100 Things Every Designer Needs to Know About PeopleWe design to elicit responses from people. We want them to buy something, read more, or take action of some kind. Designing without understanding what makes people act the way they do is like exploring a new city without a map: results will be haphazard, confusing, and inefficient. This book combines real science and research with practical examples to deliver a guide every designer needs. With it you’ll be able to design more intuitive and engaging work for print, websites, applications, and products that matches the way people think, work, and play. Learn to increase the effectiveness, conversion rates, and usability of your own design projects by finding the answers to questions such as:
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LibraryThing Review
User Review - Rynooo - LibraryThingAn interesting read with lots of good insights to take away, but I'm not a fan of the '100 things' format: despite the structure, it reads a lot like a list. Read full review
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A great collection of experiments and knowledge, although many tests on rats...
Contents
People Scan Screens Based on Past Experience and Expectations | |
People can Miss Changes in their Visual Fields | |
People Believe that Things that are Close Together Belong Together | |
Red and Blue Together are Hard on the Eyes | |
Nine Percent of Men and OneHalf Percent of Women are ColorBlind | |
The Meanings of Colors Vary by Culture | |
How People Read | |
Its a Myth that Capital Letters are Inherently Hard to Read | |
Reading and Comprehending are Two Different Things | |
People See Cues that Tell Them What to Do With an Object | |
Pattern Recognition Helps People Identify Letters | |
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Things Every Designer Needs to Know about People: Learn by Video Susan Weinschenk No preview available - 2014 |
Common terms and phrases
actually amygdala asked audience behavior better button choices cognitive creativity color blindness computer screen conceptual model create cues cultures decide decision decks dopamine dopamine system easier email emotional creativity example experience eyes Facebook feel Figure fMRI font fundamental attribution error goal happy human idea interaction interface iPad laughter less line length LinkedIn loads longterm memory look MailChimp mental model mind wandering minutes mirror neurons mood motivated multitasking old brain participants patterns pay attention people’s percent peripheral vision person prefrontal cortex progressive disclosure Psychology rats remember research shows reward saccade smile social media someone someone’s stop story stress Swiss cheese model synchronous activity Takeaways talk task theory There’s things trying unconscious versus visual cortex walk watch what’s words