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DESIGNING FOR BRAINS

Designing for Brains: the Psychology of User Experience

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Page 1: Designing for Brains: the Psychology of User Experience

DESIGNING FOR BRAINS

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Marissa↓

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THE POWER OF PSYCHOLOGY!

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UX DESIGN

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UXReactions

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PSYCH UX DESIGN

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UX DESIGN

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DONALD NORMAN

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The principles of human psychology will remain the same, which means that the design principles

based on psychology will remain unchanged.

DONALD NORMAN

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PSYCH

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PSYCH UX DESIGN

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“PSYCHOLOGIST HAT”

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KNOW YOUR USERS’ ERRORS, BIASES,

& LIMITS

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SORRY I’M NOT SORRY

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UXReactions

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ElderlyEleanor

“I don’t even know what that is, but don’t worry about it.”

Age: 82

Location: Madison, ME

Education: High School

Occupation: Retired

PERSONA 1

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PERSONA 2

AverageJoe

“I’m still figuring out how to set it up.”

Age: 57

Location: Boca Raton, FL

Education: Bachelors

Occupation: Architect

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A

B↓

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TECHNOLOGY ADOPTION CYCLE

Innovators

Early Adopters

Early Majority

Late Majority

Laggards

Rogers, Bohlen, Beal, 1957

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ENHANCE ACCESSIBILITY &

USABILITY

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CURB CUTS

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SHALL WE?

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Self-actualization

Esteem

Love

Safety

Physiological food, water, shelter, sleep...

health, law, protection...

friends, family...

achievement...

peace, growth...

HIERARCHY OF NEEDS

Maslow, 1943

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DESIGN HIERARCHY OF NEEDS

Creativity

Proficiency

Usability

Reliability

Functionality no value

low value

moderate value

high value

highest

http://www.smashingmagazine.com/2010/04/26/designing-for-a-hierarchy-of-needs/

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KANO MODEL

Dissatisfaction

Satisfaction

Unfulfilled Fulfilled

Must-Haves

DelightersWants

Kano, 1984

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PSYCH

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! ?

Discover & experience

Think & understand

Decide & act

HOW WE WORK

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1. DISCOVER & EXPERIENCE

!

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We’re thinking “great literature”... the user’s reality is much closer to “billboard going by at 60

miles an hour”.

STEVE KRUG

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PHOTORECEPTORS OF THE EYE

Rods

Rods

Cones

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WE OFTEN DON’T NOTICE UPDATES AND OTHER STUFF

ON A PAGE

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CREATE SCANNABLE HIERARCHIES

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KEEP FEEDBACK WITHIN THE

FOVEAL AREA

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ADD ANIMATION OR SOUND CUES

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

SECONDS

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

LOUIS CK

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OUR ATTENTION ONLINE SPANS JUST A FEW MINUTES,

IN 8 SECOND CHUNKS

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VS

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CART ABANDONMENT

67%

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WE “FOCUS” TO A MINIMUM AND RELY ON INCOMPLETE

INFORMATION

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

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SALIENT CUES HELP US GENERALIZE

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

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

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SIMPLIFY DESIGNS TO REDUCE THINKING

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USE WHITE SPACE

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BREAK STUFF (INTO CHUNKS)

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FORCE FOCUS WITH LESS OPTIONS

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JAKOB NIELSEN

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

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WE’RE SKIMMERS

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

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HUMANS AREN’T WIRED FOR READING

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USE VISUALS OVER COPY

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KEEP COPY LEGIBLE

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BodySizeLine heightLine Length

SizeLine height

SizeLine height

SizeLine height

16px(1em)1.375em60-75

48px(3em)1.05em

36px(2.25em)1.25em

28px(1.75em)1.25em

16px(1em)1.375em60-75

40px(2.5em)1.125em

32px(2em)1.25em

24px(1.5em)1.25em

16px(1em)1.25em35-40

32px(2em)1.25em

26px(1.625em)1.15384615em

22px(1.375em)1.13636364em

Desktop Tablet Phone

H1

H2

H3

JASON’S WEB TYPE SCALE

http://bit.ly/jprwt

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NO CURLZ MT, PLEASE

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SIMPLIFY MESSAGING

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TARGET YOUR AUDIENCE

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2. THINK & UNDERSTAND

?

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MENTAL MODELS

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MENTAL MODELS

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

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USE EXISTING MODELS TO TEACH SOMETHING NEW

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USE EXISTING SITE PATTERNS BEFORE

NEW ONES

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INVERTED PYRAMID

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PUT IMPORTANT STUFF AT THE TOP

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USE EXPECTED NAVIGATION

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USE EXPECTED NAVIGATION

(Or card-sorting)

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AFFORDANCES

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AFFORDANCES

Actionable properties between the world and a person

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PERCEIVED AFFORDANCES

Qualities of an object that suggest how it might be used

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SIGNIFIERS

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SIGNIFIERS

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

interpreted

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MAKE AFFORDANCES PERCEIVABLE, OR ADD SIGNIFIERS

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CLICK ME

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DRAWING OUR OWN MAPS CAN LEAD US TO

MISUNDERSTANDING

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DO YOUR HOMEWORK

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MENTAL MODELS

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RELATIONSHIPS ARE HARD

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.15- SECONDS

CAUSE & EFFECT ↓

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CLARIFY WITH INFORMATIVE

FEEDBACK

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3. DECIDE & ACT

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WE’RE IRRATIONAL

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SECTIONS OF THE BRAIN

CanStockPhoto

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SECTIONS OF THE BRAIN

CanStockPhoto

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SECTIONS OF THE BRAIN

CanStockPhoto

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WE PROCESS MOST INFORMATION OUTSIDE OF

OUR AWARENESS

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CRITICAL DECISIONS TAKE 100 SECONDS

TO MAKE

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WE USE LOGIC AFTER THE FACT TO JUSTIFY DECISIONS

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WE’RE JUDGMENTAL

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IT TAKES .2 SECONDS TO FORM A FIRST IMPRESSION

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APPEALING VISUAL DESIGN

A CREDIBLE WEBSITE↓

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WE LOVE SHORTCUTS

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SATISFICING

Choosing the first reasonable option, not the best one

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MISTAKES

Made when we misunderstand rules or knowledge

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SLIPS

Made with memory or motor malfunctions

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WE BLAME OURSELVES FOR POOR USER EXPERIENCES

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LEARNED HELPLESSNESS

A condition in which a person suffers from a sense of powerlessness, arising from a

persistent failure to succeed

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REDUCE MISTAKES & KEEP THEM CHEAP

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LET THEM GO BACK

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SWISS CHEESE MODEL

Hazards

LossesReason, 2000

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DESIGN REDUNDANT LAYERS OF DEFENSE

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! ?

Discover & experience

Think & understand

Decide & act

HOW WE WORK

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WE NEED TO ADAPT AS DESIGNERS

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iFunny

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PERSONA 3

MillenialMarissa

“Clicking the logo takes you home, it’s common sense!”

Age: 26

Location: Providence, RI

Education: Bachelors

Occupation: UX Designer

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DON’T DESIGN FOR US

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DESIGN FOR THEM

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SIMPLIFY

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Krug, 2005

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REDUCE FRICTION

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REDUCE CHOICES

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THE JAM STUDY

Iyengar, Lepper, 2000

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UNDERSTAND & PRIORITIZE NEEDS

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“WHY?”

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People don't want to buy a quarter-inch drill. They want a quarter-inch hole!

THEODORE LEVITT

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DESIGN INVISIBLE EXPERIENCES

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CREATE DELIGHT

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CREATE DELIGHTAesthetics

Humor Flow

Novelty

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ENJOYMENT

EASE & EFFICIENCY↓

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HAD ENOUGH?

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COMBINE PSYCH & UX FOR HOLISTIC

PROBLEM-SOLVING

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We have to accept human behavior the way it is, not the way we would wish it to be.

DONALD NORMAN

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THANKS!

marissaepstein.com @marstoyship

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APPENDIX 1. Definition of UX design: http://uxdesign.com/ux-defined 2. Bounce rate: https://blog.kissmetrics.com/speed-is-a-killer/ 3. Attention spans  1. Total task: http://www.telegraph.co.uk/education/

universityeducation/6972191/Students-have-10-minute-attention-span.html

2. Micro-task: http://www.statisticbrain.com/attention-span- statistics/

4. Online cart abandonment: http://baymard.com/lists/cart- abandonment-rate

5. Relying on incomplete descriptions: http://www.amazon.com/ Exploring-Psychology-9th-David-Myers/dp/1464111723/ref=la_B000AP7O54_1_3?s=books&ie=UTF8&qid=1431470120&sr=1-3

6. White space & comprehension: http://www.smashingmagazine.com/ 2009/09/24/10-useful-usability-findings-and-guidelines/

7. Skipping web content: http://www.nngroup.com/articles/how-little- do-users-read/

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APPENDIX, CONT. 8. Wired for language: http://www.amazon.com/Designing-Mind-Simple-

Understanding-Interface/dp/012375030X 9. Low literacy: http://www.nngroup.com/articles/writing-for-lower-

literacy-users/ 10. Meaning of red: http://www.colormatters.com/the-meanings-of-

colors/red 11. Cause & effect timing: http://www.amazon.com/Designing-Mind-

Simple-Understanding-Interface/dp/012375030X 12. Errors & loss: http://www.amazon.com/The-Design-Everyday-Things-

Expanded/dp/0465050654 13. Sections & functions of the brain: http://www.amazon.com/Exploring-

Psychology-9th-David-Myers/dp/1464111723/ref=la_B000AP7O54_1_3?s=books&ie=UTF8&qid=1431470120&sr=1-3

14. Unconscious processing: http://www.amazon.com/Exploring- Psychology-9th-David-Myers/dp/1464111723/ref=la_B000AP7O54_1_3?s=books&ie=UTF8&qid=1431470120&sr=1-3

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APPENDIX, CONT. 15. Critical decisions: http://www.amazon.com/Designing-Mind-Simple-

Understanding-Interface/dp/012375030X 16. Justifying decisions: http://westsidetoastmasters.com/resources/

laws_persuasion/chap14.html 17. First impressions  1. Speed: http://www.dryfive.com/first-impressions-in-2-seconds 2. Credible sites: https://credibility.stanford.edu/guidelines/ 18. Blaming ourselves: http://www.amazon.com/The-Design-Everyday-

Things-Expanded/dp/0465050654 19. Back button: http://dubroy.com/research/chi2010-a-study-of-

tabbed-browsing.pdf 20. Loss & mistakes: http://www.amazon.com/The-Design-Everyday-

Things-Expanded/dp/0465050654  21. Enjoyable experiences: http://abookapart.com/products/designing-

for-emotion