Don't ask about a client desired features and solutions; Ask about their needs and problems.
Goal Analysis: Ask why until you find the immediate goals and underlying goals for the user.
- Safe Exploration
- Low cost to exploring the design interface
- Instant Gratification
- Make the first action instantly rewarding or easily attainable
- Satisficing (satisfying + sufficing)
- Design the UI so it's easy enough for users to get "good enough"
- They can learn more advanced features when they need it
- Changes in Midstream
- Have a way that if they change their original goal to something else they can return to it easily
- Deferred Choices
- Have the entry cost to app low so less important choices can be deffered
- Incremental Construction
- Have users to slowly build something or play around
- Don't have them do everything all at once
- Habituation
- Follow conventional shortcuts or design elements
- ex. People are used to using CTRL + S to save
- Microbreaks
- Make apps, games or sites simple and rewarding to use on a person's downtime
- Allow users to resume browsing, game or login automatically
- Spatial Memory
- Have things in the proper order
- Prospective Memory
- Reminders for people to resume activities or store information entered
- Streamlined Repetition
- Repetitive action should be streamlined to a shortcut or down operations to one keystroke or click per repetition
- Keyboard Only
- meh
- Other People’s Advice
- Review or recommendations on sites
- Personal Recommendations
- stuff posts on twitter and facebook