Designing with Psychology in Mind

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  • + plus8star Benjamin Joffe 3 weeks ago
    Awesome presentation connecting social psychology, design, media and a bit of ethics :-)
    I was left with the question: what is the definition of 'real'?
  • + Galegao Galegao 2 months ago
    I’d love to see the Video or Audio version if it exists. Thanks for all the research and hard work put into this Joshua.
  • + PaulinaB PaulinaB 2 months ago
    Interesting!
    However, I’d like to point out a few things:
    The Stanford Prison 'Experiment' was not a true experiment. It had innumerable design flaws and this is reflected in the fact that it was never actually published in a peer-reviewed journal. The study has since been replicated with actual design controls and the 'Lucifer Effect' has not been found.
    Additionally, Slide #8 seems to imply that The Lucifer Effect is similar / linked to The Fundamental Attribution Error (maybe this wasn’t implied during the presentation). (Also, the Fundamental Attribution Error has since been renamed the Correspondence Bias.)
    One last thing: Maslow’s theorized hierarchy of needs starts from the bottom, not the top. Social needs would actually precede the personal needs of Slide 22.
  • + bokardo Joshua Porter 4 months ago
    @Matthew - I don’t have an audio version yet. I will post it here if it becomes available. Thanks!
  • + guest3f210bc DrDavidNickelson 4 months ago
    Nice presentation about how some basic principles of human behavior apply in the web space (and I’m not just saying that because I am a psychologist and web strategist who builds enterprise level web sites). -- DrDNickelson
  • + jaxinteractive jax wechsler 4 months ago
    Great presentation, thank you for sharing.
    I love your slide illustrating that designers may need to wear a psychologists hat and
    love the reference to Flow (Mihaly Csikszentmihalyi) and using his recommendations for creating flow as guides to help design user experience....
  • + guest101cc9 Matthew T. Grant 4 months ago
    Interesting deck - is there an audio version somewhere?

    Also, in terms of 'single locus of attention' - technically (that is, psychologically) speaking, research has shown that we can pay attention to (track, in other words) something like 56 individual elements in our visual field - I can find a reference if you want it.
  • + WebTechMan Daniel Hudson 4 months ago
    Joshua, Love this stuff! Thanks for sharing. Your book, 'DESIGNING FOR THE SOCIAL WEB' is a cherished possession that I eagerly share with others.
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Designing with Psychology in Mind - Presentation Transcript

  1. Designing with Psychology in Mind 5 principles from psychology that we can use to inform web design @bokardo
  2. Kurt Lewin “Founder of Social Psychology”
  3. B=⨍(PE) Lewin’s Equation
  4. B=⨍(PE) Behavior is a function of a Person & their Environment
  5. We can’t change the Person B=⨍(PE) But we can change Behavior by designing the Environment Ahem...that’s our job.
  6. When we as web designers create screens we are de ning the universe for our users. We are crafting an environment through which all activity occurs. This is a huge responsibility! If something doesn’t exist in the interface, it doesn’t exist period. In this way we are playing God...
  7. The Stanford Prison Experiment http://www.youtube.com/watch?v=RKW_MzREPp4
  8. The Lucifer Effect raises a fundamental question about human nature: How is it possible for ordinary, average, even good people to become perpetrators of evil? In trying to understand unusual, or aberrant behavior, we often err in focusing exclusively on the inner determinants of genes, personality, and character, as we also tend to ignore what may be the critical catalyst for behavior change in the external Situation or in the System that creates and maintains such situations. (aka the Fundamental Attribution Error)
  9. Behavior change: Change people from offline shoppers to online buyers
  10. Behavior change: Change people from prospective to happy clients
  11. Behavior change: Change people from readers to subscribers
  12. What do web designers do?
  13. observe record in uence respond to induce guide Web designers change behavior monitor elicit support enable manipulate encourage
  14. Changing behavior is what web designers do.
  15. Changing behavior is what psychologists study.
  16. “ The emergence of the Internet has led to a proliferation of Web sites designed to persuade or motivate people to change their attitudes and behavior. Web sites are the most common form of persuasive technology today. B.J. Fogg - Persuasive Technology
  17. PDAs motivation web sites video games attitude change mobile phones desktop software Captology change in worldview smart environments exercise equipment behavior change virtual reality kiosks compliance Computers Persuasion
  18. One more for the pile... Psychologist Information Coder Architect Usability Specialist Visual UX Designer Designer Programmer Copywriter Client Icon Babysitter Designer
  19. Behavior First. Design Second.
  20. Egocentric Worldview We can’t help but see ourselves at the center of it all.
  21. “ There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy. Shakespeare, Hamlet, Act I, Scene 5
  22. Maslow’s Hierarchy of Needs Self- actualization Esteem Love Safety Physiological
  23. The Del.icio.us Lesson Personal value precedes network value
  24. Del.icio.us Popular My Del.icio.us (social value) (personal value) Even if the social value didn’t exist, Del.icio.us would still provide real, personal value
  25. Awareness Test http://www.youtube.com/watch?v=Ahg6qcgoay4
  26. Single Locus of Attention We can actively think about only one thing at a time.
  27. “ When you are awake and conscious, your locus of attention is a feature or object in the physical world or an idea about which you are intently and actively thinking. Jef Raskin - The Humane Interface
  28. Obligatory Apple slide :)
  29. Obligatory Apple slide :)
  30. “ ...you need to limit distractions to the full extent possible. Pull quotes—so effective near the top of an article— become a nuisance further down; many readers will nd themselves unconsciously drawn to them, even when they want to focus on the text. Mandy Brown, describing how to keep the text as the locus of attention
  31. 1. Invite the reader in Summary, subheadings, illustrations, callouts, site logo, navigation 3 Distinct Phases 2. Leave the reader alone (nothing but text & inline content) 3. Provide avenues to continue interest Comments, learn more, about the author
  32. Social Proof The mere fact that others are doing something is often enough for us to do it as well
  33. Product Ratings Share your own Product Images Tell a friend People who viewed this...buy this Amazon sales rank Customers who bought this also bought... Rate this item Customer Reviews Customer Discussions Offsite Reviews Listmania Social Proof at Amazon
  34. Social In uence & Blockbusters What should entertainment companies do to improve their odds of success? The key is to understand that the outsize performance of hits is not driven solely, or perhaps even primarily, by intrinsic attributes such as sound, plot, style, or even star power. Rather, (our) new research shows, much of the success of entertainment products derives from social in uence–the effect that consumers have on one another’s decisions. So in addition to anticipating which features individual consumers might nd desirable, executives designers should adopt strategies that take social in uence into account. Duncan Watts & Steve Hasker Harvard Business Review, September 2006
  35. Quick data point After Rypple added avatars to emails, response rate improved between 15 and 20%.
  36. Porter’s Law of Avatars Avatars increase in size and realism over time.
  37. Positive Reinforcement Immediate, positive feedback elicits similar behavior in the future.
  38. Four behavioral consequences and their effects. Get something you want Positive Reinforcement Avoid something you don’t want Negative Reinforcement Behavior Get something you don’t want Punishment Lose something you have Penalty
  39. Super important! The behavior you’re seeing is the behavior you’ve designed for. (whether intentional or not)
  40. Tumblr: Initial login (before 1st post)
  41. Tumblr: After 1st post
  42. Tumblr: After 2nd post
  43. Tumblr: After a few posts
  44. Passionate Engagement We all know that money doesn’t make us happy... but can we design for what does?
  45. ow the mental state of operation in which the person is fully immersed in what he or she is doing by a feeling of energized focus, full involvement, and success in the process of the activity also known as being “in the zone”, “in the groove”, or “fully engaged”
  46. Conditions for Flow 1. Clear goals 2. Concentration & Focus 3. Loss of the feeling of self-conciousness 4. Distorted sense of time 5. Direct & Immediate feedback 6. A sense of control over the situation 7. Intrinsically rewarding 8. Action and awareness merge 9. Balance between ability level & challenge
  47. “ One cannot enjoy doing the same thing at the same level for long. Mihaly Csikszentmihalyi - Flow, The Psychology of Optimal Experience
  48. Very challenging Anxiety Flow Channel Challenges Boredom Social Networks Trivial Low Skills High
  49. LinkedIn: No challenge!
  50. Very challenging Anxiety Productivity Apps Flow Channel Challenges Boredom Social Networks Trivial Low Skills High
  51. Campaign Monitor: Improving Skills
  52. Rypple: Improving Skills
  53. “ The more knowledge and skill someone has, the more passionate they become, and the more passionate they become, the more they try to improve their knowledge and skills. Kathy Sierra - Creating Passionate Users
  54. Wait. Isn’t this all a bit...evil?
  55. “ So, when and how do we turn on the light to let the dogs drool? Brendan Thesingh, commenting on my blog
  56. manipulate verb. to control or in uence cleverly, unfairly, or unscrupulously.
  57. Evolution of Facebook Beacon #1 #2 #3 #4
  58. “ “We bear in mind that the object being worked on is going to be ridden in, sat upon, looked at, talked into, activated, operated, or in some other way used by people individually or en masse. When the point of contact between the product and the people becomes a point of friction, then the designer has failed. On the other hand if people are made safer, more comfortable, more eager to purchase, more efficient—or just plain happier—by contact with the product, then the designer has succeeded. Henry Dreyfuss - Designing for People
  59. 5 Principles 1. Egocentric worldview 2. Single locus of attention 3. Social Proof 4. Positive Reinforcement 5. Passionate Engagement (challenge + skill improvement)
  60. Thank you. porter@bokardo.com http://bokardo.com @bokardo

+ Joshua PorterJoshua Porter, 5 months ago

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