadly many companies put considerable resources into making the signup process as easy and frictionless as possible, and then use those same resources to complicate the resignation process. If your product didn’t keep the user happy (and paying), maybe it’d be be$er to do some research to "nd out why and "x that, instead of just making it harder for the user to quit? 190 Sold to jacek@studioaurora.pl Con#rmshaming Con#rmshaming is about using certain phrases to create guilt in the user so they feel like the choice that they prefer is not the right one a$er all. SuperBlog This experience is even be$er in our dedicated mobile application for iOS and Android. Get our app now! I want to be lame and use the web version. Go pro! We see you’re enjoying the app as a basic plan user. Consider going pro for more features! Switch plan I don’t consider myself a PRO Examples These are usually done with an overlay or a popup that tries to convince you to do something di!erently by shaming you for your current way of doing things. In the example above some popups say that not using the app and just sticking to their web version is “lame”, while in the second example the phrasing speci"cally states that maybe you don’t want to upgrade because you’re not a PRO, but rather a silly “basic user”. Please be respectful of your users. They’re people too. 191 Sold to jacek@studioaurora.pl Trick questions Some questions are phrased in a way that appear harmless, but on a closer read it turns out that you really wanted to do the opposite thing. Example Email se!ings I do not want to be le# alone without receiving useful newsle$ers daily. Create account The beginning of the sentence makes you think checking the box means no spam email - but of course in reality it means the exact opposite. The question is created in a tricky way so you’ll check it voluntarily without thinking about it, thus agreeing to spam. A#er reading the question above you may think to yourself - who does this? Is this a real thing? At "rst glance these questions look silly, or even stupid. Sadly it works, because legally when you check a box it means you’re agreeing with what it says. The more complex and convoluted the message, the less you know what you’re agreeing to, but they’ll always say that you could’ve always le# the checkbox empty. I have noticed some respected institutions (like banks) do these trick questions in their apps, which only means that those big "ntech UX teams were tasked with “increasing signups” and they went the evil way. 192 Sold to jacek@studioaurora.pl Hidden costs You complete a checkout process just to #nd that in the last step some previously unmentioned extra costs were added to the #nal price. Example Step 6 of 6 Final con#rmation Dark Pa!erns TV Series DVD Box Set $25.99 In a very long, 6-step process you added an item to your card, "lled in all your personal information, credit card information and shipping address. In steps one through "ve Scented box set $0.99 the only price you ever saw was $25.99, but Eco-friendly cardboard packaging $14.99 exhausted with spending so much time in a Shipping and handling $19.99 then in the very last step, a#er you’re series of long, complex forms you see that the price is signi"cantly higher than you expected. Pay now - $61.96 Many e-commerce websites create especially lengthy checkout processes, so that you feel so invested in them already, with all your data added, that you simply swallow your pride and accept the extra costs, because if you didn’t you’d have to look for another store and start that whole process all over again. 193 Sold to jacek@studioaurora.pl Friend spam A product asks for permission to browse your contact lists, including everyone’s phone numbers and emails and then uses that information for their bene#t and not yours. It usually means spamming your friends and acquaintances with marketing. Example Find and add your friends! Everything is be$er with friends! See which ones of your friends are already using our app and invite them to connect! It all starts with the same premise - everything is be$er with friends! Then the app asks you to allow it to access your contacts so you’ll be able to "nd your friends faster. In reality you’re giving some company full access to a lot of personal details that they can do Import my contacts whatever they want with, even if in some places this practice is already illegal. One example is a popular, audio-based social media app that rose to fame in early 2021. It used phone numbers and contact access to invite new people, but secretly collected that data in their personal database. When that database eventually leaked (supposedly) it contained phone numbers of both the users, and some people who were in the user’s contact lists but never even registered for the service or even heard of it. 194 Sold to jacek@studioaurora.pl Disguised Ad A product uses speci#cally targeted advertising that has call to action bu!ons similar or identical to the website itself. That leads to many people clicking on ads by mistake while trying to complete their desired action. Example AwesomeFont.!f 17kb, $f format, free for both personal and commercial use Best in class antivirus so#ware on the market! Download Download so$ware This dark pa$ern is most common on web content repositories from which you download assets, fonts or so#ware. They stick and advertisement between the title and the “real” download bu$on that also has a download bu$on - o#en looking exactly the same or similar to the real one. Start Download Some sites go as far, as having their real bu$on as a simple text link, with the Ad bu$ons being visual and very eye-catching. Very o#en there’s also more than one advertisement with a download bu$on - all placed strategically around the real one in a way that you’re not sure which is which even a#er carefully looking at it. 195 Sold to jacek@studioaurora.pl Bait and Switch Bait and switch changes the action of the user from what the user expected to happen, to something that’s more desirable for the business. Example Get the book for FREE* This amazing deal sounds just too good to be true doesn’t it? Well it is true! There is a promise of something free or well priced, but in reality you either have to provide a lot of personal details (so you’re paying with your data) or there’s a hidden monetary cost required for the product to actually be free. They promise you something Get it FREE now! *When you purchase a yearly subscription for $99. good, but in reality it’s not as good as you anticipated. Many companies also use this technique to show a reduced price for their monthly subscription, but once you click to con"rm it you realise that the reduced price is only available with a yearly purchase and suddenly the monthly price becomes much higher. It’s a bait of something appealing and then a last-minute switch to the harsh reality. 196 Sold to jacek@studioaurora.pl Misdirection Misdirection keeps your focus away from what you need to know, hoping you’ll click on something without realising what you’ve done. Example Room selected. Select breakfast option In this example you book a hotel room just to end up on a page where you only have two Continental - $50 paid options of extra breakfast and a huge, high-contrast and very visible bu$on to Vegan - $45 con"rm your selection. When you look closely you’ll see that there’s a small, barely visible Continue booking I don’t want any breakfast link that allows you to skip this step, don’t get breakfast and avoid paying extra. While similar to some of the other dark pa$erns, this one o#en uses contrast and colors to guide your focus towards completing the process without even looking for another option. Once again this is very common in all booking services, from hotels all the way to the airlines and they all know exactly what they’re doing! 197 Sold to jacek@studioaurora.pl 10 Future of UX research Sold to jacek@studioaurora.pl Future of UX research This chapter is ONLY available in the full version of the book. You can get it right now 25% cheaper with the code: s4di50a Use the link below to apply the code, or enter it manually: h!ps://hype4academy.gumroad.com/l/guidetoux/s4di50a Owned by over 7000 designers and brands 16 Sold to jacek@studioaurora.pl 11 AI vs UX Sold to jacek@studioaurora.pl AI vs UX This chapter is ONLY available in the full version of the book. You can get it right now 25% cheaper with the code: s4di50a Use the link below to apply the code, or enter it manually: h!ps://hype4academy.gumroad.com/l/guidetoux/s4di50a Owned by over 7000 designers and brands 16 Sold to jacek@studioaurora.pl 12 How we work Sold to jacek@studioaurora.pl How we work This chapter is ONLY available in the full version of the book. You can get it right now 25% cheaper with the code: s4di50a Use the link below to apply the code, or enter it manually: h!ps://hype4academy.gumroad.com/l/guidetoux/s4di50a Owned by over 7000 designers and brands 16 Sold to jacek@studioaurora.pl 13 What’s next? Sold to jacek@studioaurora.pl What’s next? If you want to learn about me methods weekly subscribe to www.malewiczmethod.com free newsle$er! A good testing scenario for most products is to start with Competitive Analysis, then, if it exists go through user comments and how (statistics) they use the product. Based on that create a quick high-"delity prototype for the usability study - preferably in HTML for best results. Once the results are in, either iterate on another version, or if it roughly does the job go into coding. If you had more than one idea, you can also do a live A/B test - just avoid doing it on very important product features - in that case do it in closed, smaller research groups. Then, as the live product is being used by more people, plan to interview them - either through user survey, or through app-store comments to "nd out if they’re having issues with some part of the product. You can use analytics to "nd which parts of the product are confusing (users are lost) and either just redesign them for an A/B test again, or do another usability study to "nd out if you can improve it. This whole thing repeats. Over and over and over and … Welcome to the world of UX. 226 Sold to jacek@studioaurora.pl I hope you found my experience with UX useful and inspiring enough to start experimenting and making great products yourself! All the best! How can you contribute? If you found any issues with the book (typos, mistakes, omissions - let me know via email!) I’ll be happy to "x them and add your name to the list of contributors at the last page of the book. I want to grow this project with your feedback, so it actually meets and exceeds the needs of junior designers worldwide! Thank you! You can reach me at michal@hype4.com 227 Sold to jacek@studioaurora.pl Contributors Version 4.4 Special thanks to: Mohamed Elghamry Cara Oberfoell Roger Fung Natalie Taylor Brian Paul Smith Khrystyna Goeijenbier Dario Cianciarulo Roxanne Stahl 228 Sold to jacek@studioaurora.pl Our other resources Thanks for supporting me with the purchase of this eBook. If you want to see more of the things we do, including over 600+ pages of UI knowledge in “Designing User Interfaces” or our popular video courses, you can use the code: BLURRY2023 To get any of our products with a 15% discount. Over 40,000 designers trusted us already! 229 Sold to jacek@studioaurora.pl 82,032 designs by 20299 designers Practice design daily! We created a platform in which you can practice your design skills every day and you can start for FREE! Go to: h!ps://hype4.academy 260+ days of challenges 150 days of FREE challenges Guided challenges Human and AI feedback and more! Join over 20,000 designers using it already! If you want to join our PRO plan (and get feedback, guides and all the extra materials) remember that we raise the monthly price every two months. The price you purchase for you can keep for as long as you’re subscribed. Best to act fast :) 230 Sold to jacek@studioaurora.pl Free Version 4.4.1, February 9th 2025 h!ps://hype4.academy Sold to jacek@studioaurora.pl
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