designing for brains: let's be honest, people suck (pvdux)

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DESIGNING FOR BRAINS

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Page 1: Designing For Brains: Let's Be Honest, People Suck (PVDUX)

DESIGNING FOR BRAINS

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Marissa↓

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DESIGNING FOR BRAINS

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PSYCH UX DESIGN

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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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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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AverageJoe

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

Age: 57

Location: Boca Raton, FL

Education: Bachelors

Occupation: Architect

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

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Rogers, Bohlen, Beal, 1957

TECHNOLOGY ADOPTION CYCLE

Innovators

Early Adopters

Early Majority

Late Majority

Laggards

>

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ENHANCE ACCESSIBILITY &

USABILITY

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ADD CURB CUTS

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! ?

Discover Experience

Think Understand

Decide Act

HOW HUMANS DO STUFF

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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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VS

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CART ABANDONMENT

67%

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OUR ATTENTION SPANS ARE .

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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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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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WE KEEP THE SALIENT CUES & GENERALIZE THE REST

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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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JAKOB NIELSEN

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

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HUMANS AREN’T WIRED FOR READING

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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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Create visual hierarchy.!

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Keep feedback close.!1. Create visual hierarchy.

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Use sound or motion for bigger cues.!

1. Create visual hierarchy. 2. Keep feedback close.

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Use white space.!1. Create visual hierarchy. 2. Keep feedback close.

3. Use sound or motion for bigger cues.

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Reduce extraneous options.!1. Create visual hierarchy. 2. Keep feedback close.

3. Use sound or motion for bigger cues. 4. Use white space.

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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.

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!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.

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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.

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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 PAMENTALS’ WEB TYPE SCALE

http://bit.ly/jprwt

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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.

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2. THINK & UNDERSTAND

?

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WE FUCKING LOVE PATTERNS

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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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DRAWING OUR OWN MAPS CAN LEAD US TO

MISUNDERSTANDING

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MENTAL MODELS

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RELATIONSHIPS ARE HARD

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AFFORDANCES & SIGNIFIERS

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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

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

interpreted

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CLICK ME

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?Leverage existing patterns.

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?1. Leverage existing patterns.

Put stuff where users expect.

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?Map expectations with card-sorting.

1. Leverage existing patterns. 2. Put stuff where users expect.

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?Add obvious signifiers.

1. Leverage existing patterns. 2. Put stuff where users expect.

3. Map expectations with card-sorting.

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?Research your user base.

1. Leverage existing patterns. 2. Put stuff where users expect.

3. Map expectations with card-sorting. 4. Add obvious signifiers.

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3. DECIDE & ACT

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WE’RE NEEDY & UNAPPRECIATIVE

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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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HENRY FORD

If I had asked people what they wanted, they would have said faster horses.

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WE’RE IRRATIONAL

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“DECISIONS”

CanStockPhoto

Amygdala

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CRITICAL DECISIONS TAKE 100 SECONDS

TO MAKE

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TOO MANY JAMS

Iyengar, Lepper, 2000

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WE’RE JUDGMENTAL

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IT TAKES .2 SECONDS TO FORM A FIRST IMPRESSION, SO THAT BABY BETTER SING

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WE FUCK UP

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WE SATISFICE

Choosing the first reasonable option, not the best one

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WE SLIP

Memory or motor malfunctions

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WE MAKE MISTAKES

Misunderstanding rules or knowledge

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WE BLAME OURSELVES FOR BAD UX & DON’T SEND

USER FEEDBACK

Learned helplessness: a condition of powerlessness arising from persistent failure

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Aim for delight.

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Reduce choices.

1. Aim for delight.

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Confirm progress and succes.

1. Aim for delight. 2. Reduce choices.

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Test to reduce mistakes.

1. Aim for delight. 2. Reduce choices.

3. Confirm progress and succes.

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Plan for them anyway.

1. Aim for delight. 2. Reduce choices.

3. Confirm progress and succes. 4. Test to reduce mistakes.

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! ?

Not great.

HOW HUMANS DO STUFF

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WE NEED TO ADAPT AS DESIGNERS

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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

28

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DON’T DESIGN FOR US

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UNDERSTAND & PRIORITIZE YOUR

USERS’ NEEDS

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HAD ENOUGH?

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COMBINE PSYCH & UX FOR HOLISTIC

PROBLEM-SOLVING

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PUT ON THAT PSYCHOLOGISTS HAT

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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/

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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

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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