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DESIGNING
FOR BRAINS
Marissa
DESIGNING
FOR BRAINS
PSYCH UX DESIGN
The principles of human psychology will remain
the same, which means that the design principles
based on psychology will remain unchanged.
DONALD NORMAN
SORRY IM NOT SORRY
UXReactions
Elderly
Eleanor
I dont even know what that
is, but dont worry about it.
Age: 82
Location: Madison, ME
Education: High School
Occupation: Retired
PERSONA 1
Designing For Brains: Let's Be Honest, People Suck (PVDUX)
Designing For Brains: Let's Be Honest, People Suck (PVDUX)
PERSONA 2
Average
Joe
Im still figuring out how to
set it up.
Age: 57
Location: Boca Raton, FL
Education: Bachelors
Occupation: Architect
Average
Joe
Im still figuring out how to
set it up.
Age: 57
Location: Boca Raton, FL
Education: Bachelors
Occupation: Architect
Elderly
Eleanor
I dont even know what that
is, but dont worry about it.
Age: 82
Location: Madison, ME
Education: High School
Occupation: Retired
Rogers, Bohlen, Beal, 1957
TECHNOLOGY ADOPTION CYCLE
InnovatorsEarlyAdopters
EarlyM
ajorityLate
M
ajorityLaggards
>
ENHANCE
ACCESSIBILITY &
USABILITY
ADD CURB CUTS
Designing For Brains: Let's Be Honest, People Suck (PVDUX)
! ?
Discover
Experience
Think
Understand
Decide
Act
HOW HUMANS DO STUFF
1. DISCOVER & EXPERIENCE
!
Were thinking great literature... the users
reality is much closer to billboard going by at 60
miles an hour.
STEVE KRUG
PHOTORECEPTORS OF THE EYE
Rods
Rods
Cones
WE OFTEN DONT NOTICE
UPDATES AND OTHER STUFF
ON A PAGE
VS
CART ABANDONMENT
67%
OUR ATTENTION
SPANS ARE .
1/2 OF USERS WILL GIVE UP
IF SOMETHING TAKES 3+
SECONDS
GIVE IT A SECOND!! Its going to space! Will you
give it a second, to get back from space?
LOUIS CK
OUR ATTENTION ONLINE
SPANS JUST A FEW MINUTES,
IN 8 SECOND CHUNKS
WE FOCUS TO A MINIMUM
AND RELY ON INCOMPLETE
INFORMATION
Designing For Brains: Let's Be Honest, People Suck (PVDUX)
http://gizmodo.com/wow-people-really-suck-at-drawing-the-apple-logo-from-1690674361
WE KEEP THE SALIENT CUES
& GENERALIZE THE REST
http://www.smashingmagazine.com/2007/10/09/30-usability-issues-to-be-aware-of/
http://conversionxl.com/dont-use-automatic-image-sliders-or-carousels-ignore-the-fad/
JAKOB NIELSEN
How users read on the web: they dont.
HUMANS ARENT WIRED
FOR READING
WERE SKIMMERS
USERS HAVE TIME TO READ
20% OR LESS OF THE PAGE
Create visual hierarchy.!
Keep feedback close.!
1. Create visual hierarchy.
Use sound or motion for
bigger cues.
!
1. Create visual hierarchy.
2. Keep feedback close.
Use white space.!
1. Create visual hierarchy.
2. Keep feedback close.
3. Use sound or motion for bigger cues.
Reduce extraneous options.!
1. Create visual hierarchy.
2. Keep feedback close.
3. Use sound or motion for bigger cues.
4. Use white space.
Break things down.!
1. Create visual hierarchy.
2. Keep feedback close.
3. Use sound or motion for bigger cues.
4. Use white space.
5. Reduce extraneous options.
!
1. Create visual hierarchy.
2. Keep feedback close.
3. Use sound or motion for bigger cues.
4. Use white space.
5. Reduce extraneous options.
6. Break things down.
Visuals > copy.
Make copy legible.!
1. Create visual hierarchy.
2. Keep feedback close.
3. Use sound or motion for bigger cues.
4. Use white space.
5. Reduce extraneous options.
6. Break things down.
7. Visuals > copy.
Body
Size
Line height
Line Length
Size
Line height
Size
Line height
Size
Line height
16px(1em)
1.375em
60-75
48px(3em)
1.05em
36px(2.25em)
1.25em
28px(1.75em)
1.25em
16px(1em)
1.375em
60-75
40px(2.5em)
1.125em
32px(2em)
1.25em
24px(1.5em)
1.25em
16px(1em)
1.25em
35-40
32px(2em)
1.25em
26px(1.625em)
1.15384615em
22px(1.375em)
1.13636364em
Desktop Tablet Phone
H1
H2
H3
JASON PAMENTALS
WEB TYPE SCALE
http://bit.ly/jprwt
Use simple, clear wording.!
1. Create visual hierarchy.
2. Keep feedback close.
3. Use sound or motion for bigger cues.
4. Use white space.
5. Reduce extraneous options.
6. Break things down.
7. Visuals > copy.
8. Make copy legible.
2. THINK & UNDERSTAND
?
WE FUCKING
LOVE PATTERNS
MENTAL MODELS
Conceptual models people hold in their minds,
formed by how a person believes things work
Designing For Brains: Let's Be Honest, People Suck (PVDUX)
Designing For Brains: Let's Be Honest, People Suck (PVDUX)
Designing For Brains: Let's Be Honest, People Suck (PVDUX)
DRAWING OUR OWN MAPS
CAN LEAD US TO
MISUNDERSTANDING
MENTALMODELS
Designing For Brains: Let's Be Honest, People Suck (PVDUX)
Designing For Brains: Let's Be Honest, People Suck (PVDUX)
RELATIONSHIPS ARE HARD
AFFORDANCES & SIGNIFIERS
AFFORDANCES
Actionable properties between the
world and a person
Designing For Brains: Let's Be Honest, People Suck (PVDUX)
PERCEIVED AFFORDANCES
Qualities of an object that suggest how
it might be used
SIGNIFIERS
Some sort of indicator or signal in the physical
or social world, that can be meaningfully
interpreted
Designing For Brains: Let's Be Honest, People Suck (PVDUX)
CLICK ME
?Leverage existing patterns.
?
1. Leverage existing patterns.
Put stuff where users expect.
?Map expectations with
card-sorting.
1. Leverage existing patterns.
2. Put stuff where users expect.
?Add obvious signifiers.
1. Leverage existing patterns.
2. Put stuff where users expect.
3. Map expectations with card-sorting.
?Research your user base.
1. Leverage existing patterns.
2. Put stuff where users expect.
3. Map expectations with card-sorting.
4. Add obvious signifiers.
3. DECIDE & ACT
WERE NEEDY &
UNAPPRECIATIVE
Self-actualization
Esteem
Love
Safety
Physiological food, water, shelter, sleep...
health, law, protection...
friends, family...
achievement...
peace,
growth...
HIERARCHY OF NEEDS
Maslow, 1943
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/
KANO MODEL
Dissatisfaction
Satisfaction
Unfulfilled Fulfilled
Must-Haves
Delighters
Wants
Kano, 1984
HENRY FORD
If I had asked people what they wanted, they
would have said faster horses.
WERE IRRATIONAL
DECISIONS
CanStockPhoto
Amygdala
CRITICAL DECISIONS
TAKE 100 SECONDS
TO MAKE
TOO MANY JAMS
Iyengar, Lepper, 2000
WERE JUDGMENTAL
IT TAKES .2 SECONDS TO
FORM A FIRST IMPRESSION,
SO THAT BABY BETTER SING
WE FUCK UP
WE SATISFICE
Choosing the first reasonable option,
not the best one
WE SLIP
Memory or motor malfunctions
WE MAKE MISTAKES
Misunderstanding rules
or knowledge
WE BLAME OURSELVES
FOR BAD UX & DONT SEND
USER FEEDBACK
Learned helplessness: a condition of
powerlessness arising from persistent failure
Aim for delight.
Reduce choices.
1. Aim for delight.
Confirm progress and succes.
1. Aim for delight.
2. Reduce choices.
Test to reduce mistakes.
1. Aim for delight.
2. Reduce choices.
3. Confirm progress and succes.
Plan for them anyway.
1. Aim for delight.
2. Reduce choices.
3. Confirm progress and succes.
4. Test to reduce mistakes.
! ?
Not great.
HOW HUMANS DO STUFF
WE NEED TO ADAPT
AS DESIGNERS
PERSONA 3
Millenial
Marissa
Clicking the logo takes you
home, its common sense!
Age: 26
Location: Providence, RI
Education: Bachelors
Occupation: UX Designer
28
DONT DESIGN
FOR US
UNDERSTAND &
PRIORITIZE YOUR
USERS NEEDS
HAD ENOUGH?
COMBINE PSYCH & UX
FOR HOLISTIC
PROBLEM-SOLVING
PUT ON THAT
PSYCHOLOGISTS HAT
THANKS!
marissaepstein.com
@marstoyship
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/
APPENDIX, CONT.
7. Skipping web content:http://www.nngroup.com/articles/how-little-
do-users-read/
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. Errors & loss:http://www.amazon.com/The-Design-Everyday-Things-
Expanded/dp/0465050654
11. 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
12. 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
APPENDIX, CONT.
13. Critical decisions:http://www.amazon.com/Designing-Mind-Simple-
Understanding-Interface/dp/012375030X
14. First impressions
1. Speed:http://www.dryfive.com/first-impressions-in-2-seconds
2. Credible sites:https://credibility.stanford.edu/guidelines/
15. Blaming ourselves:http://www.amazon.com/The-Design-Everyday-
Things-Expanded/dp/0465050654
16. Loss & mistakes: http://www.amazon.com/The-Design-Everyday-
Things-Expanded/dp/0465050654
17. Enjoyable experiences:http://abookapart.com/products/designing-
for-emotion

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