1 00:00:00,382 --> 00:00:05,820 The field of interaction design consists of several psychological principles. 2 00:00:05,820 --> 00:00:09,778 In this video, we'll take a look at three laws, 3 00:00:09,778 --> 00:00:13,650 Hick's Law, Fitts's Law and Tesler's Law. 4 00:00:14,785 --> 00:00:18,966 Hick's Law states that the more choices a person is presented with, 5 00:00:18,966 --> 00:00:22,150 the longer the person will take to reach a decision. 6 00:00:22,150 --> 00:00:25,615 It was defined by psychologist William Edmund Hick. 7 00:00:25,615 --> 00:00:27,226 Applied to design, 8 00:00:27,226 --> 00:00:32,923 this means user interfaces should be created with simplicity in mind. 9 00:00:32,923 --> 00:00:38,643 Make content interactive and provide categories, sorting, filtering and 10 00:00:38,643 --> 00:00:43,581 sections to allow the user to narrow down what they'd like to see. 11 00:00:43,581 --> 00:00:47,460 This reduces cognitive load and makes it easier to use the products. 12 00:00:48,690 --> 00:00:51,080 Next up is Tesler's Law. 13 00:00:51,080 --> 00:00:53,690 It was articulated by Larry Tesler, 14 00:00:53,690 --> 00:00:57,550 a computer scientist who works in the field of human computer interaction. 15 00:00:58,670 --> 00:00:59,800 It states that for 16 00:00:59,800 --> 00:01:03,790 any system there's a certain amount of complexity that cannot be reduced. 17 00:01:04,850 --> 00:01:09,910 While Hick's law states user interfaces should be simplified, Tesler's law 18 00:01:09,910 --> 00:01:14,390 knows that there's a certain point where a product cannot be simplified any further. 19 00:01:15,440 --> 00:01:17,260 Let's imagine an ecommerce shop. 20 00:01:18,320 --> 00:01:23,490 You can simply visit the website and add products to your card, that's easy. 21 00:01:23,490 --> 00:01:27,050 There's no need to enter any billing or shipping information yet. 22 00:01:28,230 --> 00:01:30,270 But when you're ready to check out, 23 00:01:30,270 --> 00:01:34,020 the store will need payment and they'll need to know where to ship the order. 24 00:01:35,130 --> 00:01:37,750 Okay, so that's where the inherent complexities lie. 25 00:01:38,780 --> 00:01:43,660 But even so, several decisions can be shifted to a back-end process, and 26 00:01:43,660 --> 00:01:48,330 it's up to you as a UX designer to identify these opportunities. 27 00:01:48,330 --> 00:01:52,970 Perhaps as the user enters their address the system offers recommendations 28 00:01:52,970 --> 00:01:57,380 to auto-complete the street name, city, state and zip code. 29 00:01:58,490 --> 00:02:03,560 Even better, this serves a dual purpose of ensuring the address is validated. 30 00:02:03,560 --> 00:02:06,110 There can also be an option to create an account, 31 00:02:06,110 --> 00:02:09,360 which would save the previously entered information for next time. 32 00:02:10,420 --> 00:02:12,740 The last law we'll look at is Fitts' Law. 33 00:02:14,040 --> 00:02:19,210 Coined by psychologist Paul Fitts, it states the amount of time required for 34 00:02:19,210 --> 00:02:22,600 a person to move a pointer to a target area 35 00:02:22,600 --> 00:02:27,430 is a function of the distance to the target divided by the size of a target. 36 00:02:28,470 --> 00:02:31,740 Now, that's a lot of logic to make sense of. 37 00:02:31,740 --> 00:02:37,110 To put it in simpler terms, a target area that's small and far away 38 00:02:37,110 --> 00:02:42,980 will take the user more time to interact with than one that's larger and closer. 39 00:02:42,980 --> 00:02:44,700 It sounds like common sense, but 40 00:02:44,700 --> 00:02:47,600 it's laws like these that help inform design decisions. 41 00:02:48,800 --> 00:02:51,870 This is just a sampling of the laws you will encounter in the field of 42 00:02:51,870 --> 00:02:53,710 interaction design. 43 00:02:53,710 --> 00:02:57,345 If you're hungry for more, check out the teacher's notes. 44 00:02:57,345 --> 00:03:01,660 May these principles guide and inspire you in your next project. 45 00:03:01,660 --> 00:03:05,280 In the next video, we'll look at sensation and perception.