designing for brains the psychology of ux design
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DESIGNING FOR BRAINS: THE PSYCHOLOGY OF UX DESIGN M A R I S S A E - PowerPoint PPT Presentation

DESIGNING FOR BRAINS: THE PSYCHOLOGY OF UX DESIGN M A R I S S A E P S T E I N Marissa DESIGNING FOR BRAINS UX DESIGN UXReactions PSYCH UX DESIGN UX DESIGN DONALD NORMAN The principles of human psychology will remain the same,


  1. DESIGNING FOR BRAINS: THE PSYCHOLOGY OF UX DESIGN M A R I S S A E P S T E I N

  2. ↓ Marissa

  3. DESIGNING FOR BRAINS

  4. UX DESIGN

  5. UXReactions

  6. PSYCH UX DESIGN

  7. UX DESIGN

  8. DONALD NORMAN

  9. The principles of human psychology will remain the same, which means that the design principles based on psychology will remain unchanged. DONALD NORMAN

  10. PSYCH

  11. “PSYCHOLOGIST HAT”

  12. KNOW YOUR USERS’ ERRORS, BIASES, & LIMITS

  13. SORRY I’M NOT SORRY

  14. UXReactions

  15. PERSONA 1 Elderly Eleanor “I don’t even know what that is, but don’t worry about it.” Age: 82 Location: Madison, ME Education: High School Occupation: Retired

  16. PERSONA 2 Average Joe “I’m still figuring out how to set it up.” Age: 57 Location: Boca Raton, FL Education: Bachelors Occupation: Architect

  17. A ↓ B

  18. TECHNOLOGY ADOPTION CYCLE L I L E E n a a a a n g t r r e o l l g y y v a M a M A r d t a d o a s j o r o j o s p r r i t t i e t y y r s Rogers, Bohlen, Beal, 1957

  19. ENHANCE ACCESSIBILITY & USABILITY

  20. CURB CUTS

  21. SHALL WE?

  22. HIERARCHY OF NEEDS peace, growth... Self-actualization achievement... Esteem friends, family... Love health, law, protection... Safety food, water, shelter, sleep... Physiological Maslow, 1943

  23. DESIGN HIERARCHY OF NEEDS highest Creativity Proficiency high value moderate value Usability low value Reliability no value Functionality http://www.smashingmagazine.com/2010/04/26/designing-for-a-hierarchy-of-needs/

  24. KANO MODEL Delighters Satisfaction Wants Unfulfilled Fulfilled Must-Haves Dissatisfaction Kano, 1984

  25. PSYCH

  26. Warning: Obscure Pee-wee’s Big Adventure Reference

  27. HOW WE WORK ! ? Discover & Think & Decide understand & act experience

  28. 1. DISCOVER & EXPERIENCE !

  29. We’re thinking “great literature”... the user’s reality is much closer to “billboard going by at 60 miles an hour”. STEVE KRUG

  30. LOTS OF THINGS CAN GO WRONG

  31. PHOTORECEPTORS OF THE EYE Rods Cones Rods

  32. WE OFTEN DON’T NOTICE UPDATES AND OTHER STUFF ON A PAGE

  33. CREATE SCANNABLE HIERARCHIES

  34. DRAW ATTENTION THOUGHTFULLY

  35. KEEP FEEDBACK WITHIN THE FOVEAL AREA

  36. ADD ANIMATION OR SOUND CUES

  37. 1/2 OF USERS WILL GIVE UP IF SOMETHING TAKES 3+ SECONDS

  38. GIVE IT A SECOND!! It’s going to space! Will you give it a second, to get back from space? LOUIS CK

  39. OUR ATTENTION ONLINE SPANS JUST A FEW MINUTES, IN 8 SECOND CHUNKS

  40. VS

  41. CART ABANDONMENT 67%

  42. WE “FOCUS” TO A MINIMUM AND RELY ON INCOMPLETE INFORMATION

  43. http://gizmodo.com/wow-people-really-suck-at-drawing-the-apple-logo-from-1690674361

  44. SALIENT CUES HELP US GENERALIZE

  45. http://www.smashingmagazine.com/2007/10/09/30-usability-issues-to-be-aware-of/

  46. http://conversionxl.com/dont-use-automatic-image-sliders-or-carousels-ignore-the-fad/

  47. EMBRACE & ACCOMMODATE LIMITED ATTENTIONS

  48. SIMPLIFY DESIGNS TO REDUCE THINKING

  49. USE WHITE SPACE

  50. BREAK STUFF (INTO CHUNKS)

  51. FORCE FOCUS WITH LESS OPTIONS

  52. How users read on the web: they don’t. JAKOB NIELSEN

  53. WE’RE SKIMMERS

  54. USERS HAVE TIME TO READ 20% OR LESS OF THE PAGE

  55. HUMANS AREN’T WIRED FOR READING

  56. 43% OF THE U.S. HAS LOW LITERACY

  57. USE VISUALS OVER COPY

  58. KEEP COPY LEGIBLE

  59. JASON’S WEB TYPE SCALE Tablet Phone Body Desktop Size 16px(1em) 16px(1em) 16px(1em) Line height 1.375em 1.375em 1.25em Line Length 60-75 60-75 35-40 H1 48px(3em) 40px(2.5em) 32px(2em) Size 1.05em 1.125em 1.25em Line height H2 Size 36px(2.25em) 32px(2em) 26px(1.625em) Line height 1.25em 1.25em 1.15384615em H3 Size 28px(1.75em) 24px(1.5em) 22px(1.375em) Line height 1.25em 1.25em 1.13636364em http://bit.ly/jprwt

  60. NO CURLZ MT, PLEASE

  61. SIMPLIFY MESSAGING

  62. TARGET YOUR AUDIENCE

  63. 2. THINK & UNDERSTAND ?

  64. MENTAL MODELS

  65. MENTAL MODELS Conceptual models people hold in their minds, formed by how a person believes things work

  66. USE EXISTING MODELS TO TEACH SOMETHING NEW

  67. EXISTING SITE PATTERNS ENHANCE COMMUNICATION

  68. INVERTED PYRAMID

  69. PUT IMPORTANT STUFF AT THE TOP

  70. USE EXPECTED NAVIGATION

  71. USE EXPECTED NAVIGATION (Or card-sorting)

  72. AFFORDANCES

  73. AFFORDANCES Actionable properties between the world and a person

  74. PERCEIVED AFFORDANCES Qualities of an object that suggest how it might be used

  75. SIGNIFIERS

  76. SIGNIFIERS Some sort of indicator or signal in the physical or social world, that can be meaningfully interpreted

  77. MAKE AFFORDANCES PERCEIVABLE, OR ADD SIGNIFIERS

  78. CLICK ME

  79. DRAWING OUR OWN MAPS CAN LEAD US TO MISUNDERSTANDING

  80. DO YOUR HOMEWORK

  81. MAKE SURE YOUR AUDIENCE HAS THE RIGHT CONTEXT

  82. MENTAL MODELS

  83. RELATIONSHIPS ARE HARD

  84. .15- SECONDS ↓ CAUSE & EFFECT

  85. CLARIFY WITH INFORMATIVE FEEDBACK

  86. 3. DECIDE & ACT

  87. WE’RE IRRATIONAL

  88. SECTIONS OF THE BRAIN CanStockPhoto

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