UX Design in the eyes of psychologists

Source: Internet
Author: User

1. Unless forced, the public do not want to work or think

People want to do as little work as possible to complete the task.

It's best to just show people a little bit of information and they can choose to see more details. The special term is progressive expansion.

Instead of describing things, give people an example.

On the screen, page, or device you are designing, notice the visibility of the object. If you want to do a clickable state, then let him look clickable.

Provide only the functions that people really need. Don't rely on the idea that you think they need anything, and you should do user research to really find out. Providing users with too much functionality only destroys the entire experience.

provides default. By default, people are doing as little as possible to complete a task.

 2. The public has limitations

The public will not lose interest unless they see enough information and read enough words. Provide only the information you need at this point (see the progressive expansion above).

Let information be easily browsed.

Use headings and small blocks of information or text.

The public cannot complete multithreaded tasks. The study has made it clear, so don't fantasize about it.

People like short copy, but long copy can make them better understand! This is a mystery, so deciding whether to give it up or to show it is more important in your work. But you know, the public will actually look for things that are not the best for them.

3. The public will make mistakes

Imagine that the public will make mistakes. Predict the mistakes they're about to commit and stop them.

If the result of the error is serious, use confirmation before the user completes the operation.

Let "undo" be easy.

It is better to prevent mistakes from the problems that are being encountered than to help people to correct the mistakes they have made. The biggest error message is that there is no news at all.

If the task is prone to error, break it down into smaller groups.

If the user makes a mistake and you can correct it, do so and tell the user what you did.

Whoever designed UX also makes mistakes, so make sure you have the time and effort to keep grinding, user feedback and testing.

 4. Human memory is complex

People reconstruct memories, which means they always change. You can only believe a little of what the user tells you as a real situation. It is better to observe their actions than to listen to what they say.

The memory is fragmented. It will degenerate quickly and be disturbed by many errors. Don't let the public remember things from one test to the next or one page after another.

The public can only remember 3 to 4 items at a time. The "7 plus minus 2" rule is an urban myth. Studies have shown that the true number is 3 to 4.

5. The public is socialized

People always try to socialize with technology. This will be achieved in thousands of years.

People will take others as a guide to what they should do, especially in uncertain situations. This is called social identity. For example, this is why scoring and commenting are so influential on the site.

If people do something together at the same time (synchronous behavior), they actually have a chemical reaction in the brain that unites them. Laughter will also unite people.

If you help me, I will feel indebted to you and will also help you (mutual). Research shows that if you want people to fill out a form, give them what they want, and then let them fill in the form, don't turn the order upside down.

When you look at someone doing something, the same area of your brain is activated as if you were doing the same thing (the so-called mirror neurons). We are driven by our biological nature to imitate. If you want the public to do something, show that someone is doing it.

You can only keep a strong relationship with 150 people. Strong relationships are defined as relationships because you are physically close to people. But the weak relationship is thousands and very influential (referring to Facebook).

 6. Attention

I began to think about the whole idea, and attention was the key to designing an appealing UI. Focus on your focus and don't disturb the other person when they focus on something.

The public has a natural interest in something different and novel. If you do something different, it will be highlighted.

It has to be said that the masses actually ignore change in their sight. This is called the change blind. There are some very humorous videos where people in the street start talking to someone (let them stop and ask for directions) and don't notice that person's outfit at all.

You can use these understandings to attract attention. Bright colors, large fonts, cue tones and accents will catch your attention.

People can easily be disturbed. If you don't want them to be disturbed, don't highlight something on the page or when you start to put the video. But if you want to attract their attention, do so.

7. Public desire for information

Dopamine is a chemical that allows people to look for food, sex, and information. Learning is dopamine-there's nothing we can do but just want more information.

People always want information that is more than their real ability to handle. More information makes people feel they have more options. More choices make people feel within control. Feeling within control makes people think they will survive better.

The public needs feedback. Computers do not need to tell humans to load files. Humans need to know what will happen.

8. Unconscious processing

Most mental processing will occur unconsciously.

If you ask people to do a little bit (sign up for a FREE membership), it is more likely that they will do a larger action later (such as upgrading to a senior member).

The ancient brain made or at least entered most of our decisions. The old brain cares about survival and reproduction: food, sex and danger. That's why these three kinds of information will attract our attention.

The emotional brain, affected by the screen, especially the human picture, the same story. The emotional brain has a huge impact on the decisions we make.

People's behavior is deeply influenced by the factors they do not realize. The words "retire", "Florida" and "tiredness" can even slow down the walk of the young people walking down the hall. (so-called framework)

The ancient brain and the emotional brain work outside of our conscious understanding. We usually attribute our decisions to a rational, conscious brain, but that is not the whole reason for our behavior, but it is often reason, not even part of the reason.

 9. Mass Manufacturing Psychology Model

People usually have a mental model for a certain object or task (pay bills, read books, use remote control)

People's mental models of a particular task can make the interface that you design become simple or difficult.

To create a positive UX, you can either match the conceptual model of your product or website to the user's mental model, or "educate" users about different mental models.

Metaphor helps users "get" a conceptual model. For example, "It's like reading a book."

The most important reason to do user research is to get information about the user's mental model.

10. Vision System

If the page gets messed up, people can't find the information. Use groups to help focus your eyes where you should see them.

Things are close together and are thought to "walk" together.

Make the font size large enough. The use of fonts should not be too decorative and easy to read.

Research has shown that people use indirect vision to find the "theme" they are looking for. Eye-tracking research is interesting, but just because someone is looking straight at something doesn't mean they are concerned about it.

The hardest color to put together is red and blue. Try to avoid red text placed on a blue background and vice versa.

When the screen is slightly angled and the perspective is slightly upward, it is easiest to identify the object (standard perspective).

Color can indicate whether things are relevant. Be sure to use another method to show the same information, because some people are color-blind.

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