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Question number 4 is can I make it simpler?
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And the answer is usually yes.
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Now this is an example of when bad user experience or bad design can kill.
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Now why is that?
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This is a piece of software called Power Shot.
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And in the UK it's used up and down the country by doctors, nurses and health professionals in order
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to manage patients in hospital.
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Now it allows you to do a number of things such as look at which investigations the patients had, what
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are the results, what diagnoses have they had better etc..
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Now it is such a horrendously complicated piece of software.
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Just look up here at the three rows of buttons. You know even Microsoft doesn't do this anymore in their
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latest Office software.
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This is a horrendously designed piece of enterprise software.
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Now the story goes that the nurses were being introduced to this new computer system and they were looking
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after a little girl who was on chemotherapy.
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And when you're on chemotherapy, you tend to need regular fluid flushes through your veins so that the
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chemicals don't destroy your kidneys.
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And the nurses were so confused by this piece of software that they ended up forgetting about the little
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girl who needed the IV flushes and she almost went into kidney failure.
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So even though we think that, you know, the job of a designer is just purely for vanity is all about appearance,
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but actually it's so much more than that and you should always keep in mind to keep things as simple
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as possible.
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And this is one of the reasons why hardware and software from Apple is so delightful to use because
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in most cases it's just very simple.
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It's something that you can give to your grandmother. So you should think always you know is your tech,
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is your app, is your website grandma proof.
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You know if you took it to her, would she know how to use it or would she get confused by all the buttons?
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Now
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the app equivalent of this program is something like this where you have rows upon rows of buttons a
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million different colors,
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tightly packed user interface.
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I mean whenever you find yourself making two rows of buttons, then you should probably smack yourself
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on the wrist because this will never ever work
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well. Most of us have thumbs that are way too big to be able to differentiate between whether he pressed
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this button or whether if you press this button. And you will frustrate users to no end if you implement
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two rows of buttons and they keep pressing on the wrong thing.
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So think about simplicity.
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Always always try to make things simpler.
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Now this is an example of the onboarding screen of an app called Ness.
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Now the core objective of this app is to allow users to discover dishes that are around them and things
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that they might enjoy.
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But when you first download the app, they give you this long tutorial with things that should be pretty
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intuitive.
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For example, most of us know that this symbol means probably something to do with changing the time or
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the symbol probably means something to do with changing the location.
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You don't have to explicitly tell people about it. And it can feel really condescending
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as a user to be told what every little button does
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even though it seems quite intuitive.
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Now this is an app called Food spotting and they have the same goal and objective as Ness. Essentially
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helps users discover good dishes near them and all it does is that as soon as you open up the app, it
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tries to find your location and then immediately shows you the dishes that are close by.
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So remember when we said earlier that you have to identify the core objective of the users for using
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your app and then try to minimize the number of steps that it takes to achieve that,
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it cut down three or four taps to essentially zero because everything is loaded up automatically.
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So Simplicity is key.
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You can always make things simpler.
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Scrap everything until you're left with the very basic and then add features and add things onto it
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as and when users demand it because you can always keep things simpler.
