6 highlights from “100 things every designer needs to know about people”

20
6 Highlights from “100 THINGS Every Designer Needs To Know About PEOPLE”

Upload: pink

Post on 23-Feb-2016

19 views

Category:

Documents


0 download

DESCRIPTION

6 Highlights from “100 THINGS Every Designer Needs To Know About PEOPLE”. If a font is hard to read, the meaning of the text will be lost. - PowerPoint PPT Presentation

TRANSCRIPT

Page 1: 6  Highlights  from  “100 THINGS Every Designer Needs To Know About PEOPLE”

6 Highlights from “100 THINGS Every Designer Needs To Know About PEOPLE”

Page 2: 6  Highlights  from  “100 THINGS Every Designer Needs To Know About PEOPLE”

If a font is hard to read, the meaning of the text will be lost

Page 3: 6  Highlights  from  “100 THINGS Every Designer Needs To Know About PEOPLE”

There are many fonts that are easy to read. Any of them are fine to use. But avoid a font that is so decorative that it starts to interfere with pattern recognition in the brain.

Page 4: 6  Highlights  from  “100 THINGS Every Designer Needs To Know About PEOPLE”

Takeaways• SERIF = good• SANS SERIF = good• Unusual or overly

decorative != good

Page 5: 6  Highlights  from  “100 THINGS Every Designer Needs To Know About PEOPLE”

People are more motivated as they get closer to a goal

Page 6: 6  Highlights  from  “100 THINGS Every Designer Needs To Know About PEOPLE”

Reward Card

Reward Card

Kivetz, Ran, Urminsky, O., and Zheng, U. 2006. “The goal-gradient hypothesis resurrected: Purchase acceleration, illusionary goal progress, and customer retention.” Journal of Marketing Research 39: 39-58.

Page 7: 6  Highlights  from  “100 THINGS Every Designer Needs To Know About PEOPLE”

Takeaways• D(distance) inv. to M(motivation)

• Illusory progress ≈ actual progress

• Motivation plummets after goal reached

Page 8: 6  Highlights  from  “100 THINGS Every Designer Needs To Know About PEOPLE”

People want more choices and information than they can process

Page 9: 6  Highlights  from  “100 THINGS Every Designer Needs To Know About PEOPLE”

60% 40%3% 31%

Iyengar, Sheena. 2010. The Art of Choosing. New York: Twelve

#choices vs #sales

# choices

sample ratesalesrate

Page 10: 6  Highlights  from  “100 THINGS Every Designer Needs To Know About PEOPLE”

Takeaways• 4 choices at once• For more, break up

into steps

Page 11: 6  Highlights  from  “100 THINGS Every Designer Needs To Know About PEOPLE”

It’s easier to recognize information than recall itManBat

RiverCan

CampFish

BallFire

Page 12: 6  Highlights  from  “100 THINGS Every Designer Needs To Know About PEOPLE”

• Man• Bat• Skunk• River• Snake• Can

• Glove• Camp• Fish• Ball• Fire• Bear

Page 13: 6  Highlights  from  “100 THINGS Every Designer Needs To Know About PEOPLE”

Takeaways• Use context clues• Try to no require

users to remember

Page 14: 6  Highlights  from  “100 THINGS Every Designer Needs To Know About PEOPLE”

People process information best In story form

Page 15: 6  Highlights  from  “100 THINGS Every Designer Needs To Know About PEOPLE”

• Medtronic annual report

• Antoinette• Medtronic

helped her• Links

financials and mission

• Makes less boring

Page 16: 6  Highlights  from  “100 THINGS Every Designer Needs To Know About PEOPLE”

Takeaways• Dry+Story=Less Dry• Stories help process

& remember• Stories imply

causation

Page 17: 6  Highlights  from  “100 THINGS Every Designer Needs To Know About PEOPLE”

People expect online interactions to follow social rules

Page 18: 6  Highlights  from  “100 THINGS Every Designer Needs To Know About PEOPLE”
Page 19: 6  Highlights  from  “100 THINGS Every Designer Needs To Know About PEOPLE”

Takeaways• All online

interactions are social interactions

• Be too forward and they might walk

Page 20: 6  Highlights  from  “100 THINGS Every Designer Needs To Know About PEOPLE”

For more info, see“The Brain Lady.”• Susan M. Weinschenk• Ph.D. in Psychology• 30 years applying psych to tech• Author, “Neuro Web Design: What

makes them click?”• Whatmakesthemclick.net