Design Psychology Reading Notes

Source: Internet
Author: User

Design Psychology 1
Daily Necessities Psychology

The product should be pleasant and agreeable, which means that the design must not only meet the requirements of engineering/creation and human-machine engineering, but also the overall experience of the user, that is, to meet the quality of formal beauty and human-machine interaction.

Industrial designers focus on shape and material, and interactive designers focus on easy-to-understand/experience designers focus on the impact of emotion in design.

Interactive design draws on the basic principles of psychology/design/art and emotion to ensure that users have a positive/enjoyable experience.

Human beings are incredibly complex, and those who have not learned human behavior often think of it as simple.

We design products for people, so we need to know both technology and people.

Designers must be proficient in both technology and psychology. One type of error is "You design for the user the way you want it, not the way the user really wants it."

New technologies/applications and new modes of interaction are constantly emerging and evolving.

People-oriented design is the solution, the concept of user needs/capabilities and behavior in advance analysis.

The visual adaptive use of the five basic psychological concepts: energy, signifier, constraint, mapping and feedback.

Designed from the perspective of those who buy products and use products, these users are often different people.

Daily Behavioral Psychology

Great designers use their aesthetic qualities to inspire these instinctive reactions of the user.

For designers, the level of behavior is the most important, is to let each action is associated with an expectation.

Even if there is no single cause and effect, it will not stop people to find a reason for this.

When external information is lacking, people are free to play their imaginations until the conceptual model developed can explain the facts they observe.

The modern system tries to provide feedback to any operation within a second, prompting the user to receive instructions to reassure the user.

People naturally attribute their misfortunes to the environment, and also to their personalities by blaming others for their misfortunes.

When things are done well, people are happy to attribute them to their abilities and wisdom, while bystanders do the opposite. When they see some people sailing, sometimes they think it's the environment or luck.

The next time you meet a well-designed product, it's easy to use when you first try it, and you have to stop and study. Think about how well it used the seven stages of the action and the design principles involved.

Knowledge in the mind and outside knowledge

Procedural knowledge is difficult or impossible to articulate in words, so it is difficult to teach in words. The best way to teach is to demonstrate that the best way to learn is to practise.

KNOW: constraints/visibility and feedback

Four constraining factors: physical/cultural/semantic and logical

Design Thinking

How many people do not ask questions in depth to solve the problem in front of.

Engineers and business people are trained to handle problems. And the designers after training, can find the real problem, the wrong problem to put forward a wonderful solution, rather than take measures at all: we have to solve the right problem.

Design thinking has two powerful tools, people-oriented design ideas and double-drill (divergence-aggregation) design patterns.

The design wants to know the real needs of the user and how the user can use the product or service under actual conditions. The market wants to know what people buy, including understanding how they make a purchase decision.

The traditional design process is linear, sometimes called "waterfall Method", because the design process tends to a single direction, once the decision is made, it is very difficult or almost impossible to turn back. The iterative design process can help designers to better understand problems and requirements, but when the project is relatively large, it takes a considerable amount of people/time and budget, and repeated over a long period of time can produce terrible cost problems.

The iterative approach is suitable for the early stages of product design and is not suitable for later periods, and it is difficult to control the design process to accommodate large projects.

Product designers with multiple conflicting requirements often care about the needs of product users, but rarely consider participating in the requirements of other teams in the product manufacturing process. If these requirements are ignored, the product development process is advanced from industrial design to engineering, marketing, manufacturing and so on. Be sure to have a team of KUA departments to manage the entire design, engineering and production process, from the first day of the project, to share questions and doubts from all departments so that everyone participates in the design to meet their needs. When a conflict occurs, the team sits together to determine the most satisfying scenario. Unfortunately, few companies design products in this way. Design is a complex process. The only way to make this complex process cohesive is for all the relevant actors to work together like a team. It is not designed to contradict the market, affect production, but work with all other participants. Why design work is so challenging because design solutions must take into account marketing and marketing, service and support, engineering and production, cost and time. The world benefits from a mix of new and old generations, and so does the design team. Complexity is a good thing, the improvement of a troubled product sometimes comes from the natural evolution of technology, sometimes from the standardization of products. Design in the global commercialization I will start by influencing the competitiveness of our products, and discuss the constant addition of new features to our products, which often leads to overly complex products. The cause of this malpractice is nicknamed "the function Doctrine", its main illness is "function spreads". Price, function and quality-unfortunately, this is also the order of importance. The real customer is the dealer, not the user who buys in the store and uses it at home. (the emphasis is on the dealers around, I do not agree with the end-user as the customer). Many companies compare their product capabilities with competitors to identify their weaknesses and then strengthen these areas. Munn that this is wrong, and that a good strategy is to focus on the places that already occupy the edge and make the strong stronger. Do not follow blindly; pay attention to strengths, not weaknesses. If the product really has advantages, that is, there are other "almost good" aspects, it will still succeed. Good design with complex coexistence can help us tame complexity, not make things simple (if complexity is in demand), but manage complexity. Complexity is not only inevitable, but also the design of a new starting point and the opportunity to solve problems, good designers must learn to "management" complex, management itself should become a part of contemporary design. The psychologist argues that people prefer a moderately complex, too simple that we feel bored and too complex for us to be confused. The conceptual model exists in people's minds, which is why it is also called a mental model. The conceptual model helps us transform complex natural phenomena into usable, understandable mental models. Think that the total amount of system complexity is a constant, and when you make the interaction easier, the complexity that hides behind the scenes increases. Many designers equate simplicity with simple appearance, but seemingly simple to use it is not easy. ThingsTry to be simple and straightforward, but not too simple. , people-centred design is all about taming complexity, turning those seemingly confusing tools into a task-adaptable, understandable, usable, and enjoyable device. Functionality is better than simplicity, even when people realize that functionality means complexity. People have a range of complexity--too simple things seem dull and superficial, and things that are too complex can be confusing and annoying. People like to be moderately complicated. Simple things how to make our lives more complex people's behavior is incredibly complex: social behavior is more so. We must design according to the way people behave, but in accordance with the behavior we want them to be. A good designer takes these things into account and provides clues as a semantic symbol to guide people to use them appropriately. This requires a special talent, a transposition of thinking. Designers have to put themselves in the place of users who use the products they design, and then provide the information needed to guide the right way to use it, without damaging aesthetics, functionality, and without adding cost. This is the challenge of design: the need to control all aspects of interrelated. The problem with sociable design is that when accidents happen, they are never pre-considered. Apologize, try to solve the problem, actively provide help and maintain a polite attitude from beginning to finish. This is the basic attitude that our machines should show. Ignoring the way you use it can make simple and beautiful things more complex and ugly. The desire line is an important semantic symbol of people's expected behavior. Sensible designers and planners will notice these semantic symbols and make appropriate responses. Different recommender systems can choose from traces and only follow the traces of people whose interests and goals are similar to yours. The only way for systems and services to solve the complexities of a service is to design them as a system, with the entire experience as a whole. If each part is designed in isolation, the end result is that the individual parts do not fit together well enough. Service without the kind of charm of the product, in many cases, nothing can be seen. Not all things can be counted by numbers, and not all things that can be counted are valuable. The waiting design wait is a byproduct of a complex system. Waiting in line 6 principles:1. Provide a conceptual model2. Make the wait look reasonable3. Meet or exceed expectations4. Keep people busy5. Fairness6. Positive start, positive end. When people have to endure waiting, they should know why, and they should agree that waiting is inevitable, so they have to wait to become a reasonable thing. The waiting experience should exceed expectations. The feelings of time and distance are determined by the psychological factors, not the physical factors. Always use a positive event as the end. When people are in a positive mood, a slight difficulty or confusion is considered a minor problem, not an important one; but when we are in a mood of anxiety or impatience, the same small setback becomes a major event. Emotions are contagious, and when people are happy and smiling, others around them will be happy and smiling. When people are nervous and restless, people around them will do the same. Make people feel better and keep them going. Emotions dominate everything. Many times, the best way to simplify a task is to restructure it conceptually.

Design Psychology Reading Notes

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