Psychology of User
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Psychology of User
Pay Attention to What Users Do,
ONTENT
CONTENTS
An Introduction
Design Thinking
01
03
Important Human
Characteristics In Design
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An Introduction
system user, and the trip into the world of interface design
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02 Psychology of User
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Design Thinking
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Design Thinking
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05 Psychology of User
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Empathize
Empathy
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Empathy Map
SAYS THINKS
USER
DOES FEELS
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you are designing for and figure out what problem to solve.
Now that we know what empathy is, we will take a look at
some of the methods used for empathizing.
Ask What-How-Why
Brainstorm
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Conclusion
Designing with the end user in mind and taking an empathic
approach provides a new viewpoint and assures higher
success. Understanding the user's demands aids in the
development of solutions that are realistic, desired, and
viable, regardless of whether we are aware of the problem.
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2. Define
After empathizing with your consumers, you may go to the
you'll tackle for the consumer. This will then be shaped into a
We'll cover all you need to know about this step of the
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3. Ideate
Ok… First of all, let’s understand Ideation in short:
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Opinion without
judgment
Brainstorming Bad options
IDEASABOUT
What is the product?
What do we have to do?
Why is it important for users?
You'll start with your problem statement and work your way
up from there. There are several approaches for generating
ideas; most design thinking procedures incorporate
brainstorming or the worst possible concept so that
individuals may be creative with their answers.
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may interfere.
implausible.
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Mind Maps
A mind map is a graphic that allows you to visually examine
and understand information. A mind map is built around a
single problem statement and all of the solutions to that
problem are written around it. The problem statement is
often placed in the center of a blank page as a hub, with
branches extending in all directions to indicate the answers.
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Clear Blank
Radiant Structure Paper Landscape
Hierarchical Start
Mind Maps
Fun Images
Emphasis Style Use Color
Personal Words
In The End
Sketches, screens, and storyboards can also be used to aid
in the ideation process. Corporate enterprises have teams
who use enormous whiteboards to post their thoughts on
utilizing sticky notes. Different types of concepts are
represented by different colored sticky notes, which aids in
idea separation.
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4. Prototype
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In The End
Most of the time, you make judgments based on
assumptions and prejudices. As a consequence, despite
extensive brainstorming and formulation, it fails to connect
with people. This is avoided by prototyping. When utilized
on a regular basis, prototyping helps you to test your
assumptions by knowing the consumer and improve on
existing ideas. It allows you to adopt a more human-
centered approach to issue solving and work toward
making your ideas a reality.
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5. Test
User Testing
Do Users Need My App..?
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user.
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In The End
One of the most essential steps in the Design Thinking
process is testing to see if your idea(s) solves the user
problem identified during the empathize stage.
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multiple iterations.
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produce them.
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Psychological
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are just a few of the numerous things that can irritate users.
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Physical
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Unlike the users, the designer can use his or her experience
designed.
While dealing with the daily stresses of work and home, the
use a computer than learn how to utilise one. His or her main
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Important Human
Characteristics in Design
People are complicated beings with a variety of
characteristics that have a significant impact on interface
design. Perception, memory, visual acuity, foveal and
peripheral vision, sensory storage, information processing,
learning, skill, and individual variances are all important in
design.
Perception
Perception is the physical sensation of our many senses,
such as sight, sound, and smell, that allows us to be aware
of and understand the components and objects in our
environment. Experience has an affect on perception.
People perceive stimuli by classifying them according to
models stored in our memories. People tend to associate
objects or sensations with what they already know.
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Memory
As anyone who has forgotten why they entered a place or
forgotten a significant birthday will attest, memory is not
the most reliable of human abilities. Memory is now divided
into two categories: long-term and short-term (or working)
memory. It hasn't always been this this. Most researchers in
the 1950s thought there was just one memory system; the
short-term component was not acknowledged or accepted.
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Sensory Storage
higher memory.
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Visual Acuity
Visual acuity refers to the eye's ability to resolve fine details.
It's the phenomenon in which an item becomes more clear
as we move our gaze toward it and swiftly loses distinction
as we move our gaze away — that is, as the visual angle from
the point of fixation increases. At a distance of 2.5 degrees
from the point of eye fixation, relative visual acuity is
estimated to be half (Bouma, 1970).
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Size of area of optimum visual acuity
on a screen
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surrounding the site we're looking at, but what's there can't
connection.
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Information Processing
The data collected by our senses that is deemed essential
enough to act on must be processed in some way.
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this higher level, and its capacity limit is unknown. This lower
Both levels are active at the same time, with the upper level
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Mental Models
We form mental models of things and people we deal with
as a function of our experiences and culture. Simply said, a
mental model is an internal representation of a person's
current understanding of something. Most people are
unable to articulate this mental state and are unaware that
it exists.
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Movement Control
systems.
Simply put, the larger or closer the target is, the faster it will
design:
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Learning
As previously stated, learning is the act of encoding
information from short-term memory into long-term
memory. It's a complicated process that will take some time
and work on our part. Our ability to learn is critical because
it distinguishes humans from machines. People may
enhance their performance in practically any task given
enough time. Designers, on the other hand, frequently use
our ability to learn as a justification to justify complex
design. The fact that humans can be taught to walk a
tightrope is no reason to utilize them in a design when
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Skill
The goal of human performance is to be able to perform
well. To do so, inputs and responses must be linked into a
series of activities. The essence of skill is the precise
execution of actions or motions in the exact time sequence.
Consistency and efficiency of effort describe it. Establishing
a work speed that indicates maximum efficiency results in
effort economy. It's done through improving system mastery
through things like gradual learning of shortcuts, better
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Performance Load
The greater the effort required to complete a task, the less
likely it will be completed successfully, if at all. The amount
of effort required is referred to as performance load, the
principle of least resistance, or the principle of least effort
(Lidwell et al., 2003). There are two types of performance
load: cognitive and kinematic.
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industrial design.
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Physical Ergonomics
Physical ergonomics relates to the human body's responses
to physical job demands, such as holding a smartphone or
touching a screen with your hand muscles. To develop a
comfortable interaction with a product, proper ergonomic
design is required. Human factors experts consider the
following variables when determining if a product is good
for the user:
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Consistency
This principle emphasizes that a system should have the
same appearance and functionality throughout. Design
consistency is essential for developing pleasant encounters.
A user can transfer an acquired ability to different portions
of the product if the design is consistent.
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Familiarity
The principle of familiarity asserts that while designing a
human-computer interface, it is critical to use familiar
concepts and metaphors. Designers are enticed to develop
something fresh and unexpected by the design industry's
passion of innovation. Users, on the other hand, like
familiarity. They get accustomed with conventional design
conventions and come to expect them as they use goods
other than ours (Jakob's Law of Internet User Experience).
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Sense of Control
The control of information by the user is at the heart of
human-computer interaction design. The user, not the other
way around, should be in charge of the system's
interaction.
Efficiency
Users should be able to finish their jobs as quickly as
feasible. It's your role as a designer to lower the user's
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Break down difficult jobs into easy steps. You can simplify
decision-making and reduce complexity by doing so.
Assist the user. Give your user all the information they need
to learn how to utilise the system up front. Anticipate areas
where users may require additional assistance.
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Error Management
It is human to make mistakes. However, this does not imply
that your users enjoy it! The way a system handles problems
has a big impact on the people who use it. This
encompasses error prevention, repair, and assisting your
user in regaining control when a mistake has occurred.
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Wizard of Oz
In this method, one person acts as the computer, replicating
the program's reaction to a user who believes they're
communicating with the real thing.
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Cognitive Walkthrough
A cognitive walkthrough is a usability technique in which UI/
UX experts work through a set of tasks from the user's
perspective. During the prototyping phase, cognitive
walkthrough works effectively because it keeps the focus
simple.
Contextual inquiry
Contextual inquiry is a type of qualitative study in which
people interact with a product in their natural setting, such
as their job. This is good once you've launched the product
and can observe how users engage with it in the real world.
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Points To Remember
that helps you identify places in your system where you can
pleasure.
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Thank You.