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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... Feel 72 Seven Basic Emotions are Universal 73 Emotions are Tied to Muscle Movement and Vice Versa 74 Anecdotes Persuade More than Data 75 Smells Evoke Emotions and Memories 76 People are Programmed to Enjoy Surprises 77 People are ...
... Feel 72 Seven Basic Emotions are Universal 73 Emotions are Tied to Muscle Movement and Vice Versa 74 Anecdotes Persuade More than Data 75 Smells Evoke Emotions and Memories 76 People are Programmed to Enjoy Surprises 77 People are ...
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... Feel More Positive Before and After an Event than During It 84 People Want What is Familiar When They're Sad or Scared People Make Mistakes 85 People Will Always Make Mistakes; There is No Fail- Safe Product 86 People Make Errors When ...
... Feel More Positive Before and After an Event than During It 84 People Want What is Familiar When They're Sad or Scared People Make Mistakes 85 People Will Always Make Mistakes; There is No Fail- Safe Product 86 People Make Errors When ...
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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