Psychology & Human Behaviour in User Experience

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PSYCHOLOGY & HUMAN BEHAVIOUR USER EXPERIENCE “A great design is a blend of pixels, meaning & emotions”

Transcript of Psychology & Human Behaviour in User Experience

Page 1: Psychology & Human Behaviour in User Experience

PSYCHOLOGY & HUMAN BEHAVIOURUSER EXPERIENCE

“A great design is a blend of pixels, meaning & emotions”

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WHAT ARE WE GOING TO LEARN➤ Why Psychology/Human Behaviour in UX?

➤ Activity 1: Principles of Psychology

➤ Other Psychological Methods to apply in UX

➤ Areas of Human Behaviour

➤ Emotional Advantage

➤ Psychology behind CTAs

➤ How to approach a Good Design

➤ Resources to Learn

➤ Activity 2: Improve a product (Base your solutions on psychology)

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WHY PSYCHOLOGY & BEHAVIOUR IN USER HUMAN EXPERIENCES

Why don’t the user get it? or

Why does the user like this? or

Why some designs work and others don’t?

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RE-DESIGN IS A SERIOUS LOSS TIME - MONEY - RESOURCES

DO WE REALLY WANT TO BUILD SOMETHING THAT DOESN’T WORK?

OR

SOMETHING THAT PEOPLE HATE?

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PRINCIPLES THAT AFFECT HUMAN BEHAVIOUR HOW TO USE THEM AS WEAPONS OF INFLUENCE

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ACTIVITY TIME GUESS THE PSYCHOLOGY PRINCIPLE USED IN THE IMAGES

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PRINCIPLE OF RECIPROCITY

➤ Sense of obligation

➤ Morally bound by the rule to do something

➤ Something like a favour/act of kindness/a service

➤ More likely to return the favour

➤ Increases the probability of making business

➤ Nielsen Norman Group(NN/g) - https://www.nngroup.com

➤ In case of vice-versa, people are more likely to abandon the site

“GIVE YOUR USERS SOMETHING BEFORE YOU ASK FOR ANYTHING IN RETURN.”

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COMMITMENT

➤ Promise to provide a value

➤ Instills a sense of responsibility

➤ Telling users to trust your business

➤ Being loyal to the end users

➤ Building long term relationships

“PROMISE, DELIVER AND MAKE BUSINESS”

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CONSISTENCY

➤ Providing value as promised

➤ Being specific tells users when to expect what they need

➤ Feeling of satisfaction

➤ Avoids false expectations at wrong times

➤ Meeting the increased expectations

➤ Stronger relationship which builds over time

“DELIVER WHAT IS PROMISED AT THE RIGHT TIME”

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SOCIAL PROOFING (RATINGS, REVIEWS, TESTIMONIALS & RECOMMENDATIONS)

➤ Human behaviour is guided by others behaviour

➤ Natural human tendency - to behave correctly - how its gets validated

➤ More likely to buy a product

➤ Builds trust on the product

➤ Influences the “Decision Making Process”

➤ Shopping Experiences(window shopping, YouTube views, LinkedIn endorsements, movie reviews)

➤ My Shoes - A result of influenced behaviour

“MAKE YOUR USERS BELIEVE THAT YOUR PRODUCT IS WORTH BUYING”

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PRINCIPLE OF LIKING

➤ Can’t resist the feeling and ultimately saying “yes”

➤ E.g. - “earning credits/cash backs/coins” - many apps use this - receive credits when others install apps on their references

➤ Candy Crush(Principle of reciprocity also acting seamlessly here)

➤ CrownIt

➤ Why are we here?

“MAKE PEOPLE BUILD YOUR BUSINESS”

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PRINCIPLE OF AUTHORITY

➤ Being confident with CTAs

➤ Commanding tone instead of asking

“COMMANDS ALWAYS WORK, ASKING DOESN’T”

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PRINCIPLE OF SCARCITY➤ Causes people to assign high value to things they perceive as being less available

➤ Human nature: Putting more subjective value on loss than on the gain

➤ Sense of loosing something valuable

➤ Things to play with in terms of the scarcity rule

➤ Number of goods

➤ Limited Time

➤ Making information scarce via newsletters

➤ What is so important that everyone is buying it

➤ Sense of high quality

➤ E.g. - Black Friday Sale(Day before thanksgiving in US), railway tickets, loosing $100 than gaining

“SCARCITY, USED IN MODERATION AND WITH TRUE INFORMATION, CAN ENCOURAGE USERS TO MOVE MORE SWIFTLY TOWARDS CONVERTING ON OUR SITE”

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Principle of Reciprocity Commitment & Consistency Social Proofing Authority Liking Principle of Scarcity

LET’S HAVE A LOOK AT THEM AGAIN

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SOME OTHER METHODS/RULES TO APPLY

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RULE OF THIRDS➤ Aligning a subject with these points creates

more tension, energy and interest in the composition than simply centering the subject

➤ Dull if centered

➤ Tension between the object & negative space

➤ More like a guideline than a rule

➤ Makes composition more dynamic

➤ Contrast in objects

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MAGIC NUMBER 7+/-2

➤ Number of objects an average human mind can hold in working memory is 7+/-2

➤ Do not overwhelm users with so much information at one time

➤ More choices -> Less satisfaction

➤ More choices -> More confusion

➤ Decreases the efficiency and hence effects decision making

➤ Can be implemented where user details are required

➤ Filtering out the options

“DON’T CONFUSE YOUR USERS. HELP THEM PROCEED TOWARDS THEIR GOALS & ALWAYS ASK IN CHUNKS”

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FITT’S LAW

➤ Descriptive model of human movement primarily used in human–computer interaction.

➤ “This scientific law predicts that the time required to rapidly move to a target area is a function of the ratio between the distance to the target and the width of the target.”

➤ ID - Index of Difficulty, D - Distance & W - Width

➤ CTAs for touch based devices

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MIRROR NEURONS

➤ Neurons that mirror the behaviour of other as though the observer were itself acting

➤ Instigates copying mechanism

➤ Implemented in Learning Mechanisms

➤ E.g. - Movies, cookies :)

“IF YOU WANT SOMEONE TO DO SOMETHING, SHOW SOMEONE ELSE DOING IT”

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DOPAMINE

➤ Body compound

➤ Precursor of substances like adrenalin

➤ Pleasure seeking chemical

➤ Gaming - pleasure people experience and the desire to continue

➤ Motivation, mindset, attention & retention

➤ Spikes during high stress

➤ Eliminate the unnecessary stress not all

“MOTIVATE, EXCITE AND LET USER HAVE THE PLEASURE OF USING YOUR PRODUCT”

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AREAS OF HUMAN BEHAVIOUR➤ Abilities and Limitations

➤ Specific user goals

➤ Multitasking & Business Goals

➤ Least work possible

➤ Patterns

➤ Scanning

➤ Mistakes - Anticipate, Predict & Prevent - Undo

➤ Confirmation through states

➤ Inline Validation

➤ Modularity - Dividing tasks into chunks - forms

➤ Interaction, User Feedback and Testing

➤ Human Cognition/Cognitive Psychology

➤ Mental Models (Shapes/Conventions/Past Experiences)

➤ Problem Solving and Decision Making

➤ Emotion Driven Behaviour

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EMOTIONAL ADVANTAGE➤ Frustration

➤ Rush

➤ Age Groups/Generations

➤ Memory & Knowledge

➤ Genuineness

➤ Change Blindness

➤ Distraction

➤ Extra Effort

➤ Past Experience

➤ Recall/Relearn

➤ Mistakes - Anticipate, Predict and Prevent - Undo Mistakes

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CALLS TO ACTIONS(CTAS) - BUSINESS DRIVER

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PSYCHOLOGY BEHIND CTAS & HOW TO IMPLEMENT

➤ Gifts (Reciprocity/Scarcity Principle) - To add value

➤ Size and Placement (Fitt’s Law and Rule of Thirds)

➤ Feedback

➤ Progress State

➤ Enticing Calls to Actions

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1. Double Diamond Design Model - British Design Council - 2005 2. User Research - Observation & Usability Testing 3. Psychology of Color, Type and Shapes (Things that can be taken advantage of) 4. Affordances 5. Feedback - Beeps/Tones/Clicks 6. Stand out(Rule of Thirds) - Visual Perception & Appeal - Eye-tracking studies 7. Make things obvious 8. Defaults 9. Improve CTAs 10. Current State 11. Confirmation for severe things 12. Minimal Design(Avoid Featuritis/Creeping Featurism) 13. Dopamine: Grab and hold attention of end-user/human

HOW TO APPROACH A GOOD DESIGN

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FEW GREAT THINGS TO READ AND LEARN➤ INFLUENCE: The Psychology of Persuasion - Robert B. Cialdini ➤ Design of Everyday Things - Don Norman

➤ Research at Google: Human-Computer Interaction & Visualisation

➤ NN/g Group: Articles & Reports

➤ Theories: ➤ Hick’s Law (More choices, more confusion)

➤ Gestalt Theories (Whole as sum of parts)

➤ The Pareto Principle - 80/20 Rule (More users do specific tasks)

➤ Rule of Thirds (Tension b/w negative space and focal object) ➤ Proximity (Nearby elements appear related)

➤ Feedback (Indication of state)

➤ Fitts' Law (Time to move a target - function of target size and distance)

➤ Occam’s Razor (Minimalism) ➤ Mental Models (Past Experience)

➤ Law of Symmetry (Stability, consistency and structure)

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QUESTIONS?

“A great design is a blend of pixels, meaning & emotions”

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MY EXPERIENCE WITH THE AC REMOTE

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ACTIVITY TIME Improve a product (Base your solutions on psychology)