module 02: the psychology of ux

20
Needed for UX How do these "people" things work, anyway?

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Needed for UX

How do these "people" things work, anyway?

A bit of psychology

Context: People + Situation + Need + Importance + Urgency

Remember: You are not designing for yourself

Underlying psychology: 1. Perception 2. Motivation 3. Emotion 4. Behavior 5. Creativity + Play

1. Perception

How we group things we see (Gestalt) !– Size !!– Contrast !!– Closure !

1. Perception

How we group things we see (Gestalt) !– Style !!– Grouping !!– Unity !

1. Perception

How we group things we see (Gestalt) !– Symmetry !!– Similarity !!!!

1. Perception

Blatant pitch: The Discipline of Organizing

http://disciplineoforganizing.org

1. Perception

And now, candy!

2. Motivation

What initiates, focuses, sustains behavior? !– Intrinsic/extrinsic (drives/incentives) – Daniel Pink’s "Drive" – Avoid gamification

2. Motivation

What initiates, focuses, sustains behavior? !– Intrinsic/extrinsic (drives/incentives) – Daniel Pink’s "Drive" – Avoid gamification – Arousal and attention

2. Motivation

What initiates, focuses, sustains behavior? !– Intrinsic/extrinsic (drives/incentives) – Daniel Pink’s "Drive" – Avoid gamification – Arousal and attention – Other possibilities: – Achievement, Affiliation, and Power – Existence, Relatedness, and Growth – Equity – Drive Reduction – Instinct

3. Emotion

From "Designing for Emotion", Aarron Walter, A Book Apart http://www.abookapart.com/products/designing-for-emotion

"Surprise and delight", if you can !Create positive, help overcome negative

3. Emotion

But remember, surprises can be scary

3. Emotion

And familiarity can be a design principle

3. Emotion

Why is this of practical import? !– Losada (1999): workgroups with positive relationships are 3x more productive !– Fredrickson (2009): we need at least three positive emotional experiences to overcome just one negative emotional experience

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4. Behavior

Watch how people interact with the device or interface. We may directly observe behavior or indirectly observe traces of behavior. !– Mouse movements – Clicks and taps – Gestures (2D and 3D) – Eye-tracking – Typing – Voice

5. Creativity & Play

EVERYONE HAS CREATIVITY

5. Creativity & Play

Move three circles to make the triangle point the opposite direction.

5. Creativity & Play

Connect nine dotswith four straight lines without lifting your pencil. !

What motivates us?Appropriate ChallengesCuriosityControl / AutonomyFantasy (Story)CompetitionCooperationReputation / StatusSelf-ExpressionLimited Access (exclusivity)

What directly engages our emotions?*Narrative / StoryHumorSurpriseDelightersVisual ImageryAffect HeuristicSensory Appeal

What encouragesor discourages us?AchievementsVariable RewardsFeedback LoopsLimited Access (exclusivity)CollectingPeriodic EventsSequencingShapingTriggers

What influences our decisions?ScarcitySocial ProofAuthorityGifting / ReciprocityLimited ChoiceLimited DurationCommitment & Consistency

Ownership BiasLoss AversionPeriodic EventsSet CompletionStatus Quo BiasNeed for Certainty

What shapes memory and perception?Pattern RecognitionConceptual MetaphorsFeedback LoopsVisual ImageryNarrativesPeak-End RulePrimingAnchoring & AdjustmentFramingDuration EffectsJuxtaposition

What motivates specific behaviors?

Endowed Progress Effect[Faces] / GazecueingChunkingUniform ConnectednessRecognition over RecallSerial Position EffectValue AttributionContrastFamiliarity BiasAesthetic-Usability EffectPositive Mimicry

This work is licensed under a Creative Commons Attribution-NonCommercial 3.0 Unported License. Stephen P. Anderson | www.PoetPainter.com v 0.2, May 9th, 2013

The Mental Notes Behavior Cube

* more accurately, what excites or arouses the brain?

Build a cube

Next up:

UX thinking

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