Thursday, March 26, 2015

Unit 10: How People Decide

100 Things Every Designer Needs to Know About People (Voices That Matter) by Susan Weinschenk, Ph.D.

Chapter 10: How People Decide

Most decisions are made in an unconscious way. We like to think that our ability to trouble shoot for the best product is what makes us buy, but there are many factors that affect us without us even realizing it. What other people are deciding to buy, what is consistent with your persona, whether you can pay off excuse your purchase by announcing social obligations, fear of losing a sale, etc.

Once realizing that too many options can be a detriment to a viewer, a designer can be more reserved. Taking the design processes, for example. Limiting logo identity directions to three instead of twenty, staying away from sketches when presenting concepts, and making directions clear and identifiable. Most customers will desire more choices, but more choices will ultimately be more of an issue when they are tasked with making a decision.

Does having a choice equate to being in control? Regardless of difficulties presented when confronted with many choices, people gravitate toward more choices because it makes them feel like they are in control. Choice can also make one feel unique. This is especially applicable in gaming.

"Talent Trees" promote uniqueness:
http://gamedevelopment.tutsplus.com/articles/lets-spec-into-talent-trees-a-primer-for-game-designers--gamedev-6691

We relate back to a previous chapter when the reading discusses social connections. In the end, people are more willing to buy, interact, and do any kind of interaction if there is a personal connection. I immediately related this to games. Even as far back as arcade games can express this exact mentality. The development of a leaderboard influenced more people to play and compete with other players.

Interesting measure of social interaction in games:
http://www.gamasutra.com/view/feature/134982/playing_to_win_measuring_social_.php?page=1

I have heard, "throw away your first idea, it will always be your worst." I don't necessarily agree, but I can understand the saying. The reading relates this to group work. Also, the reading mentions leadership and how it sways decision making. It brings to question: How can a leader help make design decisions, but keep creativity active in all workers?

Everyone is subject to unconscious processes when making decisions. Often, many people, including myself, are stubborn and think that they aren't among the influenced. Also referred to as the third-person effect in the reading.

People value physical content more highly when it's real and tangible. This can be relative to many aspects of design, but most importantly, the final production of a project. For example, to physically build a package design to completion will greatly increase its value.

Great source for packaging inspiration:
http://www.packagingoftheworld.com/

Links for thesis:

Narrative in games:
http://thegamedesignforum.com/features/narrative_in_games.html

9 things unique to video games:
http://www.theastronauts.com/2013/03/nine-amazing-things-unique-to-video-games/

Thesis Presentation Notes





Wednesday, March 18, 2015

Unit 9: People Make Mistakes

100 Things Every Designer Needs to Know About People (Voices That Matter) by Susan Weinschenk, Ph.D.

Chapter 9: People Make Mistakes

This chapter is exactly what you think it would be about. It is impossible to make a completely fail-safe product.

When confronting a user with an error message, here are things to keep in mind: Tell the user what they did, explain the problem, and instruct the user to correct it. Of course, write like a normal human being and give examples to follow.

The Yerkes-Dodson law refers to the arousal created by slight stress. This law states that said stress can help improve productivity and can help you perform a task. However, this is only true to a point. Eventually, too much stress reduces productivity and can be damaging to a creative or a users experience. This section offers the idea to design with stress in mind. Understand that your designs may be experienced in a stressful environment.

Errors:

Commission Errors: Taking additional/unnecessary steps.

Omission Errors: Insufficient steps to complete.

Wrong-Action Errors: Inputting the wrong information at the right time.

Motor-Control Errors: Errors while controlling a device.

Corrections:

Systematic Explorations: Planning out what to do to correct an error.

Trial and Error Explorations: Randomly trying different actions.

Rigid Explorations: Repeating an action that doesn't work.

Web UI mistakes to avoid when designing cross-platform:
http://www.infoworld.com/article/2623892/web-development/7-web-ui-mistakes-to-avoid-for-smartphones-and-tablets.html

Interesting game design mistakes that indie developers should avoid:
http://www.gamasutra.com/view/news/181864/The_9_common_mistakes_every_indie_game_studio_should_avoid.php

Autistic kids learning from mistakes while playing video games:
http://learningworksforkids.com/2014/09/8-reasons-children-with-autism-should-play-video-games/

Contest Entry


Wednesday, March 11, 2015

Unit 8: How People Feel

100 Things Every Designer Needs to Know About People (Voices That Matter) by Susan Weinschenk, Ph.D.

Chapter 8: How People Feel

Understanding how your audience will feel is equally as important understanding how they think. Emotions, which are expressed physically and are a response to an event, differ from moods and attitudes. Moods and attitudes last about a day or two and may come about without a physical event.

There are seven universal emotions: joy, sadness, contempt, fear, disgust, surprise, and anger. Each of which can be expressed with the face. And considering how many muscles are present in the face, it doesn't come to much surprise that emotions are tied to muscle movement. It also brings to question, which the reading covered slightly, can muscle movement tie to emotions in the same way?

People use look and feel as their first indicator of trust, especially when it comes to web design. Whether or not a website follows traditional functional methods and presents itself with design, will make or break said site.

The reading makes this statement: "The more difficult something is to achieve, the more people like it." Yes, true. Sometimes. When it comes to UX and UI, this theory is the exact opposite. But then again, I suppose that wasn't the intended subject. This does bring about another subject, the desire to be unique. I find this subject especially intriguing in game design.

Desiring the familiar is related to the fear of loss. People crave the familiar. They want what is familiar, especially when they're sad or scared. This relates to brands in an interesting way. If one has a positive experience with a brand, then that brand is a safe place for them to revisit.

Amygdala versus thalamus: The thalamus processes sensory information and sends it to the appropriate part of the cortex while the amygdala is where emotional information is processed. The eyes function through the thalamus which gets routed to the primary visual cortex. Our sense of smell goes directly to the amygdala, which is why smells cause emotional reactions in people. The amygdala happens to be close to the memory centers of the brain which is why smelling can also invoke memories.

“Welcoming Warmth”: Welcoming Warmth is the name of the scent that the Sheraton hotels use as a part of their branding.

Nucleus accumbens: The nucleus accumbens is the part of the brain that is active when people experience pleasurable events. This was significant in the reading because of the study using water and fruit juice to surprise subjects.

Attention restoration: Attention restoration refers to pastoral scenes (paintings in the reading) which make people feel happier. However, real positive health effects can be seen from actually seeing nature.