Rubrica: : Loads represent the amount of mental resources used for each task you ask the user to complete.
Slide 2
Designing in the Correct Amount of Load
Sometimes swapping one load for another can help improve the design. For example, a user would probably have an easier time understanding your design with more clicks (motor) and less thinking (cognitive) because the overall load is less.
It never hurts to try and reduce the overall load of the product to make usability easier. Look for areas where you can remove a load without affecting the overall design and functionality.
Always remember that using a cognitive load requires the most mental energy to complete. Too much cognitive load and you risk losing users.
Most designs do better with overall lower loads. One of the exceptions to this rule is video games. In this format, load is purposely increased so that a person has to work more in order to solve the problem or advance to the next level
No need to memorize this crazy equation!
Simply understand that when placing items within an interactive design that there is a connection between time, speed, and distance.
Making a button or arrow too small can make it more difficult for an end user to find and use it.
The goal of good design is to work on lessening the loads put on a user. In other words, don't make them work so hard that they don't want to continue interacting with your website, design, etc.
Rubrica: : FITTS Law is a scientific principle that helps to determine how big an interactive element such as a button should be.
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