Behavioral-centric design

Source: Internet
Author: User
Keywords Very people through influence

Many things in the world are not designed under the guidance of user-centric design methods, but these things still work well. Cars, for example, can learn to drive around the world by using similar devices. And look at all the products around us, including scissors, axes, typewriters, mice and sporting goods, and so on, although there are some nuances in different cultures, but they are basically the same, and people around the world can learn to use them. Why is that? The basic reason is that when these objects are designed, the designer understands the behavior of the product being used, which is "behavior-centric design."

Many times the appearance of the product, the structure of how to change, the use of the product's activities and behavior will not change, such as the image shown in the form of the creative instruments, the format of the material has overturned people's understanding of traditional instruments, but their way of playing has not changed.

Many instruments are complex, difficult to operate and cause serious illnesses, music is not the average person can master, however, whether it is musical instruments or music, they in the course of the development of thousands of years and not much of the essential changes, a person needs to go through a lot of guidance and practice, to skillfully read the spectrum and performance. The problems that musicians face are so serious that they have specialized medical research. The instruments and scores are not judged by any human-centered design, so why are they still designed? This is because the designer starts from the behavior activity, from the instrument is playing the operation Way to design. Why not design with a human center? Norman believes there are two reasons, "first is the essence of activity, the second is from the creator of the goods and designers of their design purposes of communication." ”

Successful items can be perfectly integrated into the activities carried out and supported in a way that people can understand. If you understand the activities to be carried out, then this device is understandable.

People make and use tools to form the relationship between objects and human beings, and act on them. Using behavior is the synthesis of operation, Cognition and Sensibility, and the understanding and grasping of operability, cognition and sensibility depend on the observation and grasping of objective behavior.

Then how to grasp the user behavior, how to conduct the center of the design, the author summed up some of the design principles and need to pay attention to the points for reference and discussion.

1. Hardware scale

The hardware scale mainly refers to the human body characteristic parameter, this part research mainly relies on the ergonomics theory support, the hardware scale is the key factor which affects the human behavior.

The human body characteristic parameter including the human body each part size, the activity radius, the muscle strength, the movement form and so on static and the dynamic parameter, is the ergonomics most basic and the most commonly used subject content. The different characteristic parameters of human body affect the behavior of human being, for example, for the same chair, because the user's body height, legs, and other characteristics of the length of the parameters of the person's posture and sitting length and behavior will have a great change in response to the different characteristics of human body parameters caused by different behavior in many designs have been reflected, For example, the design of adjustable seats or the design of soft seats are the specific performance of the hardware scale of the focus behavior. The relationship between people and objects through behavior, the implementation of product design is the use of the body parts and related operating parts of the corresponding, is the human body characteristics and product characteristics coincide.

2. Software scale

Software scale refers to people's emotional factors.

Emotions are usually not directly related to the purpose of the person's use of the product, but emotional changes can affect the behavior of the product when used. People have long been aware of the effects of emotions in everyday life, and researchers believe that emotions help people decide whether the situation is good or bad, safe or dangerous. When people are anxious, the thinking narrows, focusing only on the directly related aspects of the problem, but sometimes there are unexpected results, such as "quick-witted" "Hot bricks" and other words describe the emotional impact on behavior. Emotions can control the body's muscles, altering the way the brain operates through chemical neurotransmitters, which in turn affects operational behavior. Emotions can be contagious, and emotional reactions can also affect other people's moods and behaviors.

Norman in his book, "Emotional design" that beautiful things better use. Beautiful objects make people feel good, and this feeling in turn makes them think more creatively. Norman believes that beauty can affect emotions and affect behavior, but there are many factors affecting human emotions, including weather, light, temperature and other natural factors, including music and other man-made factors. Many researchers surveyed the atmosphere, the effects of emotional rendering on various social behaviors, such as the way in which researchers use different types of music in stores to investigate the behavior of people buying wine, the study found that playing music or different types of music would not affect the amount of wine people buy. , but it has a big impact on the quality of the wine, and research has found that playing jazz can create more profits for wine sales.

3. Customary scale

Many designers have the idea that "user behavior is irreversible", although it is an overly arbitrary and incorrect theory, but from another aspect of the importance of user habits.

The QWERTY keyboard is a typical design case based on user's custom, and it is a typical representative of inferior products. The keyboard is very long, as early as the 1714 typewriter appeared, but the keyboard was immature until 1868, the "Father of the typewriter" American Kristov Rassen Scholls designed the modern typewriter practical form and standardized the keyboard arrangement method, namely now "QWERTY" keyboard. At first, the keyboard of the typewriter was arranged in alphabetical order, the typewriter is a machine-structured typing tool, so if the typing speed is too fast, the combination of some keys can easily appear key problems, so Kristov Rassen Scholls will be the most commonly used letters in the opposite direction, the maximum speed to slow down to avoid the key card. As a result, the QWERTY keyboard is less efficient and does not appear to maximize typing speed. In the history that followed, the layout of the keyboard keys to arrange the arrangement of two important reforms, greatly improve the speed of typing, but unfortunately, so far the QWERTY keyboard is still the mainstream of typing and computer input keyboard, the main reason is the force of habit, the cost of reform is very high, For most people, the speed of the increase is not much substantive significance.

is to maintain the status quo or break the habit, the need for designers to analyze cost-effectiveness, depending on the designer's control of the design trend and the depth of thinking, also depends on the firm's determination and market grasp. Respecting customary behavior and breaking customary behavior can create good design.

4. Subconscious scale

Subconscious also called unconscious, by Freud in his book "Psychoanalysis," the first proposed, it refers to the deep heart is suppressed and can not realize the desire, is the human originally have but forget to use the ability. The human mind is like an iceberg, and the surface of the water is only part of it, but the vast majority of it is affected by the rest. Freud believed that the subconscious has the initiative, it to the human character and the behavior pressure and the influence, some seemingly insignificant things, such as the dream, the slip of tongue, the clerical error is the brain latent consciousness decides.

The awareness of the subconscious and its application in the design of the behavior-centric design needs to focus on the content. As the iceberg theory describes, the vast majority of human consciousness has an impact on the surface consciousness and behavior, and similarly, the user's potential needs and subconscious behaviors provide a vast space for product design, and the attention to human subconscious behavior creates seemingly simple yet intriguing products, Thus, the subconscious cognition is externalized, which leads to strong cognition, and this deep and reflective cognition can create a profound and lasting user experience. Japanese designer Shenze straight in his speech "the core of consciousness" through a large number of product design examples of product design for the subconscious focus on the use of the charm generated.

On the left is an iron railing, why do people put this milk box up? Because the square of this railing and the shape of the milk box, their form of anastomosis has stimulated subconscious behavior. Pictured above is the w11k cell phone, from the memory of Shenze straight childhood, cut the potatoes into a slight slant, when he put the potatoes into the water to clean, hand touch those angular feeling impressive, daily life, people will subconsciously constantly touch the edge of the product. Shenze kan advocates intuitive design, that is, "without thought" thought, he thought that design to find inspiration in the unconscious, as designers, than the non-designers more to discover the subconscious behavior and demand in life. When people are asked what kind of design they want, they say they don't know, but one day they see something that says, "Ah, that's it," because their subconscious mind wasn't inspired, and the designer was trying to tap into the user's subconscious behavior and needs to design the product. Everyone creates something or does something interesting in life, but it doesn't translate into design. People can live without design, but design can make people live better.

There are several points in the behavior-centric design that need to be focused on:

1. The essential demand behind the clear behavior

The essential demand behind the clear behavior often produces unexpected ideas and can greatly expand design ideas. When we improve the design of toothbrushes, usually from the shape of the toothbrush, materials and color and other traditional ideas to consider, but we need really is a toothbrush this thing? We just need some kind of product to make the mouth clean. When we realize that the function of the toothbrush is to clean the mouth, we think, "What is the future of oral care?" "is the continuation of the traditional" brush, "or to take other actions, such as" spray "" chewing ", so that the design of the idea will never be limited to the toothbrush of the object itself, the use of field survey of user research methods, based on the user's essential needs-oriented, user behavior, can produce new solutions.

2. Behavior sometimes requires adaptation techniques

In the behavior-centric design, we recognize the need for human behavior to adapt to the technology, the design of the product is to effectively support the user's behavior, rather than simply obeying the user's will.

People are really adapting to technology, and behavior-centric design not only understands this, but it can also make good use of it. Most of the time you have to learn the tools and techniques, then you will understand the activities to be carried out, such as shooting, you must first understand the structure and characteristics of the gun to grasp the essence of the sport, become a good shooter. Scientists create technology, designers turn technology into products, and user adaptation technology-most of the time it's a process. For example, people from the adaptation with the mouse control computer, to adapt to hand touch operation this way, people have been with the development of technology to change behavior, it is difficult to touch the way is the best human-computer interaction, in the future this way will still change, people will continue to adapt to technology.

The emphasis on behavior-centric design is not to negate the idea of the User Center. Behavioral activities are related to people, so systems that support behavioral activities are usually well supported by those who engage in those activities, so we can still take advantage of the knowledge and experience that we have accumulated before in people-centred design.

3. Design Guide Behavior

The design centered around behavioral activities does not require the designer to observe behavior and then design products to cater to people's behavior, although in most cases. The design with behavioral activity as the center also needs us to guide the user's behavior and activity through the specific design at the right time and at the right place, which is very different from the two kinds of thinking of the behavior Center and the user Center. The guide of design can be negative or positive, this kind of guidance can be understood from two levels of physiology and psychology, generally speaking, it mainly includes two methods of restriction and stimulation.

(1) Constraint

The best way to avoid the wrong choice is to give the user the only option. Similarly, to guide user behavior can be done through product manufacturing constraints. If the user can easily see and explain the physical structure of restrictive factors, users know before using which operations reasonable, then can effectively avoid misoperation. For example, the door handle design, if remove the obvious handle, does not provide the possibility of pulling, then the user can understand that the door is pushed to open, of course, many doors will be written "push" or "pull" text, which is also to help people understand the design, but at this time the use of the door needs to be two levels of understanding, In itself is not a good design, not only increased costs, but also increased the burden of user understanding. The design of the lock and key is now very confusing, and some locks are rotated clockwise to open, some are counterclockwise, single from the direction of the key to the rotation of the user caused by the burden of understanding, if the release of constraints, users can open the lock in either direction, or to enable users to clear the correct use of the method, that is a good design.

It is very common in the design of public space to guide user behavior through the design of constraint. The design of blind, for example, provides a spatial constraint to the blind through the bumps in the pavement, leading to a good guide to the walking behavior of the blind. In fact, many normal people also use blind to walk in special situations, such as when concentrating on texting, which may be a conscious act or a subconscious act, and if the designer observes and understands this, it may create more designs.

The design of seats in public space has always been a topic of concern to designers. Everyone will find that the park or the square bench utilization is very low, generally designed for three or four people use the bench is often only one person sitting on it, although many people wandering, unable to find a seat, they do not want to sit with others, why? Because many people need privacy, they have instinctive rejection of strangers, and traditional benches make them feel too intimate with others, even though benches can provide enough room for three to four people. If you change the horizontal arrangement of the benches to vertical, or simply add some small partitions on the benches, things will improve, and the utilization of the benches will rise.

(2) Stimulation

Previously discussed "beautiful objects better use", through product form, color, material and even sound to stimulate users, stimulate thinking, so as to guide the user behavior in the direction of change.

It is a good example of a product with a long history of stimulating user psychology to change user behavior. Hot summer, in the absence of air-conditioning and fan days, people become irritable because of the heat, behavior also performance of the movement uneasy, in this case the work efficiency and enthusiasm will be significantly reduced, and will lead to more mistakes. And the small wind chimes, through the light, transparent and bright appearance and sweet and fresh sound makes people's mood change of peace, behavior also appear elegant calmly many.

Sakamoto's Roll toilet paper is an excellent example of a design-led user behavior, which in fact contains a two-level guide to constraints and stimuli. The central core of the toilet paper designed by Sakamoto is quadrangular, and the toilet paper rolls into a similar square. If the usual circular paper barrel, in the use is, as long as a gentle pull, you can easily draw the paper, and in the extraction of paper in the four corners of the tube toilet paper, will be caused by resistance and issued a "clicks-clicks" Voice, pull up the paper is not so carefree. This design is particularly long because of the inconvenience caused by the four corners of the paper tube produced by the resistance and not so pleasant voice to stimulate the user, cause thinking, stimulate their potential resource conservation awareness, the user's behavior toward a benign direction. In addition, the square paper barrel because of saving the gap between the paper, can effectively reduce the manufacturing and transportation costs.

Design is a people-centered, understanding the user and user behavior, the discovery and understanding of the design requirements, design problems in fact solved half. The understanding of user and user behavior will be further deepened, and the problems can be solved by the concrete design of various aspects of improvement.

Ultimately, the relationship between people and things happens through behavior. In a sense, design is actually the design of behavior, when a person's behavior is reflected as the need of supporting the object, or when the user's behavior differs from the designer's intention to some extent, it actually constitutes a new relationship between the person and the product, and the result of this relationship materialization is the emergence of the new design.

Reason: http://udc.weibo.com/

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