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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... patterns as much as possible, since people will automatically be looking for them. Use grouping and white space to create patterns. • If you want people to recognize an object (for example, an icon), use a simple geometric drawing of ...
... patterns as much as possible, since people will automatically be looking for them. Use grouping and white space to create patterns. • If you want people to recognize an object (for example, an icon), use a simple geometric drawing of ...
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... pattern (left to right, right to left, top to bottom). If something grabs their attention, for example, a large photo (especially one with someone's face) or movement (an animated banner or video) somewhere else on the screen, then you ...
... pattern (left to right, right to left, top to bottom). If something grabs their attention, for example, a large photo (especially one with someone's face) or movement (an animated banner or video) somewhere else on the screen, then you ...
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... 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.
... 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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Things Every Designer Needs to Know about People: Learn by Video Susan Weinschenk No preview available - 2014 |
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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