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Donald Lim
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• Decision about whether to
trust a website are based
heavily on superficial aspect
of UI.
[BJ Fogg’s study of website credibility with 2500 participants]
Superficial evaluation
Requires processing
Requires prior experience
8
Structure of Information
Information Focus
Design Look of the Site
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• Evolved an efficient way of dealing with the millions of
pieces of sensory information
• Most of the information we take in is processed
efficiently and quickly – unconsciously
Is this good or bad?
Can I eat it?
Dangerous or harmless?
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Grabs attention:
• Attractive
• Looking right at the
camera
• Large enough to see the
face
Hold attention:
• Message that is of
relevance or interest Processing sets in
• What are the USP or
messages worth
highlighting
Further engagement
• Supported by imagery and
key messages
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• A person’s response and behavior may vary depending
on the behavior of other people which are salient to
them.
• When in doubt, people look for social cues
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Online, when people are
uncertain, they look for:
• Testimonials
• Ratings
• Reviews
Good testimonials have the
following characteristics:
• More information than just a
score
• Tell a story
16
• People want to feel that they are growing and acquiring
knowledge in a field or gaining skill in a task.
• To get sense of mastery  need to feel progress
http://www.youtube.com/watch?v=u6XAPnuFjJc&feature=youtu.be&t=6m43s
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Some general behavior pattern:
• The shorter the distance to
goal, the more motivated
• Boost of motivation can be
triggered with illusion of
progress
• Motivation plummets right after
goal is reach. Need more
incentive to start on the next
one.
18
• We end up clicking to various website instead of
following a linear path to our objective.
• 3 Key reasons:
A. We are wired to scan for food, danger or anything that might
affect us in a positive/negative ways.
B. While our central vision may be focusing on a subject, our
peripheral vision scan for hint.
C. We can’t multi-task, hence, we get distracted when there are
more than one sensory input.
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• Easy to draw attention as it is easy to distract.
• But getting people to concentrate on one part may be
hard.
• Things that grabs attention or annoy:
– Anything that moves (video, animation, scrolling banners)
– Photos of people, food, sex and dangerous scenes
– Anything that blinks
• Use distraction to grab attentions but eliminate them
when you want people to stay focused.
21
• Herbert Simon: People operate on a principle called
“satisficing”.
• Pick the option that is adequate rather than optimal
• Analyzing all option may
A. not worth the investment or
B. not possible
Satisfy + Suffice = Satisfice
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• Design website for scan, not read
(Steve Krug, Don’t make me think)
• Assume people look for shortcuts.
• But if shortcuts are too hard to figure out, they’ll do it the
old way. (perceived effort)
• Provide defaults
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• Mental Model – People’s assumption on how things may
work when they interact with it
– Shape behavior
– Influence attention
– Define how people approach and solve problem
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• User create models very quickly
• Mental models are subject to change with experience
• Based on prior experience with something similar,
assumption, observation and direct experience with the
product.
• People use them to predict what a product will do and
what they should do with it.
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A mental model is the
representation that a person has in
his mind about the object he is
interacting with.
A conceptual model is the actual
model that is given to the person
through the design and interface of
the actual product.
27
• Why the distinction matters? Product become hard to learn and use
when:
– Product conceptual model doesn’t match user’s mental model
– When designer didn’t account/study for user’s mental model
– When product has multiple user group and conceptual model is design to
just match one user
– When conceptual model is not deliberate and designed to matched the
hardware and software
• Understand the user’s mental model (through task analysis,
observation, interview, etc)
• Designing a conceptual model to fit user’s mental model (through
interface design, iteration, validation testing, etc)
28
After learning user mental model to know how it diverges.
Training can be done through:
A) Contextual Tutorial B) Video
29
• People make mistake often, and they don’t like being
wrong
• Reality = something always goes wrong.
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Defensive design (Design for when things go wrong):
• Employs validation to check for mistakes before they
frustrate the user,
• Expands available options based on the user’s implied
intent,
• Protects site visitors from server errors and broken links
with informative messages and
• Assists the user before mistakes happen.
33
Inline & Contextual Help Slow Connection
Form Validation & Error Handling On-Site Search
Server Error“Page not found” error
34
• Think about what mistake are likely to occur and adjust accordingly
• Create a prototype and get real people to use it to see what errors
they made
• Write error message in plain language. They need to cover:
– That an error has been made and
– What is the error
– How can it be corrected
– Where to go for more help
• Use active voice and be direct.
• The more costly the mistake, the more you need to do to avoid
them.
35
• People:
1. Made most decisions unconsciously
2. Make quick judgment on whether to trust your site
3. Look to others when they are uncertain (social validation)
4. Are motivated by desire for mastery (game mechanics)
5. Are easily distracted
6. Are inherently lazy (satisfice)
7. Have mental model of how something work (familiarity)
8. Made mistake (defensive design)
36

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Web Design Through The Lens of Psychology

  • 2. 2
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  • 4. 4
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  • 6. 6
  • 7. 7 • Decision about whether to trust a website are based heavily on superficial aspect of UI. [BJ Fogg’s study of website credibility with 2500 participants] Superficial evaluation Requires processing Requires prior experience
  • 8. 8 Structure of Information Information Focus Design Look of the Site
  • 9. 9 • Evolved an efficient way of dealing with the millions of pieces of sensory information • Most of the information we take in is processed efficiently and quickly – unconsciously Is this good or bad? Can I eat it? Dangerous or harmless?
  • 10. 10
  • 11. 11 Grabs attention: • Attractive • Looking right at the camera • Large enough to see the face Hold attention: • Message that is of relevance or interest Processing sets in • What are the USP or messages worth highlighting Further engagement • Supported by imagery and key messages
  • 12. 12
  • 13. 13 • A person’s response and behavior may vary depending on the behavior of other people which are salient to them. • When in doubt, people look for social cues
  • 14. 14
  • 15. 15 Online, when people are uncertain, they look for: • Testimonials • Ratings • Reviews Good testimonials have the following characteristics: • More information than just a score • Tell a story
  • 16. 16 • People want to feel that they are growing and acquiring knowledge in a field or gaining skill in a task. • To get sense of mastery  need to feel progress http://www.youtube.com/watch?v=u6XAPnuFjJc&feature=youtu.be&t=6m43s
  • 17. 17 Some general behavior pattern: • The shorter the distance to goal, the more motivated • Boost of motivation can be triggered with illusion of progress • Motivation plummets right after goal is reach. Need more incentive to start on the next one.
  • 18. 18 • We end up clicking to various website instead of following a linear path to our objective. • 3 Key reasons: A. We are wired to scan for food, danger or anything that might affect us in a positive/negative ways. B. While our central vision may be focusing on a subject, our peripheral vision scan for hint. C. We can’t multi-task, hence, we get distracted when there are more than one sensory input.
  • 19. 19
  • 20. 20 • Easy to draw attention as it is easy to distract. • But getting people to concentrate on one part may be hard. • Things that grabs attention or annoy: – Anything that moves (video, animation, scrolling banners) – Photos of people, food, sex and dangerous scenes – Anything that blinks • Use distraction to grab attentions but eliminate them when you want people to stay focused.
  • 21. 21 • Herbert Simon: People operate on a principle called “satisficing”. • Pick the option that is adequate rather than optimal • Analyzing all option may A. not worth the investment or B. not possible Satisfy + Suffice = Satisfice
  • 22. 22 • Design website for scan, not read (Steve Krug, Don’t make me think) • Assume people look for shortcuts. • But if shortcuts are too hard to figure out, they’ll do it the old way. (perceived effort) • Provide defaults
  • 23. 23 • Mental Model – People’s assumption on how things may work when they interact with it – Shape behavior – Influence attention – Define how people approach and solve problem
  • 24. 24
  • 25. 25 • User create models very quickly • Mental models are subject to change with experience • Based on prior experience with something similar, assumption, observation and direct experience with the product. • People use them to predict what a product will do and what they should do with it.
  • 26. 26 A mental model is the representation that a person has in his mind about the object he is interacting with. A conceptual model is the actual model that is given to the person through the design and interface of the actual product.
  • 27. 27 • Why the distinction matters? Product become hard to learn and use when: – Product conceptual model doesn’t match user’s mental model – When designer didn’t account/study for user’s mental model – When product has multiple user group and conceptual model is design to just match one user – When conceptual model is not deliberate and designed to matched the hardware and software • Understand the user’s mental model (through task analysis, observation, interview, etc) • Designing a conceptual model to fit user’s mental model (through interface design, iteration, validation testing, etc)
  • 28. 28 After learning user mental model to know how it diverges. Training can be done through: A) Contextual Tutorial B) Video
  • 29. 29 • People make mistake often, and they don’t like being wrong • Reality = something always goes wrong.
  • 30. 30
  • 31. 31
  • 32. 32 Defensive design (Design for when things go wrong): • Employs validation to check for mistakes before they frustrate the user, • Expands available options based on the user’s implied intent, • Protects site visitors from server errors and broken links with informative messages and • Assists the user before mistakes happen.
  • 33. 33 Inline & Contextual Help Slow Connection Form Validation & Error Handling On-Site Search Server Error“Page not found” error
  • 34. 34 • Think about what mistake are likely to occur and adjust accordingly • Create a prototype and get real people to use it to see what errors they made • Write error message in plain language. They need to cover: – That an error has been made and – What is the error – How can it be corrected – Where to go for more help • Use active voice and be direct. • The more costly the mistake, the more you need to do to avoid them.
  • 35. 35 • People: 1. Made most decisions unconsciously 2. Make quick judgment on whether to trust your site 3. Look to others when they are uncertain (social validation) 4. Are motivated by desire for mastery (game mechanics) 5. Are easily distracted 6. Are inherently lazy (satisfice) 7. Have mental model of how something work (familiarity) 8. Made mistake (defensive design)
  • 36. 36

Hinweis der Redaktion

  1. A participant in a room, smoke seep in from underneath the doorAction when alone – took actionAction when in a group and no one reacted – no action
  2. http://www.youtube.com/watch?v=u6XAPnuFjJc&feature=youtu.be&t=6m43s
  3. Human learned that they survive longer and live better if they conserve energy.----- Meeting Notes (19/6/13 18:38) -----How did you guys choose travel insurance?
  4. Owner hope they read but knows that what they actually do most of the time is glance, scan some text and click on the first link that catches their interest or resemble the things they are looking for.People look for ways to do things faster in few steps, especially repetitive one.
  5. Before the invoice can be padid, it is necessary that the payment date be set earlier than the invoice creation dateEnter an invoice payment date that falls before the invoice creation date