100 Things Every Designer Needs to Know About PeopleWe design to elicit responses from people. We want them to buy something, read more, or take action of some kind. Designing without understanding what makes people act the way they do is like exploring a new city without a map: results will be haphazard, confusing, and inefficient. This book combines real science and research with practical examples to deliver a guide every designer needs. With it you’ll be able to design more intuitive and engaging work for print, websites, applications, and products that matches the way people think, work, and play. Learn to increase the effectiveness, conversion rates, and usability of your own design projects by finding the answers to questions such as:
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... Cues that Tell Them What to Do With an Object 8 People can Miss Changes in their Visual Fields 9 People Believe that Things that are Close Together Belong Together 10 Red and Blue Together are Hard on the Eyes 11 Nine Percent of Men and ...
... Cues that Tell Them What to Do With an Object 8 People can Miss Changes in their Visual Fields 9 People Believe that Things that are Close Together Belong Together 10 Red and Blue Together are Hard on the Eyes 11 Nine Percent of Men and ...
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... Cues 46 People can't Actually Multitask 47 Danger, Food, Sex, Movement, Faces, and Stories Get the Most Attention 48 Loud Noises Startle and Get Attention 49 For People to Pay Attention to Something, they Must First Perceive It What ...
... Cues 46 People can't Actually Multitask 47 Danger, Food, Sex, Movement, Faces, and Stories Get the Most Attention 48 Loud Noises Startle and Get Attention 49 For People to Pay Attention to Something, they Must First Perceive It What ...
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... or page so that people can move in their normal reading pattern. Avoid a pattern where people have to bounce back and forth to many parts of the screen to accomplish a task. 7. People See Cues that Tell Them What to Do.
... or page so that people can move in their normal reading pattern. Avoid a pattern where people have to bounce back and forth to many parts of the screen to accomplish a task. 7. People See Cues that Tell Them What to Do.
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... cues that don't work , you get annoyed and frustrated . These cues are called affordances . James Gibson wrote about the idea of affordance in 1979. He described affordances as action possibilities in the environment . In 1988 Don ...
... cues that don't work , you get annoyed and frustrated . These cues are called affordances . James Gibson wrote about the idea of affordance in 1979. He described affordances as action possibilities in the environment . In 1988 Don ...
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... Cues in the button's shadow tell people that it can be pushed in , the way a button on an actual device can be pushed in . Figure 7.3 shows a button on a remote control . The shape and shadows give you cues that encourage you to press ...
... Cues in the button's shadow tell people that it can be pushed in , the way a button on an actual device can be pushed in . Figure 7.3 shows a button on a remote control . The shape and shadows give you cues that encourage you to press ...
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Things Every Designer Needs to Know about People: Learn by Video Susan Weinschenk No preview available - 2014 |
Common terms and phrases
actually amygdala asked audience behavior better button central vision cognitive creativity color color blindness computer screen conceptual model create cues cultures decide decision decks dopamine dopamine system Dropbox e-mail effect emotional creativity errors example experience eyes Facebook feel Figure fMRI font fundamental attribution error goal happy human idea interaction interface iPad laughter less line length loads look MailChimp memory mental model mind wandering mirror neurons mood motivated multitasking old brain options participants pattern pay attention percent peripheral vision person progressive disclosure Psychology rats remember research shows reward saccade smile social media someone stop story stress Swiss cheese model synchronous activity Takeaways talk task There’s things trying unconscious versus visual cortex walk watch words x-height Yerkes-Dodson law