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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From inside the book
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... Interact with Conceptual Models 33 People Process Information Best in Story Form 34 People Learn Best from Examples 35 People are Driven to Create Categories 36 Time is Relative 37 There are Four Ways to be Creative 38 People can be in ...
... Interact with Conceptual Models 33 People Process Information Best in Story Form 34 People Learn Best from Examples 35 People are Driven to Create Categories 36 Time is Relative 37 There are Four Ways to be Creative 38 People can be in ...
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Susan Weinschenk. 65 Doing Things Together Bonds People Together 66 People Expect Online Interactions to Follow Social Rules 67 People Lie to Differing Degrees Depending on the Media 68 Speakers ' Brains and Listeners ' Brains Sync Up ...
Susan Weinschenk. 65 Doing Things Together Bonds People Together 66 People Expect Online Interactions to Follow Social Rules 67 People Lie to Differing Degrees Depending on the Media 68 Speakers ' Brains and Listeners ' Brains Sync Up ...
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Contents
The Psychology of Design | |
People Identify Objects by Recognizing Patterns | |
People Imagine Objects Tilted and at a Slight Angle Above | |
Object | |
Belong Together | |
Other editions - View all
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