GO PORTFOLIO GRADUATES!!!AWESOME WORK!!!!!!
Thursday, March 21, 2013
Wednesday, March 20, 2013
“Unit 10: How People Decide”
The way people decide to take an action is less straightforward than we think. This chapter looks at how people make decisions.
People make most decisions unconsciously. Unconscious decisions include factors such as
1.)What other people are deciding to buy an example would be ratings and reviews done by other people that have bought a similar product you are looking at buying.
2.) What is consistent with the persona of the individual. If you are a mac buyer you will probably buy more mac products. If you are a person that stays up with the top trends you will probably buy more stuff more frequently ect.
3.) Whether you can pay off any obligations or social debts with this purchase. This could be something that you buy that you feel will be good for something or someone besides yourself, buying it because you think it will pay off in the long run.
4.) Fear or loss. The felling that if you don't get it someone else will. It's a now or never feeling. It could also be something that you think is in high demand and you buy it because you don't believe it will be there later. An example would be you buying 50 boxes of twinkies because they are going out of business, or buying a ton of pointless stuff on black friday that you don't really need but prices are good so why not.
5.) Your particular drives motivations, and fears.
These five things are decisions that we make unconsciously, these things are different than the research we do intentionally when deciding on buying a product.
Just because we say decisions are made contentiously however doesn't mean we are all impulse buyers, irrational, or bad. Because we are subjected to so many things a day our subconscious has evolved and developed super human powers that process most of the data to make decisions for us according to guidelines and rules that are best for us, the book refers to it as trusting you gut.
The unconscious knows first, they pick up and respond to ques and signals of danger, the book used a poker game as the example. The unconscious also acts more quickly than the conscious mind. unconscious minds rely on hunches before the conscious mind even knows what is going on. The poker game study basically gave each individual 2,000 fake dollars and told them to keep as much of it as possible and play a card game without knowing the rules. Each participant assumed certain things when going into the study and made there own conclusions without actually knowing what the right thing was. This means that people often take action or have preferences, but cannot explain why they prefer what they do.
People want more choices and more information than they can process. If you ask people it they prefer to choose from a few alternatives or have lots of choices, most people will say they want lots of choices. However too many choices can overwhelm the individual and paralyze the thought process ( a study conducted by Sheena, called the art of choosing found that people that had too many choices will not choose at all). The example the book used was setting up tables that sampled jam one table had a few flavors and the other had over twenty the table that was visited the most was the one with a larger variety but the people that went there only tasted a few flavors and didn't buy as frequently because they couldn't decide, this is because people can only remember three or four things at a time, and on the same note they can only decide among three or four things as well.
So when you design something make sure you resists from giving the person to many options , people will always say they want more options, so if they ask make sure you can deviate from the what they want. The rule of thumb is to have only about three to four options , and if you have more make sure you add them in a progressive way so it doesn't come off as overwhelming or something that would be easy to forget an example of this would be to have three options and some of those options have subset options.
People think Choice equals control. The need for control starts at a young age. Lyengar did a study with infants as young as four months that pulled on a string that controlled when the music was played. when the string was taken away from the and the music was still played at the same intervals the babies became sad and angry. All the conditions were the same except for the control that they has in choosing. The same is true with adults whether it is true or not people feel that choice equals control. For people to feel in control they need to feel that their actions are powerful and. that they have choices to make. sometimes these choices are not good for the individual but it is still important for the individual to make them.
People when they make a choice wont always pick the best choice or the fastest route but it is important to give them options.
People may care more about time than money. A study was conducted on spending time versus spending money. researchers hypothesis were that when you invoke time in the message you make more of a personal connection than when you invoke money. After the experiments were over the study found that people want to connect. The personal connection relates back to time.
Another thing that influences the decision making process is the individuals mood. some people make decisions intuitively and others in more of a deliberate way. If the person is in a good mood they are more likely to rate a product as being more valuable or have more of a positive experience towards it baised on their first feelings. If the individual is sad they will rate the items as being more valuable ins a deliberate way. So basically you can influence people's moods by suggesting to them on how to think about a certain product.
Group decision making can be faulty, this is why we have things like controlled experiments so one persons thoughts don't contradict someone elses. Because people don't get ride of the outlier in a group it often makes them week when it comes to making a decision so giving people a way to consider the relevant information on their own before they see what others think is a good way to go about it. The example I thought about even though it wasn't designed based was playing a game on the soccer field. People play better when they play with people that are better, if they play with newbies, or people that have bad habits they are not being pushed and tend to develop bad habits themselves. We talked about group thinking as being bad because feelings arnt always fully expressed in big groups, but it works well among pairs as long as both people can freely discuss their disagreements.
So why is it that groups let others lead them in decision making even if they know it is wrong? The book says people are swayed by a dominant personality. There is always someone that take the lead role in a group that is how things get done, not everyone is an extravert and because of this not all group decisions are made by the entire group because not all people will voice their opinions. Because of this it is important to be careful in following the first solution just because its first. Have everyone come up with different solutions and make everyone talk so you can develope the best outcome.
When people are uncertain they let others decide for them. This is highly driven by fear of messing up, or not wanting to choose because others may disagree. People take action if others take action because then it isn't all just on them it's on the group. If testimonials and rating are involved as well it makes it easier for people to get involved because it gives them research on how it could work. People are easily influenced by other people so the more information you leave in a review about a person who left the review the more influential the rating will be.
People value a product more highly when it is physical in front of them. A test showed that when buying a product that people were more willing to buy it if it was in person, followed by a picture of a product, than lastly by a written description. This was the same across the board for toys, and trinkets, samples of products, and whether it was olfactory. The hypothesis after this study was that they is a pavlovian response going on when the item is actually available right in front of the person. When you are selling things a place that has products directly on hand, having products directly behind glass where the person feels they are unattainable can lower the price that the customer is willing to pay.
People make most decisions unconsciously. Unconscious decisions include factors such as
1.)What other people are deciding to buy an example would be ratings and reviews done by other people that have bought a similar product you are looking at buying.
2.) What is consistent with the persona of the individual. If you are a mac buyer you will probably buy more mac products. If you are a person that stays up with the top trends you will probably buy more stuff more frequently ect.
3.) Whether you can pay off any obligations or social debts with this purchase. This could be something that you buy that you feel will be good for something or someone besides yourself, buying it because you think it will pay off in the long run.
4.) Fear or loss. The felling that if you don't get it someone else will. It's a now or never feeling. It could also be something that you think is in high demand and you buy it because you don't believe it will be there later. An example would be you buying 50 boxes of twinkies because they are going out of business, or buying a ton of pointless stuff on black friday that you don't really need but prices are good so why not.
5.) Your particular drives motivations, and fears.
These five things are decisions that we make unconsciously, these things are different than the research we do intentionally when deciding on buying a product.
Just because we say decisions are made contentiously however doesn't mean we are all impulse buyers, irrational, or bad. Because we are subjected to so many things a day our subconscious has evolved and developed super human powers that process most of the data to make decisions for us according to guidelines and rules that are best for us, the book refers to it as trusting you gut.
The unconscious knows first, they pick up and respond to ques and signals of danger, the book used a poker game as the example. The unconscious also acts more quickly than the conscious mind. unconscious minds rely on hunches before the conscious mind even knows what is going on. The poker game study basically gave each individual 2,000 fake dollars and told them to keep as much of it as possible and play a card game without knowing the rules. Each participant assumed certain things when going into the study and made there own conclusions without actually knowing what the right thing was. This means that people often take action or have preferences, but cannot explain why they prefer what they do.
People want more choices and more information than they can process. If you ask people it they prefer to choose from a few alternatives or have lots of choices, most people will say they want lots of choices. However too many choices can overwhelm the individual and paralyze the thought process ( a study conducted by Sheena, called the art of choosing found that people that had too many choices will not choose at all). The example the book used was setting up tables that sampled jam one table had a few flavors and the other had over twenty the table that was visited the most was the one with a larger variety but the people that went there only tasted a few flavors and didn't buy as frequently because they couldn't decide, this is because people can only remember three or four things at a time, and on the same note they can only decide among three or four things as well.
So when you design something make sure you resists from giving the person to many options , people will always say they want more options, so if they ask make sure you can deviate from the what they want. The rule of thumb is to have only about three to four options , and if you have more make sure you add them in a progressive way so it doesn't come off as overwhelming or something that would be easy to forget an example of this would be to have three options and some of those options have subset options.
People think Choice equals control. The need for control starts at a young age. Lyengar did a study with infants as young as four months that pulled on a string that controlled when the music was played. when the string was taken away from the and the music was still played at the same intervals the babies became sad and angry. All the conditions were the same except for the control that they has in choosing. The same is true with adults whether it is true or not people feel that choice equals control. For people to feel in control they need to feel that their actions are powerful and. that they have choices to make. sometimes these choices are not good for the individual but it is still important for the individual to make them.
People when they make a choice wont always pick the best choice or the fastest route but it is important to give them options.
People may care more about time than money. A study was conducted on spending time versus spending money. researchers hypothesis were that when you invoke time in the message you make more of a personal connection than when you invoke money. After the experiments were over the study found that people want to connect. The personal connection relates back to time.
Another thing that influences the decision making process is the individuals mood. some people make decisions intuitively and others in more of a deliberate way. If the person is in a good mood they are more likely to rate a product as being more valuable or have more of a positive experience towards it baised on their first feelings. If the individual is sad they will rate the items as being more valuable ins a deliberate way. So basically you can influence people's moods by suggesting to them on how to think about a certain product.
Group decision making can be faulty, this is why we have things like controlled experiments so one persons thoughts don't contradict someone elses. Because people don't get ride of the outlier in a group it often makes them week when it comes to making a decision so giving people a way to consider the relevant information on their own before they see what others think is a good way to go about it. The example I thought about even though it wasn't designed based was playing a game on the soccer field. People play better when they play with people that are better, if they play with newbies, or people that have bad habits they are not being pushed and tend to develop bad habits themselves. We talked about group thinking as being bad because feelings arnt always fully expressed in big groups, but it works well among pairs as long as both people can freely discuss their disagreements.
So why is it that groups let others lead them in decision making even if they know it is wrong? The book says people are swayed by a dominant personality. There is always someone that take the lead role in a group that is how things get done, not everyone is an extravert and because of this not all group decisions are made by the entire group because not all people will voice their opinions. Because of this it is important to be careful in following the first solution just because its first. Have everyone come up with different solutions and make everyone talk so you can develope the best outcome.
When people are uncertain they let others decide for them. This is highly driven by fear of messing up, or not wanting to choose because others may disagree. People take action if others take action because then it isn't all just on them it's on the group. If testimonials and rating are involved as well it makes it easier for people to get involved because it gives them research on how it could work. People are easily influenced by other people so the more information you leave in a review about a person who left the review the more influential the rating will be.
People value a product more highly when it is physical in front of them. A test showed that when buying a product that people were more willing to buy it if it was in person, followed by a picture of a product, than lastly by a written description. This was the same across the board for toys, and trinkets, samples of products, and whether it was olfactory. The hypothesis after this study was that they is a pavlovian response going on when the item is actually available right in front of the person. When you are selling things a place that has products directly on hand, having products directly behind glass where the person feels they are unattainable can lower the price that the customer is willing to pay.
Thursday, March 14, 2013
Thesis Presentations
Design for Manuals
The first thesis topic was about designing for manuals because they are becoming obsolete, media is the new form for learning. Learning from manuals take time opposed to watching a quick video on youtube, so she looked into how you could design a manual that will be more intriguing than a video. Her idea was instead to streamline these manuals. She talks about a social networking app that people can join and log there thoughts on solutions to problems they might have on a certain product.Kinetic Typography Implementing Narrative: by Corina Rivera
Telling stories is the way we share experiences, the most common storytelling these day are though cinematic film. Typography can be used to convey a type of setting, to voice a personality, behaviors, or flaws. She talks about the physical characteristics of animation and gives examples of how they are applied in specific scenes of different movies (such as the shrink and stretch method used when jumping). Just like the physical characteristics you see in animation you can also see it in typography (they are called typographic personas). Understanding key principles of the gestalt system along with using appropriate typography in the right settings will save you from an ironic feeling that puts you into a different frame of mind. Using typography appropriately will help to understand the self organizing tendencies of the brain and it's nature.Through this thesis Corina would like to apply her new found knowledge and design a typographic logo/ title sequence.
Science Fiction As A Reactive Cultural Determinant: Kelsey Hatch
Utopia: the ideal society with equality
Distopia: degraded society with political issues.
Both of these can be related to society but it can also be used for an individual character as well. She talks about certain science fiction movies and how they are known for certain things. An example she used was the lightsabors from Star Wars, and the live long and proper sign that Spock gives in Star Track. These are Icon that viewers remember; and maintaing these icons are very important in recognizing these films. This Is important when moving forward as well our technology is changing and we want to update, add new effects, and change things to look more futuristic; by doing this however you are walking a fine line of losing the originality of the link the viewers use to associate themselves with those films.
Her next step now that she has an understanding of the theories in science fiction she wants to apply it in making a fantom game website combining Pinterest in a game type of way.
this is a very interesting topic that brought up a lot of conversation.
this is a very interesting topic that brought up a lot of conversation.
Information Graphics
Dates back to the hieroglyphs that were commonly used to tell stories, and to record history. We are shifting to that again by organizing a lot of different information and organizing it into graph like imagery known as Info-graphics. Info-graphics simplify everything into a few simple images instead of using large amounts of data. Although simplifying is good, he has also considered that to much simplification considered over simplification can lead to confusion, simplifying things like symbols can start to look like other things and might me misunderstood and then the meaning itself is lost.
He also talks about Analytical Design where people automatically know what something will be talking about based on it's icon example, the apple icon, the twitter bird, and the Facebook logo.
his final project will be two print versions of info-graphic one with a smart phone application, and another one as a motion info-graphic piece.
Right now he has a basis of his thesis but I don't understand what he is doing with it or why. He hasn't fully addressed the idea of color on info graphics. In info-graphics uou have a subject, an amount, and a change, all of which you use color for. He never really addressed color in this way, he mentioned culture and color but I feel like this is something he could have addressed as well.
Tuesday, March 12, 2013
Thesis repost
After a long talk with Toni I have decided to choose a drier paper topic that will probably make for an overall better portfolio piece. The topic will be biased on html 5 doing this I feel will make me more marketable by the time I graduate. My paper topic will be on the design processes and techniques for html 5. My Concentration will be on many sites that are currently using it, studying how they use it and for what. That will then help me to better understand how it is used to create a compelling site. My senior project with deal with video motion graphics on a website probably dealing with a big event like the Super Bowl or the olympic bid for a certain country.
Being in the design world we are constantly evolving our design thoughts, our strategies, and the way we target certain audiences. With the changing of design we also as designers have to be aware in the changing of technology. Html 5 is now the new standard for html, the previous version of html was html 4.01, which came out in 1999. The problem being that many things have changed since then. Html 5 though it does not work for every browser enables us to reach out even farther than ever before. Html 5 is a cooperation between the world wide web consortium and the web hypertext application technology working group; both these companies focus on different things and because they are coming together to work on html 5 it will eventually be better as a whole. Using HTM 5 will do things like reduce the need for external plugins, have better error handling, have more markup that will replace scripting.
Part of my paper with talk about how html 5 will change the way we design, how it will limit us and how it will push us forward. Another aspect of my paper will talk about the differences between html5 and all other coding languages.
my resources will mainly be internet biased and documents found on the school library database.
A few that I have found so far are as follows
1.
w3schools
http://www.w3schools.com/html/html5_intro.asp
2.
Html5 for developers
http://www.html5rocks.com/en/why
3.
How well browsers support Html 5
html5test.com/
4.
Html 5 demos and examples
html5demos.com
5.
Dive into html 5
diveintohtml5.info
6.
Apple and html5
www.apple.com/html5
7.
HTML5 Standard
www.whatwg.org/html
8.What Is HTML5? by Brett McLaughlin
9. JavaScript and HTML5 Now by Kyle Simpson (Jun 30, 2012)
10. HTML5 for Masterminds, 2nd Edition: How to take advantage of HTML5 to create amazing websites and revolutionary applications [Paperback]
11. Responsive Web Design with HTML5 and CSS3 by Ben Frain
12.
HTML5: The Good, the Bad, and the Ugly - Trend Community
community.trendmicro.com › Malware › Malware Discussions
13.
15.
Being in the design world we are constantly evolving our design thoughts, our strategies, and the way we target certain audiences. With the changing of design we also as designers have to be aware in the changing of technology. Html 5 is now the new standard for html, the previous version of html was html 4.01, which came out in 1999. The problem being that many things have changed since then. Html 5 though it does not work for every browser enables us to reach out even farther than ever before. Html 5 is a cooperation between the world wide web consortium and the web hypertext application technology working group; both these companies focus on different things and because they are coming together to work on html 5 it will eventually be better as a whole. Using HTM 5 will do things like reduce the need for external plugins, have better error handling, have more markup that will replace scripting.
Part of my paper with talk about how html 5 will change the way we design, how it will limit us and how it will push us forward. Another aspect of my paper will talk about the differences between html5 and all other coding languages.
my resources will mainly be internet biased and documents found on the school library database.
A few that I have found so far are as follows
1.
w3schools
http://www.w3schools.com/html/html5_intro.asp
2.
Html5 for developers
http://www.html5rocks.com/en/why
3.
How well browsers support Html 5
html5test.com/
4.
Html 5 demos and examples
html5demos.com
5.
Dive into html 5
diveintohtml5.info
6.
Apple and html5
www.apple.com/html5
7.
HTML5 Standard
www.whatwg.org/html
8.What Is HTML5? by Brett McLaughlin
9. JavaScript and HTML5 Now by Kyle Simpson (Jun 30, 2012)
10. HTML5 for Masterminds, 2nd Edition: How to take advantage of HTML5 to create amazing websites and revolutionary applications [Paperback]
11. Responsive Web Design with HTML5 and CSS3 by Ben Frain
12.
HTML5: The Good, the Bad, and the Ugly - Trend Community
community.trendmicro.com › Malware › Malware Discussions
13.
HTML5: The Facts And The Myths | Smashing Coding
coding.smashingmagazine.com/.../html5-the-facts-and-the-myt...
14.
Mozilla on HTML5: Here's what Zuckerberg really meant to say | ZDNet
www.zdnet.com/mozilla-on-html5-heres-what-zuckerberg-real
HTML5 is dead. Long live HTML5! | Internet & Media - CNET News
news.cnet.com › News › Internet & Media
16.
HTML5 Website Showcase: 48 Potential Flash-Killing Demos
www.hongkiat.com/blog/48-excellent-html5-demos/
17.
How to start web designing with HTML5
www.howtoplaza.com › Web Designing
18.
The Advantages and Disadvantages of HTML5--Internet--Tools ...
planetoftheweb.com › Internet
19.
seo - What are the pros and cons of adopting HTML 5 now for a site ...
stackoverflow.com/.../what-are-the-pros-and-cons-of-adopting..
20.
HTML5 Splits Into Two Standards - Slashdot
developers.slashdot.org/story/.../html5-splits-into-two-standard...
“Unit 9: People Make Mistakes”
People make mistakes.
People will always make mistakes, there is no fail-safe product, so always assume that something will go wrong. weather it is mistakes while working with computers, software that is released with to many mistakes, or just a designer that made an application that is unusable because they didn't understand what the user needed it happens and there is nothing we can do about it but to learn from them.
it is hard to make a system where everything works smoothly without errors, because even if there is non you have to take into account that there may still be errors on the operating side. The only way to ensure errors is to test frequently and test often, and that can become pricey.
the best error message is no message. Of course no one wants an error message, but they are important to have on devices so if something does go wrong the people will be able to know what to do about it.
People will always make mistakes, there is no fail-safe product, so always assume that something will go wrong. weather it is mistakes while working with computers, software that is released with to many mistakes, or just a designer that made an application that is unusable because they didn't understand what the user needed it happens and there is nothing we can do about it but to learn from them.
it is hard to make a system where everything works smoothly without errors, because even if there is non you have to take into account that there may still be errors on the operating side. The only way to ensure errors is to test frequently and test often, and that can become pricey.
the best error message is no message. Of course no one wants an error message, but they are important to have on devices so if something does go wrong the people will be able to know what to do about it.
How to write an error message. Like mentioned above everyone makes mistakes so assume that a mistake will happen and you will have to inform the user with a warning sign.
the book says the best way to make a warning sign is to first:
-Tell the person what he or she did.
-Explain the problem.
-Instruct the person on how to correct it.
- Make sure it is written in plain language using active not passive voice.
-Show plenty of examples.
The most common errors happen when people are under stress. Trying to meet deadlines are the most common ones. When using a website under stress people will make more errors, an example the book gave was dad was with a child out of the country and she was sick he needed to go to a website to find out where he could take her that would also take their insurance. At that exact moment he was having a hard time understanding the website but that was because of his wailing daughter in the background. When the father returned to the site a day later after the stress had subsided he was able to navigate the site quite easily. A little stress is good because it heightens awareness but the amount we were talking about above can actually degrade performance.
We need some type of arousal such as stress, or having something seem a little difficult to keep our attention. If humans perform a boring task the level of of arousal much be raised you can do this by incorporating sound, colors, or movement. If the task is more difficult however you don't want to have to much arousal or the task can get to complicated, you can do this by eliminating distracting elements like color, sounds, and movement unless it directly relates to the task being done. Another way to eliminate too much stress is to do research on it, find out which situations might be stressful, observe and interview the clients that could be using there products determine the level of stress and redesign if the stress level is too high. We need to test for mistakes because they are going to happen, and not all mistakes are bad mistakes lead to better ideas and better solutions for a stronger product. Since we know there will be errors we test for them and document wether the error consequences are positive, negative, or neutral and redesign after concentrating on errors with negative consequences first.
Although we can't control errors from happening there are some patterns that have formed that we can keep in mind to avoid them. People make predictable types of errors in the performance categories, the first ones are commission errors, which is when you take additional steps that are unnecessary, Omission errors which are when you skip steps, then you have the wrong-action errors which are when you take an action at the appropriate point in the procedure, but it was the wrong action.
People use different error strategies to correct errors. some use systematic explorations where in user testing they collect data on the way the audience uses strategies to get through a particular task, which is helpful in predicting future failures and in the strategy of the redesigned product. Then you have trial and error strategies, where the person randomly tries out different actions, menus, icons, and controls. The last strategy that the book talks about is rigid exploratins which is when you do the action over and over again even though it doesn't solve the error because they think the product is just not registering properly. The overall chapter just talks about that we can't stop mistakes from happening we can do things to make them happen less frequently but that we need to expect that they will sometimes happen in our designs and we need to design with that in mind.
Wednesday, March 6, 2013
Thesis
Fear In Design
My thesis idea is dealing with fear and how it relates to design. Human beings for the most part try to consider themselves optimists, so things like fear can fog their mind and play with their judgment, I think it would be interesting to write about whether fear stops the creative bubble from forming or helps to push us forward and create great pieces of work. In my thesis I will also be discussing how we use fear in design to attract a viewer or sway them in a certain direction depending on how we use fear. This is seen in the media everywhere it is why we only get to hear negative things, or things that scare us on the news, and It’s why they only say one side of the story on presidential campaigns. For humans to remember something they must be able to relate to it, be connected to it in some way or to be scared of it. If you use fear to target an audience you have their attention. It would be interesting to research how many of the design ideas were designed in a particular way to get the target audience to do one thing and then it actually pushed them into going in the opposite direction.
1.)Norman, D A
(2004). Emotional Design: why we love (or hate) everyday things. New York: Basic Books
2.)Maslow, A H
(1954). Motivation and Personality. Hong Kong: Longman
3.)Fear as a Design Brief
http://www.academia.edu/526590/Fear_as_a_Design_Brief
4.)Should Designer fear design
http://www.fastcodesign.com/1671970/should-designers-fear-design-thinking-mbas
5.)Playing Fear by the rules
http://cultureramp.com/playing-fear-by-the-rules/
6.) FEAR AND DESIGN; HOW CAN DESIGN IMPACT ON FEAR? HOW CAN DESIGN RAISE QUESTIONS ABOUT FEAR?
http://www.nordes.org/opj/index.php/n13/article/view/188
7.) Out of Fear (Will Stallworth sold his soul to the advertising business. Now he’s taking it back.) by Don Hutcheson (Apr 22, 2011)
8.)Cancer Ads that play on fear and emotions
http://blog.lib.umn.edu/schwitz/healthnews/2009/12/cancer-center-a.html
9.) Fear in advertizing
http://www.punny.org/money/fear-in-advertising-how-to-make-people-buy-your-stuff-by-scaring-the- crap-out-of-them/
10.) Latest McCain And Obama Ads Play On Fear In Time Of Crisis: Out Of Touch Versus Unprepared
http://www.huffingtonpost.com/michael-hughes/mccain-and-obama-out-of-t_b_130218.html
http://www.smashingmagazine.com/2010/06/13/100-years-of-propaganda-the-good-the-bad-and-the-ugly/
12.) Ignorance is Bliss for a creative mind
http://www.smashingmagazine.com/2011/08/08/ignorance-bliss-creative-mind/
13.) media fear tactics
http://gavindebecker.com/resources/article/media_fear_tactics/
13.) media fear tactics
http://gavindebecker.com/resources/article/media_fear_tactics/
14.) Altheide says media driving “discourse of fear”
http://www.asu.edu/feature/includes/spring05/readmore/altheide.html
15.) Media and Advertizing
http://www.nytimes.com/2008/12/08/business/media/08carr.html?_r=0
16.) The Culture of Fear: Why Americans Are Afraid of the Wrong Things: Crime, Drugs, Minorities, Teen Moms, Killer Kids, Mutant Microbes, Plane Crashes, Road Rage, & So Much More by: berry Glassner
17.) Fighting the Fear of Social Media
http://www.wired.com/geekdad/2009/09/social-media-fighting-the-fear/
18.) If it bleeds, it leads understanding fear based media
http://www.psychologytoday.com/blog/two-takes-depression/201106/if-it-bleeds-it-leads-understanding-fear-based-media
19.)The psychology of design explained
http://www.digitalartsonline.co.uk/features/graphic-design/psychology-of-design-explained/
20.) Phychology of design and social products
http://www.youtube.com/watch?v=ojr-s9mPCKw
Monday, March 4, 2013
Saturday, March 2, 2013
“Unit 8: How People Feel”
vocabulary
thalamus-the part of the brain between the cerebral cortex and the midbrain. One of it's functions is to process sensory information and send it to the appropriate part of the cortex.
amygdala- the part of the brain where emotional information is processed it's also where smells go.
nucleus Accubens-a part of the brain that anticipates the pleasurable part of music, in this section of the bran neurotransmitters actually listen to and experience the music.
Attention restoration asserts that people can concentrate better after spending time in nature, or even looking at scenes of nature.
Could not find Western warmth.
Summary of chapter.
In addition to people thinking they also feel. This means you can't just know the audience's demographics you must also understand their psychographics. There are three things that people give off, they are emotions, attitudes, and moods. Emotions are expressed physically through gestures, and facial expressions, they can result from specific events that normally lead to an action. These emotional actions are short reactions do to a situation that normally only last a few minutes. Moods on the other hand last longer they can go on for days and go unnoticed to the general public (they are not always caused by an event). Then you have attitude which is more of a conscious cognitive brain component people can put this on no matter how they are feeling.
All of the emotions, attitude, and moods are shown through our facial expressions which are universal in every language. The universal emotions are joy, sadness, contempt, fear, disgust, surprise, and anger. Because this is a universal tool it's a good way to design when you want to reach across to all audiences. So if you decide to design something by using imagery make sure they follow the universal code.
Sad Anger Disgust

Fear Joy Contempt

Surprise
The act of emotion goes hand in hand with the actual feelings. You have 40 muscles in your face that are used to create these universal motions. When these muscles become weak or get paralyzed you can not fully express your emotions. This is why celebrities that use a lot of Botox are having a hard time showing emotions. There is also another side effect that happens when you can no longer move you muscles, and that is you can no longer feel the expression, which enables you to really feel that sense.
Anecdotes persuade more than data, information is processed more deeply and remembered longer if it has an emotional pull, so looking for ways to provide a message that will envoke emotions and empathy will be strong and allow the user to remember the experience.
Other things that evoke emotions are smells and memories. The smell of someones perfume, or the sweet aromas of your mom's homemade apple pie can be very strong. Smells, and pictures can bring back memories of these small times in your life.
Memories make people happy, but they are also happier when they are busy. The example that the book used was being in an airport and picking up your luggage. The first scenario was that it took a person 12 minutes to walk and get the luggage and waited a minute for the luggage to actually be received, the second scenario was that it took the person 2 minutes to walk to pick up the luggage and they had to wait around for 11 minutes to receive it. Both the scenarios involve the same amount of time but the second would leave people feeling more agitated because they are sitting around not doing anything. This means that people are happier when they are busy, because they don't notice time going by. People don't like to be idle so they will find things, or excesses to deter from it, these excuses only work however if the person finds the task worthwhile, if they perceive .it to be busywork, then they prefer to stay idle. Try to design something that doesn't make people wait, if you do make sure you have something interesting for them to do while they wait.
People use look and feel as their first indicator on wether they will trust a website or not, there was a study talked about in the book done by Elizabeth Silence on trustworthy websites and these were her findings; 83 percent of people that rejected the websites as not being trustworthy said they did so because of certain design factors; unfavorable look and feel,poor navigation, color, text size, or the name of the website were just a few of them. 73 percent of people said that features relevant when making their decision consisted of the content of the site, rather than the design factors, they liked sites owned by people with a well known reputation and those that had advice written by experts, with information that was specific to them, and that felt were written for people like themselves. Since people are so quick to judge a websiteon wether it is trust worthy or not you need to design with good design factors mentioned above and make your content credible.
The more difficult something is to achieve, the more people like it. If you want people to join your site involve a step by step process that they must complete in order to become a member. making barriers that show that not just any old joe can join like having an application process, meeting certain criteria,or being invited by others can show this.
People feel more positive about an event before or after an event than during it. So when designing with this in mind they will have more of a positive experience if ou can draw out the planning phase. If you measure satisfaction of peoples feeling you will get a better rating if you ask the individual a few day after interacting with the object, or product on the website.
Wednesday, February 27, 2013
Project 3 refined
Project three idea is to create an inspirational 30 second to 1 minute spot
for REI About pushing yourself through obstacles to find the better
you. I got this idea in an informational interview where we were talking
about how someone might get to a certain place in life. The man said
that every one struggles and sometimes all you need is a foothold. It
automatically got me thinking of a person rock climbing she is
struggling to find a foothold and at one moment she is at a stand still.
I would then show other scenes where people are struggling. It will
show them failing and then succeeding and every time someone succeeds it
will show the climber making her way to the top of her obstacle.
problem: will be getting across the message in as little as one minute. I want the viewers to see it as an inspirational add.
Solution: only shoe a few clips and emphasize the struggle points as well as the successes.
problem: will be getting across the message in as little as one minute. I want the viewers to see it as an inspirational add.
Solution: only shoe a few clips and emphasize the struggle points as well as the successes.
Tuesday, February 26, 2013
“Unit 7: People Are Social Animals”
People are Social Animals
Social interactions are important, people will find ways to use the environment around them to communicate that. We do most of our communications through technology, we make connection every where we go; and now with all the social media like Linkdin, Facebook, and Twitter it is easier than ever. But how big is our actually network? On social media we follow people and they follow us, but then we have the people we are more in contact with on a daily basis like our classmates, colleagues, personal friends, and family members. Of all these people only 150 will be considered in your social group according to Robin Dunbar an anthropologist that studied the evolution of study groups, this does not mean you can't know more people than the 150 number, it just refers to the amount of people you can maintain a stable relationship.
People are hardwired for imitation and empathy, this goes back to the day you were born someone would make a face at you, and you would make one back, it's also more likely that if someone smiles at you, you smile back, or the biggest one for me is when I see someone yawn I will start to yawn. This is all directly related to the front area of our brains called the premotor cortex this is the action part of the brain that allows what you think to actually happen. The example they use in the book is when you see your ice cream melting you see it melting and think maybe you should wipe it off, but the action of you actually doing that is through the premotor cortex. The weird part about the premotor cortex is that it also works for if you see your friends ice cream dripping and you watch them catch it the same neurons are reacted in the same way they would have been if you had done it yourself. The lesson from this is never underestimate the power of watching someone else do something, if you want someone to know what to do or influence their behavior show someone else doing the same task. you can also get people to take action by telling them stories, or by showing pictures. This is why youtube is so good, they show videos on their website, and people react to them.
Doing things together bonds people, if you play a game with someone and win its an accomplishment that you can both talk about. The book gives the example of a marching band, cheering fans, and a football game all of which have one thing in common, they are all synchronized activities. Synchronized activities full fills our desires and pleasures. Activities such as Facebook are asynchronous which full fills other type of needs but nothing that you can actually physically experience. Designing for Synchronous activity is hard, a way you can incorporate it into your product however would be to use things like live video streaming, or live video or audio connection. Another thing that bonds us together is laughter. This is because laughter is something that everyone in every culture shares, it is unconscious, it is a social communication, and it's contagious.
People expect online interactions to follow social rules, however every way we interact with a product it becomes a social interaction. Taking this into account we need to designing a product by thinking about the interactions that the person may have with the product/ design. This is why things like usability testing is so helpful in deciding how a person might interact with a product.
Another powerful form of interaction is through voice, speakers brains and listeners brains sync up during communication, listening to someone speak creates a way for the brain to help understand what is being said, so if you can hear it over a video or tape recorder it will be better than if someone was reading it. The reader might not fully understand the concept, or might miss a message that was shown/ heard on a video or tape recorder.
Social interactions are important, people will find ways to use the environment around them to communicate that. We do most of our communications through technology, we make connection every where we go; and now with all the social media like Linkdin, Facebook, and Twitter it is easier than ever. But how big is our actually network? On social media we follow people and they follow us, but then we have the people we are more in contact with on a daily basis like our classmates, colleagues, personal friends, and family members. Of all these people only 150 will be considered in your social group according to Robin Dunbar an anthropologist that studied the evolution of study groups, this does not mean you can't know more people than the 150 number, it just refers to the amount of people you can maintain a stable relationship.
People are hardwired for imitation and empathy, this goes back to the day you were born someone would make a face at you, and you would make one back, it's also more likely that if someone smiles at you, you smile back, or the biggest one for me is when I see someone yawn I will start to yawn. This is all directly related to the front area of our brains called the premotor cortex this is the action part of the brain that allows what you think to actually happen. The example they use in the book is when you see your ice cream melting you see it melting and think maybe you should wipe it off, but the action of you actually doing that is through the premotor cortex. The weird part about the premotor cortex is that it also works for if you see your friends ice cream dripping and you watch them catch it the same neurons are reacted in the same way they would have been if you had done it yourself. The lesson from this is never underestimate the power of watching someone else do something, if you want someone to know what to do or influence their behavior show someone else doing the same task. you can also get people to take action by telling them stories, or by showing pictures. This is why youtube is so good, they show videos on their website, and people react to them.
Doing things together bonds people, if you play a game with someone and win its an accomplishment that you can both talk about. The book gives the example of a marching band, cheering fans, and a football game all of which have one thing in common, they are all synchronized activities. Synchronized activities full fills our desires and pleasures. Activities such as Facebook are asynchronous which full fills other type of needs but nothing that you can actually physically experience. Designing for Synchronous activity is hard, a way you can incorporate it into your product however would be to use things like live video streaming, or live video or audio connection. Another thing that bonds us together is laughter. This is because laughter is something that everyone in every culture shares, it is unconscious, it is a social communication, and it's contagious.
People expect online interactions to follow social rules, however every way we interact with a product it becomes a social interaction. Taking this into account we need to designing a product by thinking about the interactions that the person may have with the product/ design. This is why things like usability testing is so helpful in deciding how a person might interact with a product.
Another powerful form of interaction is through voice, speakers brains and listeners brains sync up during communication, listening to someone speak creates a way for the brain to help understand what is being said, so if you can hear it over a video or tape recorder it will be better than if someone was reading it. The reader might not fully understand the concept, or might miss a message that was shown/ heard on a video or tape recorder.
Tuesday, February 19, 2013
Unit 6: What Motivates People
What motivates people
Research has shown that motivation reveals that some of the tried-and-true methods for getting and keeping people motivated may have been tried, but they' re not quite true.
If people can see an end in sight they become more motivated because they are getting closer to full filling their goal.
An example of this would be a punch card for every coffee you buy you get closer to getting a free cup.
Research has shown that motivation reveals that some of the tried-and-true methods for getting and keeping people motivated may have been tried, but they' re not quite true.
If people can see an end in sight they become more motivated because they are getting closer to full filling their goal.
An example of this would be a punch card for every coffee you buy you get closer to getting a free cup.
People love getting things for free, or if they feel like they are getting rewarded. Studies have shown that people who are part of a reward program, compared to customers that were not were found to smile more, communicated frequently with others in the environment and were more likely to leave a tip.
After the goal is reached however motivation and purchases plummet. Going back to the example of the punch card when you get that free coffee your goal is reached and now you have to start all over and buy ten more before you get that free one again. The closer you are to a goal the more willing you are to spend money to get you there, if you feel far away it, it won't be as important to spend money. This is the most at risk time to lose a customer. After you beat a video game are you really going to want to play it all over again right away, think about it.
Variable rewards are powerful, but there are different variable rewards that play into how powerful they can be. Interval schedules, and Ratio schedules are two of these things that can work in certain situations. Interval schedules provide a reward within a certain time after doing a task, while Ration Schedules give rewards based on the number of times that the task was done. The Examples they use in the book was rats receiving food after they pressed a certain object in the maze, the same works for humans. For operating conditions to work you need to have a reward that, that particular audience wants.
Reinforcement by rewarding someone causes pleasure and makes a person happy, this pleasure of excitement is called dopamine. Dopamine makes people addicted to seeking information. Dopamine makes you curious about ideas and makes you seek out more information willingly. There are two sensations related to dopamine the first is the wanting, which propels you to action and the other is liking which makes you feel satisfied. Drive only last so long however and if the individual can't find what they are searching for after a while they will give up: so the easier you make it for people to find the information the better (encourages searching).
Another thing that keeps people searching is unpredictability. Unpredictability is another thing related to dopamine. An example used in the book was when you get a text on your phone; you have no idea when it will arrive but when you hear that ding at that random moment and have no idea who it is from when stimulates you to reach out and check it, unless your in Scott Mansfield's class of course.
The next thing the author talks about is how people are lazy studies have shown that people will do the least amount of work to get the job done. Through evolution Humans have learned that they will survive longer and better if they conserve their energy.
Doing above and beyond rarely happens because people want to conserve their resources for the things that they desire any effort after they have reached those desires is considered a waste of energy and most peoples time.
Because people don't want to feel like they are wasting there time they try and spend as little amounts as possible to get answers and preform tasks, thus we should design websites for scanning not reading. less is more, stick with the important things.
Other ways to make people feel like they are not wasting precious time is to design your layout with shortcuts. As long as they are easy enough to learn, find, and use, just don't assume that each individual will use them just provide them in case they want to.
Wednesday, February 13, 2013
Project 3 Proposal
I have two projects in mind for project three. The first one I am considering is to continue on from project one, keeping with the same client Trader Joes and create the second element to the app. The second addition is the scanner portion that will connect to my Crisp app and give information about each part of the project. After I am finished designing the scanner to uniquely match the brand style of the store I would like to make a video of a person using it from beginning to end.
The second idea is to create an inspirational 30 second to 1 minute spot for REI About pushing yourself through obstacles to find the better you. I got this idea in an informational interview where we were talking about how someone might get to a certain place in life. The man said that every one struggles and sometimes all you need is a foothold. it automatically got me thinking of a person rock climbing she is struggling to find a foothold and at one moment she is at a stand still. I would then show other scenes where people are struggling. It will show them failing and then succeeding and every time someone succeeds it will show the climber making her way to the top.
This proposal might change after I talk to you.
Project 3 Schedule
Week 6: Finish up project two
Week 7: preliminary critic project two / research project 3
Week 8: Final project two due/ write out the story
Week 9: make story board, and get film, choose music
Week 10: Start editing all parts together
Week 11: preliminary critic
Week 12: final critic / all re submissions due
The second idea is to create an inspirational 30 second to 1 minute spot for REI About pushing yourself through obstacles to find the better you. I got this idea in an informational interview where we were talking about how someone might get to a certain place in life. The man said that every one struggles and sometimes all you need is a foothold. it automatically got me thinking of a person rock climbing she is struggling to find a foothold and at one moment she is at a stand still. I would then show other scenes where people are struggling. It will show them failing and then succeeding and every time someone succeeds it will show the climber making her way to the top.
This proposal might change after I talk to you.
Project 3 Schedule
Week 6: Finish up project two
Week 7: preliminary critic project two / research project 3
Week 8: Final project two due/ write out the story
Week 9: make story board, and get film, choose music
Week 10: Start editing all parts together
Week 11: preliminary critic
Week 12: final critic / all re submissions due
Unit 5: How People Focus Their Attention
This section talks about how we focus, what catches our attention and makes us sit up and take notice, how we grab others attention, and what we choose to notice and pay attention to.
Basically our attention is selective, getting our attention depends on how engrossed or involved we are to the specific subject. An example they used in the book was if someone went to a website looking for a particular item then they are on a mission, they are concentrating on a particular task and are filtering through other distractions that they might have fallen victim to if they went to the site not knowing what they wanted to buy.
We also have unconscious selective attention where we are constantly scanning the environment for certain things its are defense mechanism that we are pre programmed with. But for the most part everything is filtered. So we can't expect people to pay attention to information that the designer provides. If you think that the viewer will filter information use things like size, color, animation, video, and sound to draw them to the important things. The most important information if it is critical and needs to be seen make that information stand out ten times more than you think it should be.The things that stand out and get the most attention are danger, food, sex, movement, faces, and stories.This might not be practical or appropriate to use things like food or sex on a website, but you need to be aware of the most common things that pull attention to certain things and use aspect that work in the same way. Use images of close up faces and stories and much as you can when appropriate to also draw attention.
Well practiced skills don't require conscious attention, if you practice something like the piano long enough you begin to memorize the notes and play them without thinking about it, this is that same as when you drive your car home every day, it takes little thought and requires no conscious attention, which can sometimes lead to mistakes.
Expectations of frequency affect attention. The example they used in the book was a man getting a gun onto a plane and it wasn't caught, he wasn't caught because of the irregularity of people that bring guns on the plane. Attention to focus isn't placed on them (looking for a gun) instead they are looking for items they see frequently like lotion bottles that are the wrong size. So its safe to say that people will build unconscious mental models of how often an event will occur.
Sustained attention can only last about ten minutes and thats only if you are interest in the topic being presented and it is being presented by a good presented. Because of this you should keep online tutorials under seven minutes in length, and break up lectures every ten minutes.
People can't actually multitask. We can switch back and forth on a task quickly which makes it seem like we are multi tasking, but it is physically impossible to think about two things at once. The only exception to this is something that we do so much that it is second nature an example would be walking and talking. If you are trying to multi tasks you can't give your full attention to one thing so that leaves room for making mistakes.
For people to pay attention to something, they must first perceive it this can happen by sight, sound, smell, touch, and taste.
Basically our attention is selective, getting our attention depends on how engrossed or involved we are to the specific subject. An example they used in the book was if someone went to a website looking for a particular item then they are on a mission, they are concentrating on a particular task and are filtering through other distractions that they might have fallen victim to if they went to the site not knowing what they wanted to buy.
We also have unconscious selective attention where we are constantly scanning the environment for certain things its are defense mechanism that we are pre programmed with. But for the most part everything is filtered. So we can't expect people to pay attention to information that the designer provides. If you think that the viewer will filter information use things like size, color, animation, video, and sound to draw them to the important things. The most important information if it is critical and needs to be seen make that information stand out ten times more than you think it should be.The things that stand out and get the most attention are danger, food, sex, movement, faces, and stories.This might not be practical or appropriate to use things like food or sex on a website, but you need to be aware of the most common things that pull attention to certain things and use aspect that work in the same way. Use images of close up faces and stories and much as you can when appropriate to also draw attention.
Well practiced skills don't require conscious attention, if you practice something like the piano long enough you begin to memorize the notes and play them without thinking about it, this is that same as when you drive your car home every day, it takes little thought and requires no conscious attention, which can sometimes lead to mistakes.
Expectations of frequency affect attention. The example they used in the book was a man getting a gun onto a plane and it wasn't caught, he wasn't caught because of the irregularity of people that bring guns on the plane. Attention to focus isn't placed on them (looking for a gun) instead they are looking for items they see frequently like lotion bottles that are the wrong size. So its safe to say that people will build unconscious mental models of how often an event will occur.
Sustained attention can only last about ten minutes and thats only if you are interest in the topic being presented and it is being presented by a good presented. Because of this you should keep online tutorials under seven minutes in length, and break up lectures every ten minutes.
People can't actually multitask. We can switch back and forth on a task quickly which makes it seem like we are multi tasking, but it is physically impossible to think about two things at once. The only exception to this is something that we do so much that it is second nature an example would be walking and talking. If you are trying to multi tasks you can't give your full attention to one thing so that leaves room for making mistakes.
For people to pay attention to something, they must first perceive it this can happen by sight, sound, smell, touch, and taste.
Wednesday, February 6, 2013
Question for Scott?
I went to the laser printing class last week, should I write about it on here for credit? I took pictures and wrote down my thoughts as well.
Thesis Ideas
1. People from different geographical regions and cultures respond differently to photos and design depending on there background and cultures. I think it would be interesting to further push the issue on how that works with design and how big of a role that actual plays in the overall scheme of most designers.
2. Another concept I was thinking about was doing something that incorporated adds, I think for my senior project I want to make a short video or ad campaign. I have made a few in the past and I realized that visual is very important but to make it a good piece you need to have a lot of other senses. Its hard to explain but to have an impact its so much stronger when you have the sound with it. Look at Hitchcocks films for example they wouldn't even be scary if you put it on mute. I think it would be interesting to write a thesis on how you need all aspects sight sound, and an emotional pull in order to make a campaign work.
3. My third idea is dealing with fear and how it relates to design. Human beings are hard wired to be optimists, so things like fear can fog your mind, I think it would be interesting to write about whether fear stops the creative bubble from forming or helps to push us forward and create great pieces of work.
4. Another Idea could be designing bad design on purpose to attract certain audience in the same way you make great design to target a different type of audience.
2. Another concept I was thinking about was doing something that incorporated adds, I think for my senior project I want to make a short video or ad campaign. I have made a few in the past and I realized that visual is very important but to make it a good piece you need to have a lot of other senses. Its hard to explain but to have an impact its so much stronger when you have the sound with it. Look at Hitchcocks films for example they wouldn't even be scary if you put it on mute. I think it would be interesting to write a thesis on how you need all aspects sight sound, and an emotional pull in order to make a campaign work.
3. My third idea is dealing with fear and how it relates to design. Human beings are hard wired to be optimists, so things like fear can fog your mind, I think it would be interesting to write about whether fear stops the creative bubble from forming or helps to push us forward and create great pieces of work.
4. Another Idea could be designing bad design on purpose to attract certain audience in the same way you make great design to target a different type of audience.
Unit 4 " How People Think"
This chapter is on how people think. The author opens up the conversation in this chapter be talking about how we can only process information in bite-size chunks.
We have all heard in life that everyday we live we are surrounded by millions of adds, designs, and information, (the estimated amount is 40 billion pieces every second) of this amount we only a fraction actually make it into our conscious brain. (40 of the 40 billion to be exact). So if this is the case keeping your design is better if its simple because people wont remember all of it anyway.
Find a way to express your message in less words; this would mean that you are applying Progressive Disclosure which is providing only information people need in that moment. An example of this would be an info graphic it shows statistics that are important and separate it with pictures to represent a large amount of data instead of text that the reader might become overwhelmed with. People want to get the information and get out, if they want to read more you can include links for additional information. This is a great method but it only works if you do your homework, if you put up the wrong information your design is useless so make sure you know what people are looking for.
Some types of mental processing are more challenging than others in this chapter they talk about all three. The first is cognitive, the second is visual, and the third is motor. All three of these processes use different amounts of mental resources cognitive uses the most followed by visual, and then motor. You don't want to make something that is hard to use or people wont use it. Saying that; you should try and stay away from designing products that call for people to remember things, or that don't have any type of logical flow; this just gets the user confused. A good way to help with this problem is by looking for trade offs that can reduce a cognitive load by increasing a motor or visual one.
We are in a fast moving economy where we want things now and then we are on to the next thing, we are not used to waiting and in that way we have all become a little ADHD. Which goes on to the next topic, minds wander 30 percent of the time (we are always thinking about 100 different things). An example would be reading the same sentence over and over again and still not remembering what you read because your mind went somewhere else. A wandering mind can be both good and bad. It is good because you can multitask, but its bad because sometimes you don't realize your doing it, which means you can miss important information.
The next thing the author talks about is peoples uncertainty . The more uncertain people are the more they defend their ideas. when forced people change their minds, when not forced people dig in (they don't look for other possibilities), and if uncertain, people will argue. So keeping all of that in mind don't spend time trying to change peoples ingrained beliefs, instead get them to commit to something small and let them change on their own.
A lot of what people believe above is because of the mental models they create in their head, that they have learned through past experiences. Because everyone experiences things differently means that not everyone has the same mental model. Two people might look at a tomato and get two different experiences from it this is a small example in a grand scheme of things but that is why we do research to understand the mental models for our target audience.
People process information best in story form. When I was studying Art history I would sometimes make up stories about specific words I had a hard time remembering and it would help me to remember them later. Stories are the natural way people process information, it dates back to the beginning of time when people made stories with hieroglyphs, or the indians that told stories to help their children remember their history. Use a story if you want people to make a casual leap. Storytelling no matter how dumb it is will help to make it understandable, interesting, and it will help people remember.
This goes into the next segment that talks about people learning through examples, like stories examples can work in the same way. When you are explaining something you might reference an experience that is like a story. It is a way to show someone how to do something by talking to or leading them through the process. Don't tell people what to do show them. Screen shots are good in doing this but even that takes time now things like videos and you tube can do the trick.
People are driven to create catagories if you saw a grocery list of random things chances are you will want to group them into categories, in most cases you are already sorting them into categories when writing the list and not even thinking about it. If you go to a site and information is everywhere (most e-commerce sights) people will feel overwhelmed and try and organize the information on their own this is bad because it detracts from the overall message because they are to busy trying to fix your un-catagorized problem.
Earlier we talked about how everyone is always in a rush the author goes back into talking about how time is relative, people never seem to have enough of it. Time is categorized into low hurry, intermediate hurry, and high hurry (all of which pretty much mean that they are still in a hurry). People don't want to spend a lot of time on things, if they think it will take a lot of time then they will more than likely leave the site. So a good method for monitoring time is by providing process indicators, make the time it takes to do the tasks about the same so the individual can adjust their expectations, and last break the process into steps.
Another way to let people forget about the time they are spending on a site is by giving them control over their actions during the activity. You can also break up the difficulty into stages if you work on five hard problems it will feel like time is going so sow but if you mix it up and throw some easy ones in there they will tend to forget about the longer ones (let the user feel like the test is achievable). Give constant feedback and minimize distractions, encouragement makes people continue even if things are taking a little longer, and minimizing distractions help the individual focus and not feel like they might be missing out on something somewhere else.
Culture also plays a big role on how people think the example of the tomato plays into this. The example the book gave was of two cows with two different backgrounds; they asked what people noticed. Depending on where you came from you noticed different things. People from the east noticed the relationships where people in the west recognized individualistic patterns.People in different regions and cultures respond differently to photos and web site designs. In east Asian people noticed the background and context more than the people in the west do. So if you are designing your site for multiple cultures and geographical regions, then you should research those multiple locations.
definitions
goal-gradient effect- says that you will accelerate your behavior as you progress closer to your goals
operant conditioning- is a reinforcement method, it only works if you posses something that the audience wants.
dopamine- created in various parts of the brain and is curtail in all sorts of brain functions, including thinking, moving, sleeping, mood, attention, motivation,seeking, and reward. Its a pleasure chemical.
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