100 Things Every Designer Needs to Know About People (Voices That Matter)
You can get this extra motivation even with the illusion of progress, as in the coffee card B example in this section. There really isn’t any progress (you still have to buy 10 coffees), but it seems like there has been some progress so it has the same effect.
Weinschenk Susan • 100 Things Every Designer Needs to Know About People (Voices That Matter)
For operant conditioning to work, the reinforcement (reward) must be something that particular audience wants. Hungry rats want food pellets. What does your particular audience really want?
Weinschenk Susan • 100 Things Every Designer Needs to Know About People (Voices That Matter)
People will satisfice, that is, look for the good-enough solution rather than the optimal solution.
Weinschenk Susan • 100 Things Every Designer Needs to Know About People (Voices That Matter)
People learn best by example. Don’t just tell people what to do. Show them.
Weinschenk Susan • 100 Things Every Designer Needs to Know About People (Voices That Matter)
Eliminate memory load whenever possible. Many user interface design guidelines and interface features have evolved over the years to mitigate issues with human memory.
Weinschenk Susan • 100 Things Every Designer Needs to Know About People (Voices That Matter)
If you’re designing a product or application where people need to notice an event that rarely occurs, use a strong signal to get their attention when it does.
Weinschenk Susan • 100 Things Every Designer Needs to Know About People (Voices That Matter)
Faces looking right at people will have the greatest emotional impact on a Web page, probably because the eyes are the most important part of the face.
Weinschenk Susan • 100 Things Every Designer Needs to Know About People (Voices That Matter)
Let people rest (and even sleep) if you want them to remember information.
Weinschenk Susan • 100 Things Every Designer Needs to Know About People (Voices That Matter)
Break text up into chunks. Use bullets, short paragraphs, and pictures.