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3UX Thinking | DaveHogue.com
Why do some
experiences succeed?
We feel like they know us
personally.
How many times have
you been warned…
“You are not designing for yourself.”
But we’re all human.
Users
DesignersDevelopers
Researchers Managers
Our brains all work the
same way…
…and we share the same
capabilities and limitations.
We are subject to the
same rules.
Understanding how we all think
can help us generate
better ideas…
…and help us craft and deliver
better
experiences.
Relevant Fields of Psychology
Behavioral
Ecological / Environmental
Cognitive
Social
Consumer
Industrial / Organizational
Human Factors / HCI
Experimental
Psychometrics
Quantitative / Mathematical
Educational
Developmental
Personality
Physiological / Neurological
UX is not magic.
A System
for thinking about UX design, research, and strategy with a
psychological perspective.
Who, where, what?
Who are the people?
Demographics, experiences, skills, attitudes, beliefs, knowledge
Where are they?
Place, environment, situation, conditions, circumstances
What are the devices, objects, and tools they are using?
Phones, tablets, computers, kiosks, cameras, pen & paper, chisel & stone…
Context
Who, where, what?
UX Research
When and how do people use
their mobile devices?
About 70% of all mobile phone
usage is for playing games,
socializing, and entertainment.
That ranges from 64% for all web
and apps combined to 79% for
just mobile apps.
http://www.lukew.com/ff/entry.asp?1733
Are we having fun yet?
What are the objectives?
What is the desired outcome, and is it:
Productive, focused, goal-directed, playful, exploratory, meandering
What is the value of the goals and objectives?
Important, essential, necessary, optional, nice-to-have, elective
How urgent are the goals and objectives?
Time-sensitive, critical, compelling, casual, open-ended
Goals
Failure
How do people sense and perceive the world?
Vision, audition, and touch
Color deficient vision
Gestalt Principles
Image recognition
Motion
Pre-conscious processing and attention
Perception
Definition:
The force that initiates, directs, and sustains behavior.
Why we do what we do.
Theories:
Achievement, Affiliation, and Power
Existence, Relatedness, and Growth (ERG)
Biological Drives
Internal vs. External
Not Maslow’s Hierarchy of Needs…
Motivation
Why do people spend so much time on social
networks, and what do they get from it?
Affiliation with others (we are social creatures and seek contact)
Personal achievement (competition with self and others)
Social influence and credibility (“social currency”)
Motivation
Definition:
The mental action or process of acquiring knowledge and understanding
through thinking, experience, and the senses.
Types:
Learning Decision-making
Memory Recognition
Language Spatial operations
Problem-solving Concept formation
Reasoning and logic Metacognition
Attention And many, many biases…
Cognition
Cognitive Load
Memory and attention are limited
resources – use them wisely.
Cognitive friction occurs when we
force users to think harder and try to
remember more than they need to.
Deliver what people need when they
need it: Just in time, not just in case.
Cognitive Biases
Our cognitive abilities are fallible.
 Von Restorff Effect
 Peak-End Rule
 Confirmation Bias
 Loss Aversion
 Hyperbolic Discounting
 Recency Bias
 And dozens more…
Should we “Reduce deaths”…
…or “Maximize quality of life?”
Framing Bias
What did the first cars look like?
Horse-drawn carriages.
Anchoring Bias
We may not be
designing for
ourselves, but…
We are susceptible to the same biases.
Definition:
A complex, subjective experience resulting in physiological and
psychological changes that influence thought and behavior.
Theories:
Ekman (Happiness, Surprise, Sadness, Anger, Fear, Disgust)
James-Lange (physiological reaction precedes emotion)
Cannon-Bard (physiological reaction and emotion are concurrent)
Schachter-Singer (physiological reaction precedes cognition)
Lazarus (cognition precedes physiological reaction and emotion)
Emotion
Emotion
Emotions may be positive (love, joy) or
negative (anger, fear.)
We have about 20,000 emotional
experiences per day (Kahneman, 2002.)
Attractive things are judged to work
better and be more effective.
Positive Emotions
Fredrickson (2009) discovered that
we need three positive emotions to
lift us up and overcome just one
negative emotion.
Have you ever said,
“Meh. It could be better, but it works”?
Is the rest of the interface
three times better
to make up for it?
Definition:
The actions by which an organism reacts and adjusts to
their environment and other organisms; a response to various stimuli.
Theories:
Classical Conditioning (association)
Operant Conditioning (reinforcement and punishment)
Social Learning Theory (live, verbal, and symbolic)
Relational Frame Theory (language and cognition)
Drive Reduction (biology and homeostasis)
Behavior
Rewards
Participation in social services is
often encouraged with rewards
such as badges and points that
have personal and social value
and which are delivered through
complex reinforcement
schedules.
Failure
There is a dark side.
Behavior Modification
As UX designers we are in the
business of changing behavior.
Sometimes we are asked to make
design decisions that lead people to
choices and actions that are not
always in their own best interests.
Dark patterns lead people to
interact in ways they would not
have otherwise chosen to do.
Be the good guy.
More than visibility – we must craft
accessible experiences where we can
perceive the opportunities to interact in
any modality.
People are less likely interact if they do not
perceive the opportunity to interact, even if
they need or want to interact.
Perceivability
Predictability
The ability to accurately and confidently
predict the outcomes or results of an
interaction and that it will move us toward
our goal(s).
People are less likely to interact if they are
not confident in their predicted outcomes
or if they believe the results are not what
they want or need.
Mental Models
Mental Model Conceptual Model System Model
Not what she predicted…
Feedback
Meaningful information about the status
and outcomes of an interaction and the
process(es) it started, modified, or
terminated.
People are less likely to continue
interacting if they do not receive
meaningful information about status,
progress, outcomes, or results.
After editing the gift
message three times, it was
still too long…
How long is it now?
How much too long is it?
What is the maximum
number of characters?
HELP! What should I do?
Learnability
We can learn and remember interactions
when we accurately predict desirable
outcomes, avoid errors, and when the
feedback is understandable and applicable.
People are less likely to learn an interaction
if the outcomes are not expected or if
feedback is absent or meaningless.
Learning
We learn to associate experiences that
occur together in time and place.
We learn to repeat interactions that reward
us and avoid interactions that punish us.
We can learn by watching and observing
as easily as by doing.
Learning
We generalize across similar situations and
transfer knowledge and skills from one
context, device, or domain to another when
they are identifiably analogous.
We bring our past experiences.
Consistency
Consistent appearance, behavior,
reaction, meaning, and outcome makes
it easier for us to:
• Perceive the opportunity to interact,
• Predict the outcomes more accurately,
• Better understand the feedback,
• Transfer learned interactions, and
• Learn new interactions through generalization
and discrimination.
Failure
Consistency is more than visual.
Quick Review
A lot of psychology in just two diagrams!
Thanks!
I’m happy to answer your questions.
Understanding Human Psychology for Better UX Design

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Understanding Human Psychology for Better UX Design

  • 1.
  • 2. 3UX Thinking | DaveHogue.com
  • 4.
  • 5.
  • 6.
  • 7.
  • 8. We feel like they know us personally.
  • 9. How many times have you been warned…
  • 10. “You are not designing for yourself.”
  • 11. But we’re all human.
  • 13. Our brains all work the same way…
  • 14. …and we share the same capabilities and limitations. We are subject to the same rules.
  • 15. Understanding how we all think can help us generate better ideas…
  • 16. …and help us craft and deliver better experiences.
  • 17. Relevant Fields of Psychology Behavioral Ecological / Environmental Cognitive Social Consumer Industrial / Organizational Human Factors / HCI Experimental Psychometrics Quantitative / Mathematical Educational Developmental Personality Physiological / Neurological
  • 18. UX is not magic.
  • 19. A System for thinking about UX design, research, and strategy with a psychological perspective.
  • 20.
  • 21.
  • 23. Who are the people? Demographics, experiences, skills, attitudes, beliefs, knowledge Where are they? Place, environment, situation, conditions, circumstances What are the devices, objects, and tools they are using? Phones, tablets, computers, kiosks, cameras, pen & paper, chisel & stone… Context
  • 25. UX Research When and how do people use their mobile devices? About 70% of all mobile phone usage is for playing games, socializing, and entertainment. That ranges from 64% for all web and apps combined to 79% for just mobile apps. http://www.lukew.com/ff/entry.asp?1733
  • 26.
  • 27.
  • 28. Are we having fun yet?
  • 29. What are the objectives? What is the desired outcome, and is it: Productive, focused, goal-directed, playful, exploratory, meandering What is the value of the goals and objectives? Important, essential, necessary, optional, nice-to-have, elective How urgent are the goals and objectives? Time-sensitive, critical, compelling, casual, open-ended Goals
  • 30.
  • 32.
  • 33. How do people sense and perceive the world? Vision, audition, and touch Color deficient vision Gestalt Principles Image recognition Motion Pre-conscious processing and attention Perception
  • 34.
  • 35.
  • 36.
  • 37. Definition: The force that initiates, directs, and sustains behavior. Why we do what we do. Theories: Achievement, Affiliation, and Power Existence, Relatedness, and Growth (ERG) Biological Drives Internal vs. External Not Maslow’s Hierarchy of Needs… Motivation
  • 38.
  • 39.
  • 40. Why do people spend so much time on social networks, and what do they get from it? Affiliation with others (we are social creatures and seek contact) Personal achievement (competition with self and others) Social influence and credibility (“social currency”) Motivation
  • 41.
  • 42. Definition: The mental action or process of acquiring knowledge and understanding through thinking, experience, and the senses. Types: Learning Decision-making Memory Recognition Language Spatial operations Problem-solving Concept formation Reasoning and logic Metacognition Attention And many, many biases… Cognition
  • 43. Cognitive Load Memory and attention are limited resources – use them wisely. Cognitive friction occurs when we force users to think harder and try to remember more than they need to. Deliver what people need when they need it: Just in time, not just in case.
  • 44. Cognitive Biases Our cognitive abilities are fallible.  Von Restorff Effect  Peak-End Rule  Confirmation Bias  Loss Aversion  Hyperbolic Discounting  Recency Bias  And dozens more…
  • 45. Should we “Reduce deaths”… …or “Maximize quality of life?”
  • 47. What did the first cars look like? Horse-drawn carriages.
  • 49. We may not be designing for ourselves, but…
  • 50. We are susceptible to the same biases.
  • 51.
  • 52. Definition: A complex, subjective experience resulting in physiological and psychological changes that influence thought and behavior. Theories: Ekman (Happiness, Surprise, Sadness, Anger, Fear, Disgust) James-Lange (physiological reaction precedes emotion) Cannon-Bard (physiological reaction and emotion are concurrent) Schachter-Singer (physiological reaction precedes cognition) Lazarus (cognition precedes physiological reaction and emotion) Emotion
  • 53. Emotion Emotions may be positive (love, joy) or negative (anger, fear.) We have about 20,000 emotional experiences per day (Kahneman, 2002.) Attractive things are judged to work better and be more effective.
  • 54.
  • 55. Positive Emotions Fredrickson (2009) discovered that we need three positive emotions to lift us up and overcome just one negative emotion. Have you ever said, “Meh. It could be better, but it works”? Is the rest of the interface three times better to make up for it?
  • 56.
  • 57.
  • 58. Definition: The actions by which an organism reacts and adjusts to their environment and other organisms; a response to various stimuli. Theories: Classical Conditioning (association) Operant Conditioning (reinforcement and punishment) Social Learning Theory (live, verbal, and symbolic) Relational Frame Theory (language and cognition) Drive Reduction (biology and homeostasis) Behavior
  • 59. Rewards Participation in social services is often encouraged with rewards such as badges and points that have personal and social value and which are delivered through complex reinforcement schedules.
  • 61. There is a dark side.
  • 62. Behavior Modification As UX designers we are in the business of changing behavior. Sometimes we are asked to make design decisions that lead people to choices and actions that are not always in their own best interests. Dark patterns lead people to interact in ways they would not have otherwise chosen to do.
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  • 65. Be the good guy.
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  • 71. More than visibility – we must craft accessible experiences where we can perceive the opportunities to interact in any modality. People are less likely interact if they do not perceive the opportunity to interact, even if they need or want to interact. Perceivability
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  • 76. Predictability The ability to accurately and confidently predict the outcomes or results of an interaction and that it will move us toward our goal(s). People are less likely to interact if they are not confident in their predicted outcomes or if they believe the results are not what they want or need.
  • 77. Mental Models Mental Model Conceptual Model System Model
  • 78. Not what she predicted…
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  • 80. Feedback Meaningful information about the status and outcomes of an interaction and the process(es) it started, modified, or terminated. People are less likely to continue interacting if they do not receive meaningful information about status, progress, outcomes, or results.
  • 81. After editing the gift message three times, it was still too long… How long is it now? How much too long is it? What is the maximum number of characters? HELP! What should I do?
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  • 83. Learnability We can learn and remember interactions when we accurately predict desirable outcomes, avoid errors, and when the feedback is understandable and applicable. People are less likely to learn an interaction if the outcomes are not expected or if feedback is absent or meaningless.
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  • 85. Learning We learn to associate experiences that occur together in time and place. We learn to repeat interactions that reward us and avoid interactions that punish us. We can learn by watching and observing as easily as by doing.
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  • 87. Learning We generalize across similar situations and transfer knowledge and skills from one context, device, or domain to another when they are identifiably analogous.
  • 88. We bring our past experiences.
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  • 91. Consistency Consistent appearance, behavior, reaction, meaning, and outcome makes it easier for us to: • Perceive the opportunity to interact, • Predict the outcomes more accurately, • Better understand the feedback, • Transfer learned interactions, and • Learn new interactions through generalization and discrimination.
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  • 94. Consistency is more than visual.
  • 95. Quick Review A lot of psychology in just two diagrams!
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  • 98. Thanks! I’m happy to answer your questions.