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Sintesi del contesto di applicazione
Situazione: normale utilizzo dell'interfaccia.
Problema: i tempi di atteso sono allungati a causa di elementi non necessari.
Accorgimenti in sede progettuale: Individuare accuratamente tutto ciò che non è di aiuto ed eliminarlo. Considerare il livello di aspettativa dell'utente.

Stato dell'analisi Solo abbozzata. Testo troppo generico e esempi mancanti.


Applicazione del principio:  (analisi in fase di completamento).

Enunciato originale del principio Eliminate any element of the application that is not helping. Be ruthless.
The sluggish speed of the early web set users’s expectations extremely low. (It also burst the Internet bubble when people realized they could get in their car and drive round-trip to the shopping center in less time than it took to “trick” the website into selling them something.) They have become less forgiving as time has passed.
Mobile, which has an architecture more in keeping with traditional GUI applications than web browsing, has been reminding people that computers can be fast, and they are even more impatient with slow-downs. Wearables will come with an even higher level of expectation: No one waits to see what time it is, and they will not wait to see who is calling, what the temperature is outside, or any other information to be displayed.
Automotive applications today are oftentimes sluggish, suffering from a fatal cocktail of weak hardware, poor design/coding practices, and high latency. Consider the car hurtling down the road at 88 feet per second (27 meters per second) while the user, eyes fixed on the flat panel display, waits to learn which of ACDC’s many fine works he’s currently enjoying. Imagine the rich irony when the accident report reveals it was “Highway to Hell.”

(fonte: Bruce Tognazzini, First Principles of Interaction Design)



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