WEBVTT

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The idea is to minimize&nbsp;
the amount of tapping that goes&nbsp;on.

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And so, we call this *tappability*.

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As we say with all UX, test it with users – make sure&nbsp;it's there.

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But there's a lot of little things that users can tap on – not everything has to be a huge&nbsp;button.

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And if it's task-oriented, then they can tap it and not have to do extra work&nbsp;
basically.

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So, it's kind of tap-tap efficiency, but I want to talk for a second about *affordances*&nbsp;or *tappability affordances*.

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Remember that an affordance is a UI element that *invites the&nbsp;expected interaction*.

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The one that always comes to mind for UX people is the Norman Doors.

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You know&nbsp;– Don Norman, in his *Design of Everyday Things* wrote famously about:

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is it a handle that you pull or is it a bar like a flat thing that you push?

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And that should be the correct affordance because push is

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the physical force, push, and the handle pull is pull.

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But then doors *mix it* – they go push, but it's&nbsp;a pull.

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And they go pull, but it's a push, and so he talked about that and it's called a Norman door.

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And it reminds us about that affordance should be the right one and should invite the interaction&nbsp;correctly.

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Now, the hilarious thing about Norman doors in the real world is you get signs like&nbsp;it's a help strategy.

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It's usually instead of a pull there's a handle and it says 'Push'.

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So, on mobile what this means is that users need to know what's tappable.

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There's a bias that&nbsp;visual designers have for making things so clean and so beautiful

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that you can't tell what you&nbsp;can tap.

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And so, that's what we're talking about, is making affordances *clean but also clear*

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so that you know what you've selected.

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And I just want to say that animation can really&nbsp;help with this.

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It can help invite that expectation and add that affordance.

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So, the other thing that&nbsp;Don Norman talks about in addition to affordances is *signifiers*.

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And *signifiers are UI elements*&nbsp;–
 think of them as visual nudges

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so that they give the user a little prompt,

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something that they can&nbsp;get a feel for – for example, a pulsating button.

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You know, my favorite one was a menu, like a hamburger&nbsp;menu

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that followed you down the page on a mobile website.

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And it kind of pulsated a little bit, and you want to time that pulsation to a heartbeat.

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It really is a good 'boo boom, boo boom', as opposed to 'boom-boom-boom-boom-boom',

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which is going to create anxiety or...

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So, think about how you can use&nbsp;Material Design-type of suggestions for motion,

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for motion graphics or little animations or

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little&nbsp;moments of – you know – magic that can help increase signifiers.

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If you don't offer it, it can lead to&nbsp;a lack of discoverability,

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false affordances,

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and can lead to user frustration, uncertainty&nbsp;and errors.

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This is what the research shows.

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And the other thing I would add to that – you&nbsp;know – user frustration,

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"uncertainty errors" is the technical term – how about feeling stupid?

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Like, you're like "oh..." – you know.

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You don't want users to feel stupid when they're interacting&nbsp;with your app,

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just because there are not strong tappability affordances and signifiers.

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Here's an example for you: check this one out – you may have seen it before:

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What is the&nbsp;tapping object here?

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What should you tap?

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Study this for just a second; see what you&nbsp;
think,

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well, just a second because you only have maybe three.

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It turns out that that virtual&nbsp;key card thing is not tappable.

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The object below, the grey thing, it's supposed to be a button, I&nbsp;think;

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it's related to like a help strategy, but the contrast is low.

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Notice the contrast, so you&nbsp;have grey on dark blue or something like that.

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The other problem with this is it's sort of&nbsp;
you're stuck in this conceptual model

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that just doesn't work; it's like, what is a virtual key&nbsp;card? It's used for unlocking

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a bike, for paying for a bike. And they've introduced this idea of physical&nbsp;and virtual

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key cards, which is like 'whoosh!' – way beyond.

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So, there are a lot of things – you know – and sort of&nbsp;stepping back from the UI and seeing

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– you know – you could make something really tappable, but it might&nbsp;be the wrong tap,

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a wasted tap; or in this case, yes, you're drilling down just to try and pay

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and&nbsp;they're leading you into this, into their mind, into their labyrinth of virtual key cards.

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So, be *careful*&nbsp;with making the *right things tappable to support the task*

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and *animating the right things and&nbsp;
using animation and motion graphics strategically*.

