Website Emotional Design: how to comfort your users with the comfort of buttons

Source: Internet
Author: User

Abstract: I saw an interesting article on the egg. By the way, I also looked at the reply below. I suddenly remembered a lot of interesting things about emotional design. I started to think, isn't there a lot of time, while considering simplified interfaces, we also need to provide users with something meaningless to comfort them? This article is called: Everything is an illusion: The Comfort effect of the button, intercept a section...

I saw an interesting article on the egg. By the way, I also looked at the reply below. I suddenly remembered a lot of interesting things about emotional design. I started to think, isn't there a lot of time, while considering simplified interfaces, we also need to provide users with something meaningless to comfort them?

This article is called: Everything is an illusion: The Comfort effect of the button, intercept one of them:

Placebo button Placebo buttons: a button that is placed in a public place and pretended to be valid but has actually stopped working.

Do you have any experience in pressing the button to close the elevator. A New York post mentioned that in early 1990s, the local elevators were not closed, and they were added later, but in fact they were not very useful, it's just an illusion of 'slam this time and close the elevator ', but it can also ease the boredom when people are waiting for the elevator to go downstairs.

If you observe your life carefully, you must also have the following common habits:

If it is too hot to go home, immediately adjust the air conditioner to 16 °C. -- But in fact, the temperature cannot be immediately reduced to 16 °C.

When the computer card is running, click the "refresh" command in the right-click box. -- In fact, "refresh" cannot solve the Card problem.

When downloading BT, pause the task and continue immediately. We hope the speed can be improved. -- Well, from my personal point of view, it seems to be a little effective. ......

Why do I need the "receive email" button on the mailbox interface? This is an issue that was once discussed in a heated discussion within the Department. Because the mailbox has already been synced, And the email is sent, the recipient does not need to click the receive button to receive the email and see the prompt.

  

 

From a simplified perspective, the "receive" button is the product of the software, because the local mail and the network mail cannot be synchronized in real time, you need a "receive" button. This button is unnecessary for the webpage, because the webpage can be synchronized in real time. (So Gmail and Hotmail remove the email receiving button)

The old win98 system has a "My Briefcase" function, which is mainly used to synchronously update files. You have to click "Update" each time you update files to update files. However, Dropbox saves this function.

The simplified design principle emphasizes that the user operation cost should be minimized to help the user step by step. Therefore, the "receive" button is not necessary,

The reason for its existence is that I can only understand it from an emotional perspective.

Do you remember shaking the mouse in your hand when you call a computer that is black due to sleep?

Do you remember that you couldn't wait until the computer prompts you to unplug the USB flash drive?

People cannot have accurate subjective perception of time. People often have insufficient estimation of long time intervals. However, for short time intervals, the estimation is too high.

Psychologists found that the time measured with a timer is not exactly the same as the estimated time. Time Perception is related to activity content, emotion, motivation, and attitude. Rich and interesting content makes people feel that time passes quickly, while things with poor content make people feel that time passes slowly; Positive Emotions make people feel that time is short, negative Emotions make people feel that time is long; the attitude of expectation will make people feel that time is too slow. In general, the longer you pay attention to the duration, the longer you feel. The longer you estimate the expected duration is than the longer you estimate the traceability. Source

For a network with high-speed information transmission, it is unacceptable for users to wait for a second. However, when a user is in a anxious state, he or she will find the most direct way to relieve the emotion.

For designers, it is necessary to provide the most direct relief method like "Mouse. To comfort your users.

The key to comforting users is how to provide users with a rich and interesting situation. I personally think we should start from the following three aspects.

1. Reduce the frustration, especially the frustration of multiple attempts.

During the design, the error feedback of the machine is funny and user-friendly, showing the care for the user, which is naturally easy to be accepted by the user.

The methods used are generally anthropomorphic (for example, doubankaixiao), humorous (for example, fried egg overload chicken, version 2), and mini games.

  

 

However, it should be noted that more caring feedback should be given to the user for repeated attempts and failures. For the user, such feedback can make it "inner. For example, in the QQ mailbox, you are prompted to click the receive button multiple times.

  

 

  2. Make the wait slow and pass

I like the ghostversion system very much. It not only accelerates the installation of the system, but more importantly, it also provides the air-to-air solitaire during installation, games like mine clearance give me time.

At the same time, the progress feedback is different based on the length of waiting time. The simple loading icon is used for a short period of time, and the mouse is busy. The progress bar is used for a long period of time, but at the same time, the non-deterministic progress bar should be avoided. See windows interactive experience specifications

Finally, you should also note that the longer the time required, the longer the progress bar, so that you can easily perceive the progress change without misunderstanding the progress to stop.

  3. Surprise

The old and the new are inherent habits of people. Even if you get bored with the beautiful UI and funny sentences, the popular sentences today will be bumpy tomorrow. This behavior is most prominent on the skin of network products. The user seems to always have no 100% satisfied skin.

Therefore, there should be some random design changes that are easy to detect by users. Through this change, users can gain a sense of pleasure and a sense of accomplishment in discovering this change. These are two positive emotional factors.

A clear example is Google DoCoMo, as well as the little eggs in various software, as well as hidden checkpoints and coding in the game.

Source Address: http://isux.tencent.com ...... E642588366b7.html

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