ux- psychology & human behaviour.pptx

58
Psychology & Human Behavior “A great design is a blend of pixels, meaning & emoti Presented By I Nishant Singh - Usability Professional TCS

Upload: techved-consulting

Post on 09-Feb-2017

246 views

Category:

Design


6 download

TRANSCRIPT

Page 1: UX- Psychology & Human Behaviour.pptx

Psychology & Human Behavior

“A great design is a blend of pixels, meaning & emotions”

Presented By I Nishant Singh - Usability Professional TCS

Page 2: UX- Psychology & Human Behaviour.pptx

WHAT ARE WE GOING TO LEARN➤ Why Psychology/Human Behaviour in UX?➤ Activity 1: Principles of Psychology➤ Other Psychological Methods to apply in

UX➤ Areas of Human Behaviour➤ Emotional Advantage➤ Psychology behind CTAs➤ How to approach a Good Design➤ Resources to Learn➤ Activity 2: Improve a product (Base your

solutions on psychology)

Page 3: UX- Psychology & Human Behaviour.pptx

WHY PSYCHOLOGY & BEHAVIOUR IN

USER HUMAN EXPERIENCES

Why don’t the user get it?orWhy does the user like this?orWhy some designs work and others don’t?

Page 4: UX- Psychology & Human Behaviour.pptx

RE-DESIGN IS A SERIOUS LOSS

TIME - MONEY - RESOURCESDO WE REALLY WANT TO BUILD SOMETHING THAT

DOESN’T WORK?OR

SOMETHING THAT PEOPLE HATE?

Page 5: UX- Psychology & Human Behaviour.pptx

PRINCIPLES THAT AFFECT HUMAN BEHAVIOUR

HOW TO USE THEM AS WEAPONS OF INFLUENCE

Page 6: UX- Psychology & Human Behaviour.pptx

ACTIVITY TIME GUESS THE PSYCHOLOGY PRINCIPLE USED IN THE

IMAGES

Page 7: UX- Psychology & Human Behaviour.pptx
Page 8: UX- Psychology & Human Behaviour.pptx
Page 9: UX- Psychology & Human Behaviour.pptx
Page 10: UX- Psychology & Human Behaviour.pptx

PRINCIPLE OF RECIPROCITY➤ Sense of obligation➤ Morally bound by the rule to do something➤ Something like a favour/act of kindness/a service➤ More likely to return the favour➤ Increases the probability of making business➤ Nielsen Norman Group(NN/g) - https://www.nngroup.com➤ In case of vice-versa, people are more likely to abandon the site

“GIVE YOUR USERS SOMETHING BEFORE YOU ASK FOR ANYTHING IN RETURN.”

Page 11: UX- Psychology & Human Behaviour.pptx
Page 12: UX- Psychology & Human Behaviour.pptx
Page 13: UX- Psychology & Human Behaviour.pptx
Page 14: UX- Psychology & Human Behaviour.pptx

COMMITMENT➤ Promise to provide a value➤ Instills a sense of responsibility➤ Telling users to trust your business➤ Being loyal to the end users➤ Building long term relationships

“PROMISE, DELIVER AND MAKE BUSINESS”

Page 15: UX- Psychology & Human Behaviour.pptx
Page 16: UX- Psychology & Human Behaviour.pptx

CONSISTENCY➤ Providing value as promised➤ Being specific tells users when to expect what they need➤ Feeling of satisfaction➤ Avoids false expectations at wrong times➤ Meeting the increased expectations➤ Stronger relationship which builds over time

“DELIVER WHAT IS PROMISED AT THE RIGHT TIME”

Page 17: UX- Psychology & Human Behaviour.pptx
Page 18: UX- Psychology & Human Behaviour.pptx
Page 19: UX- Psychology & Human Behaviour.pptx
Page 20: UX- Psychology & Human Behaviour.pptx

SOCIAL PROOFING (RATINGS, REVIEWS, TESTIMONIALS & RECOMMENDATIONS)➤ Human behaviour is guided by others behaviour➤ Natural human tendency - to behave correctly - how its gets validated➤ More likely to buy a product➤ Builds trust on the product➤ Influences the “Decision Making Process”➤ Shopping Experiences(window shopping, YouTube views, LinkedIn endorsements, movie

reviews)➤ My Shoes - A result of influenced behaviour

“MAKE YOUR USERS BELIEVE THAT YOUR PRODUCT IS WORTH BUYING”

Page 21: UX- Psychology & Human Behaviour.pptx
Page 22: UX- Psychology & Human Behaviour.pptx

PRINCIPLE OF LIKING➤ Can’t resist the feeling and ultimately saying “yes”➤ E.g. - “earning credits/cash backs/coins” - many apps use this - receive

credits when others install apps on their references➤ Candy Crush(Principle of reciprocity also acting seamlessly here)➤ CrownIt➤ Why are we here?

“MAKE PEOPLE BUILD YOUR BUSINESS”

Page 23: UX- Psychology & Human Behaviour.pptx
Page 24: UX- Psychology & Human Behaviour.pptx
Page 25: UX- Psychology & Human Behaviour.pptx
Page 26: UX- Psychology & Human Behaviour.pptx

PRINCIPLE OF AUTHORITY➤ Being confident with CTAs➤ Commanding tone instead of asking

“COMMANDS ALWAYS WORK, ASKING DOESN’T”

Page 27: UX- Psychology & Human Behaviour.pptx
Page 28: UX- Psychology & Human Behaviour.pptx
Page 29: UX- Psychology & Human Behaviour.pptx

PRINCIPLE OF SCARCITY➤ Causes people to assign high value to things they perceive as being less available➤ Human nature: Putting more subjective value on loss than on the gain➤ Sense of loosing something valuable➤ Things to play with in terms of the scarcity rule

➤ Number of goods➤ Limited Time➤ Making information scarce via newsletters

➤ What is so important that everyone is buying it➤ Sense of high quality➤ E.g. - Black Friday Sale(Day before thanksgiving in US), railway tickets, loosing $100 than gaining

“SCARCITY, USED IN MODERATION AND WITH TRUE INFORMATION, CAN ENCOURAGE USERS TO MOVE MORE SWIFTLY TOWARDS CONVERTING ON OUR SITE”

Page 30: UX- Psychology & Human Behaviour.pptx

Principle of ReciprocityCommitment & ConsistencySocial ProofingAuthorityLikingPrinciple of Scarcity

LET’S HAVE A LOOK AT THEM AGAIN

Page 31: UX- Psychology & Human Behaviour.pptx

SOME OTHER METHODS/RULES

TO APPLY

Page 32: UX- Psychology & Human Behaviour.pptx

RULE OF THIRDS➤ Aligning a subject with these points

creates more tension, energy and interest in the composition than simply centering the subject

➤ Dull if centered➤ Tension between the object & negative

space➤ More like a guideline than a rule➤ Makes composition more dynamic➤ Contrast in objects

Page 33: UX- Psychology & Human Behaviour.pptx
Page 34: UX- Psychology & Human Behaviour.pptx
Page 35: UX- Psychology & Human Behaviour.pptx
Page 36: UX- Psychology & Human Behaviour.pptx
Page 37: UX- Psychology & Human Behaviour.pptx
Page 38: UX- Psychology & Human Behaviour.pptx
Page 39: UX- Psychology & Human Behaviour.pptx

MAGIC NUMBER 7+/-2 ➤ Number of objects an average human mind can hold in working memory is

7+/-2➤ More choices -> Less satisfaction➤ More choices -> More confusion➤ Decreases the efficiency and hence effects decision making➤ Can be implemented where user details are required➤ Filtering out the options

“DON’T CONFUSE YOUR USERS. HELP THEM PROCEED TOWARDS THEIR GOALS & ALWAYS ASK IN CHUNKS”

Page 40: UX- Psychology & Human Behaviour.pptx
Page 41: UX- Psychology & Human Behaviour.pptx
Page 42: UX- Psychology & Human Behaviour.pptx
Page 43: UX- Psychology & Human Behaviour.pptx

FITT’S LAW➤ Descriptive model of human movement primarily used in human–computer

interaction.➤ “This scientific law predicts that the time required to rapidly move to a target

area is a function of the ratio between the distance to the target and the width of the target.”

➤ ID - Index of Difficulty, D - Distance & W - Width

➤ CTAs for touch based devices

Page 44: UX- Psychology & Human Behaviour.pptx

MIRROR NEURONS➤ Neurons that mirror the behaviour of other as though the observer were

itself acting➤ Instigates copying mechanism➤ Implemented in Learning Mechanisms➤ E.g. - Movies, cookies :)

“IF YOU WANT SOMEONE TO DO SOMETHING, SHOW SOMEONE ELSE DOING IT”

Page 45: UX- Psychology & Human Behaviour.pptx
Page 46: UX- Psychology & Human Behaviour.pptx
Page 47: UX- Psychology & Human Behaviour.pptx

DOPAMINE➤ Body compound➤ Precursor of substances like adrenalin➤ Pleasure seeking chemical➤ Gaming - pleasure people experience and the desire to continue➤ Motivation, mindset, attention & retention➤ Spikes during high stress➤ Eliminate the unnecessary stress not all

“MOTIVATE, EXCITE AND LET USER HAVE THE PLEASURE OF USING YOUR PRODUCT”

Page 48: UX- Psychology & Human Behaviour.pptx

AREAS OF HUMAN BEHAVIOUR➤ Abilities and Limitations

➤ Specific user goals➤ Multitasking & Business Goals➤ Least work possible

➤ Patterns➤ Scanning➤ Mistakes - Anticipate, Predict & Prevent - Undo➤ Confirmation through states➤ Inline Validation➤ Modularity - Dividing tasks into chunks - forms➤ Interaction, User Feedback and Testing

➤ Human Cognition/Cognitive Psychology➤ Mental Models (Shapes/Conventions/Past Experiences)➤ Problem Solving and Decision Making➤ Emotion Driven Behaviour

Page 49: UX- Psychology & Human Behaviour.pptx

EMOTIONAL ADVANTAGE➤ Frustration➤ Rush➤ Age Groups/Generations➤ Memory & Knowledge➤ Genuineness➤ Change Blindness➤ Distraction➤ Extra Effort➤ Past Experience➤ Recall/Relearn➤ Mistakes - Anticipate, Predict and Prevent - Undo Mistakes

Page 50: UX- Psychology & Human Behaviour.pptx
Page 51: UX- Psychology & Human Behaviour.pptx

CALLS TO ACTIONS(CTAs)- BUSINESS DRIVER

Page 52: UX- Psychology & Human Behaviour.pptx

PSYCHOLOGY BEHIND CTAs & HOW TO IMPLEMENT➤ Gifts (Reciprocity/Scarcity Principle) - To add value➤ Size and Placement (Fitt’s Law and Rule of Thirds)➤ Feedback➤ Progress State➤ Enticing Calls to Actions

Page 53: UX- Psychology & Human Behaviour.pptx

1. Double Diamond Design Model - British Design Council - 20052. User Research - Observation & Usability Testing3. Psychology of Color, Type and Shapes (Things that can be taken advantage of)4. Affordances5. Feedback - Beeps/Tones/Clicks6. Stand out(Rule of Thirds) - Visual Perception & Appeal - Eye-tracking studies7. Make things obvious8. Defaults9. Improve CTAs10. Current State11. Confirmation for severe things12. Minimal Design(Avoid Featuritis/Creeping Featurism)13. Dopamine: Grab and hold attention of end-user/human

HOW TO APPROACH A GOOD DESIGN

Page 54: UX- Psychology & Human Behaviour.pptx

MY EXPERIENCE WITH THE AC REMOTE

Page 55: UX- Psychology & Human Behaviour.pptx

ACTIVITY TIMEImprove a product (Base your solutions on psychology)

Page 56: UX- Psychology & Human Behaviour.pptx
Page 57: UX- Psychology & Human Behaviour.pptx

FEW GREAT RESOURCES TO LEARN➤ INFLUENCE: The Psychology of Persuasion - Robert B. Cialdini➤ Research at Google: Human-Computer Interaction & Visualisation➤ NN/g Group: Articles & Reports

Page 58: UX- Psychology & Human Behaviour.pptx