A Psychology of User Experience

A Psychology of User Experience

Author: Phil Turner

Publisher: Springer

Published: 2017-12-02

Total Pages: 161

ISBN-13: 3319706535

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It is well-established that while cognitive psychology provides a sound foundation for an understanding of our interactions with digital technology, this is no longer sufficient to make sense of how we use and experience the personal, relational and ubiquitous technologies that pervade everyday life. This book begins with a consideration of the nature of experience itself, and the user experience (UX) of digital technology in particular, offering a new, broader definition of the term. This is elaborated though a wide-ranging and rigorous review of what are argued to be the three core UX elements. These are involvement, including shared sense making, familiarity, appropriation and “being-with” technologies; affect, including emotions with and about technology, impressions, feelings and mood; and aesthetics, including embodied aesthetics and neuroaesthetics. Alongside this, new insights are introduced into how and why much of our current use of digital technology is simply idling, or killing time. A particular feature of the book is a thorough treatment of parallel, and sometimes competing, accounts from differing academic traditions. Overall, the discussion considers both foundational and more recent theoretical and applied perspectives from social psychology, evolutionary psychology, folk psychology, neuroaesthetics, neuropsychology, the philosophy of technology, design and the fine arts. This broad scope will be enlightening and stimulating for anyone concerned in understanding UX. A Psychology of User Experience stands as a companion text to the author’s HCI Redux text which discusses the contemporary treatment of cognition in human-computer interaction.


Bottlenecks

Bottlenecks

Author: David C. Evans

Publisher: Apress

Published: 2017-02-11

Total Pages: 269

ISBN-13: 1484225805

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Learn the psychological constrictions of attention, perception, memory, disposition, motivation, and social influence that determine whether customers will be receptive to your digital innovations. Bottlenecks: Aligning UX Design with User Psychology fills a need for entrepreneurs, designers, and marketing professionals in the application of foundational psychology to user-experience design. The first generation of books on the topic focused on web pages and cognitive psychology. This book covers apps, social media, in-car infotainment, and multiplayer video games, and it explores the crucial roles played by behaviorism, development, personality, and social psychology. Author David Evans is an experimental psychology Ph.D. and senior manager of consumer research at Microsoft who recounts high-stakes case studies in which behavioral theory aligned digital designs with the bottlenecks in human nature to the benefit of users and businesses alike. Innova tors in design and students of psychology will learn: The psychological processes determining users’ perception of, engagement with, and recommendation of digital innovations Examples of interfaces before and after simple psychological alignments that vastly enhanced their effectiveness Strategies for marketing and product development in an age of social media and behavioral targeting Hypotheses for research that both academics and enterprises can perform to better meet users’ needs Who This Book Is For Designers and entrepreneurs will use this book to give their innovations an edge on what are increasingly competitive platforms such as apps, bots, in-car apps, augmented reality content. Usability researchers and market researchers will leverage it to enhance their consulting and reporting. Students and lecturers in psychology departments will want it to help land employment in the private sector. Praise “Bottlenecks’ is a tight and eminently actionable read for business leaders in startups and enterprises alike. Evans gives us a rich sense of key psychological processes and even richer examples of them in action.” - Nir Eyal, Author of Hooked: How to Build Habit-Forming Products “Clients frequently ask our UX researchers and designers for deeper truths about why certain designs work and others fail. Bottlenecks offers practical explanations and evidence based on the idea that human cognition did not begin with the digital age.” - John Dirks, UX Director and Partner, Blink UX “Bottlenecks brings together two very important aspects of user experience design: understanding users and translating this into business impact. A must-read for anyone who wants to learn both.” - Josh Lamar, Sr. UX Lead, Microsoft Outlook


Laws of UX

Laws of UX

Author: Jon Yablonski

Publisher: O'Reilly Media

Published: 2020-04-21

Total Pages: 153

ISBN-13: 149205528X

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An understanding of psychology—specifically the psychology behind how users behave and interact with digital interfaces—is perhaps the single most valuable nondesign skill a designer can have. The most elegant design can fail if it forces users to conform to the design rather than working within the "blueprint" of how humans perceive and process the world around them. This practical guide explains how you can apply key principles in psychology to build products and experiences that are more intuitive and human-centered. Author Jon Yablonski deconstructs familiar apps and experiences to provide clear examples of how UX designers can build experiences that adapt to how users perceive and process digital interfaces. You’ll learn: How aesthetically pleasing design creates positive responses The principles from psychology most useful for designers How these psychology principles relate to UX heuristics Predictive models including Fitts’s law, Jakob’s law, and Hick’s law Ethical implications of using psychology in design A framework for applying these principles


User Experience Is Brand Experience

User Experience Is Brand Experience

Author: Felix van de Sand

Publisher: Springer Nature

Published: 2019-11-12

Total Pages: 187

ISBN-13: 303029868X

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This book offers a new method for aligning brand management and user experience goals. Brand management deals with conveying individual brand values at all marketing contact points, the goal being to reach the target group and boost customer retention. In this regard, it is important to consider the uniqueness of each brand and its identity so as to design pleasurable and high-quality user experiences. Combining insights from science and practice, the authors present a strategy for using interaction patterns, visual appearance, and animations to validate the actual brand values that are experienced by users while interacting with a digital product. Further, they introduce a 'UX identity scale' by assigning brand values to UX related psychological needs. The method applied is subsequently backed by theoretical concepts and illustrated with practical examples and case studies on real-world mobile applications.


Psychology for Designers

Psychology for Designers

Author: Joe Leech

Publisher: mrjoe press

Published:

Total Pages: 58

ISBN-13: 0995465460

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How to apply psychology to web design and the design process. - Where to find design psychology - The different types of psychology and how to apply them to digital design - How to solve design problems with psychology - How to talk about design and advocate design choices using psychology In this book, I will show you how psychological theory can be applied to design. It won’t demand you read every single research study. In fact, it contains very little in the way of theory. What it will show you are the benefits of taking a psychological approach, as well as how to find and apply relevant ideas, and advocate your design decisions based on sound psychological reasoning, making your designs – and the way you talk about them – better.


The Gamer's Brain

The Gamer's Brain

Author: Celia Hodent

Publisher: CRC Press

Published: 2017-08-10

Total Pages: 383

ISBN-13: 1351650769

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Making a successful video game is hard. Even games that are successful at launch may fail to engage and retain players in the long term due to issues with the user experience (UX) that they are delivering. The game user experience accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the experience they want to deliver, shipping higher quality games (whether it is an indie game, AAA game, or "serious game"), and meeting their business goals while staying true to their design and artistic intent. In a nutshell, UX is about understanding the gamer’s brain: understanding human capabilities and limitations to anticipate how a game will be perceived, the emotions it will elicit, how players will interact with it, and how engaging the experience will be. This book is designed to equip readers of all levels, from student to professional, with neuroscience knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games, empowering them to develop their own unique game recipe more efficiently, while providing a better experience for their audience. Key Features Provides an overview of how the brain learns and processes information by distilling research findings from cognitive science and psychology research in a very accessible way. Topics covered include: "neuromyths", perception, memory, attention, motivation, emotion, and learning. Includes numerous examples from released games of how scientific knowledge translates into game design, and how to use a UX framework in game development. Describes how UX can guide developers to improve the usability and the level of engagement a game provides to its target audience by using cognitive psychology knowledge, implementing human-computer interaction principles, and applying the scientific method (user research). Provides a practical definition of UX specifically applied to games, with a unique framework. Defines the most relevant pillars for good usability (ease of use) and good "engage-ability" (the ability of the game to be fun and engaging), translated into a practical checklist. Covers design thinking, game user research, game analytics, and UX strategy at both a project and studio level. Offers unique insights from a UX expert and PhD in psychology who has been working in the entertainment industry for over 10 years. This book is a practical tool that any professional game developer or student can use right away and includes the most complete overview of UX in games existing today.


A Psychology of User Experience

A Psychology of User Experience

Author: Phil Turner

Publisher: Springer Nature

Published: 2023-07-19

Total Pages: 156

ISBN-13: 3031324544

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As mainstream psychology was never intended for the HCI practitioner, this second edition of A Psychology of User Experience takes the opportunity to create a new chapter specifically written for practitioners, that is, UX-oriented psychology rather than the all-too familiar everyday variety. For example, we discuss our two modes of cognition (fast / slow or controlled / automatic); we underline the importance of familiarity; and how and why we check our phones every few seconds day or night. We also establish the ‘context for user experience’ noting that just about everyone uses a cell phone and very many own a smartphone too and have done so for years (so, how did they learn to use them?). User experience reflects the current vogue for “designing for experience” within HCI which we recognise as something we feel rather than have reasoned about. In the real world, our feelings tell us how we are doing but with UX, they tell us how we feel about using digital technology. Topics are introduced to UX which maybe unfamiliar such as virtual experiences and virtual emotions and the affect associated with the uncontrolled use of digital technology. A Psychology of User Experience stands as a companion text to the author’s HCI Redux text which discusses the contemporary treatment of cognition in human-computer interaction.


Build Better Products

Build Better Products

Author: Laura Klein

Publisher: Rosenfeld Media

Published: 2016-11-01

Total Pages: 369

ISBN-13: 1933820454

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It’s easier than ever to build a new product. But developing a great product that people actually want to buy and use is another story. Build Better Products is a hands-on, step-by-step guide that helps teams incorporate strategy, empathy, design, and analytics into their development process. You’ll learn to develop products and features that improve your business’s bottom line while dramatically improving customer experience.


100 Things Every Designer Needs to Know About People

100 Things Every Designer Needs to Know About People

Author: Susan Weinschenk

Publisher: Pearson Education

Published: 2011-04-14

Total Pages: 438

ISBN-13: 0132658607

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We 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: What grabs and holds attention on a page or screen? What makes memories stick? What is more important, peripheral or central vision? How can you predict the types of errors that people will make? What is the limit to someone’s social circle? How do you motivate people to continue on to (the next step? What line length for text is best? Are some fonts better than others? These are just a few of the questions that the book answers in its deep-dive exploration of what makes people tick.


Quantifying the User Experience

Quantifying the User Experience

Author: Jeff Sauro

Publisher: Morgan Kaufmann

Published: 2016-07-12

Total Pages: 374

ISBN-13: 0128025484

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Quantifying the User Experience: Practical Statistics for User Research, Second Edition, provides practitioners and researchers with the information they need to confidently quantify, qualify, and justify their data. The book presents a practical guide on how to use statistics to solve common quantitative problems that arise in user research. It addresses questions users face every day, including, Is the current product more usable than our competition? Can we be sure at least 70% of users can complete the task on their first attempt? How long will it take users to purchase products on the website? This book provides a foundation for statistical theories and the best practices needed to apply them. The authors draw on decades of statistical literature from human factors, industrial engineering, and psychology, as well as their own published research, providing both concrete solutions (Excel formulas and links to their own web-calculators), along with an engaging discussion on the statistical reasons why tests work and how to effectively communicate results. Throughout this new edition, users will find updates on standardized usability questionnaires, a new chapter on general linear modeling (correlation, regression, and analysis of variance), with updated examples and case studies throughout. - Completely updated to provide practical guidance on solving usability testing problems with statistics for any project, including those using Six Sigma practices - Includes new and revised information on standardized usability questionnaires - Includes a completely new chapter introducing correlation, regression, and analysis of variance - Shows practitioners which test to use, why they work, and best practices for application, along with easy-to-use Excel formulas and web-calculators for analyzing data - Recommends ways for researchers and practitioners to communicate results to stakeholders in plain English