SlideShare a Scribd company logo
Psychology for User Experience
2UX Thinking | DaveHogue.com
Why do some
experiences succeed?
Psychology for User Experience
Psychology for User Experience
Psychology for User Experience
Psychology for User Experience
We feel like they know us
personally.
You are not designing for yourself…
...but we’re all human.
Users
DesignersDevelopers
Researchers Managers
Our brains all work the
same way…
…and we share the same
capabilities and limitations.
We are subject to the
same rules.
Understanding how we all think
can help us generate
better ideas…
…and help us craft and deliver
better
experiences.
Relevant Fields of Psychology
Behavioral
Ecological / Environmental
Cognitive
Social
Consumer
Industrial / Organizational
Human Factors / HCI
Experimental
Psychometrics
Quantitative / Mathematical
Educational
Developmental
Personality
Physiological / Neurological
A System
for thinking about UX design, research, and strategy with a
psychological perspective.
Psychology for User Experience
Psychology for User Experience
Psychology for User Experience
Who are the people?
Demographics, experiences, skills, attitudes, beliefs, knowledge
Where are they?
Place, environment, situation, conditions, circumstances
What are the devices, objects, and tools they are using?
Phones, tablets, computers, kiosks, cameras, pen & paper, chisel & stone…
Context
Psychology for User Experience
Psychology for User Experience
Psychology for User Experience
What are the objectives?
What is the desired outcome, and is it:
Productive, focused, goal-directed, playful, exploratory, meandering
What is the value of the goals and objectives?
Important, essential, necessary, optional, nice-to-have, elective
How urgent are the goals and objectives?
Time-sensitive, critical, compelling, casual, open-ended
Goals
Failure
Psychology for User Experience
How do people sense and perceive the world?
Vision, audition, and touch
Color deficient vision
Gestalt Principles
Image recognition
Motion
Pre-conscious processing and attention
Perception
Psychology for User Experience
Psychology for User Experience
Definition:
The force that initiates, directs, and sustains behavior.
Why we do what we do.
Theories:
Achievement, Affiliation, and Power
Existence, Relatedness, and Growth (ERG)
Biological Drives
Internal vs. External
Not Maslow’s Hierarchy of Needs…
Motivation
Psychology for User Experience
Psychology for User Experience
Why do people spend so much time on social
networks, and what do they get from it?
Affiliation with others (we are social creatures and seek contact)
Personal achievement (competition with self and others)
Social influence and credibility (“social currency”)
Motivation
Psychology for User Experience
Definition:
The mental action or process of acquiring knowledge and understanding
through thinking, experience, and the senses.
Types:
Learning Decision-making
Memory Recognition
Language Spatial operations
Problem-solving Concept formation
Reasoning and logic Metacognition
Attention And many, many biases…
Cognition
Should we “Reduce deaths”…
…or “Maximize quality of life?”
Framing Bias
What did the first cars look like?
Horse-drawn carriages.
Anchoring Bias
We are susceptible to the same biases.
Psychology for User Experience
Definition:
A complex, subjective experience resulting in physiological and
psychological changes that influence thought and behavior.
Theories:
Ekman (Happiness, Surprise, Sadness, Anger, Fear, Disgust)
James-Lange (physiological reaction precedes emotion)
Cannon-Bard (physiological reaction and emotion are concurrent)
Schachter-Singer (physiological reaction precedes cognition)
Lazarus (cognition precedes physiological reaction and emotion)
Emotion
Positive Emotions
Fredrickson (2009) discovered that
we need three positive emotions to
lift us up and overcome just one
negative emotion.
Have you ever said,
“Meh. It could be better, but it works”?
Is the rest of the interface
three times better
to make up for it?
Psychology for User Experience
Definition:
The actions by which an organism reacts and adjusts to
their environment and other organisms; a response to various stimuli.
Theories:
Classical Conditioning (association)
Operant Conditioning (reinforcement and punishment)
Social Learning Theory (live, verbal, and symbolic)
Relational Frame Theory (language and cognition)
Drive Reduction (biology and homeostasis)
Behavior
Rewards
Participation in social services is
often encouraged with rewards
such as badges and points that
have personal and social value
and which are delivered through
complex reinforcement
schedules.
Failure
There is a dark side.
Psychology for User Experience
Psychology for User Experience
Psychology for User Experience
Psychology for User Experience
Psychology for User Experience
More than visibility – we must craft
accessible experiences where we can
perceive the opportunities to interact in
any modality.
People are less likely interact if they do not
perceive the opportunity to interact, even if
they need or want to interact.
Perceivability
Psychology for User Experience
Psychology for User Experience
Psychology for User Experience
Psychology for User Experience
Predictability
The ability to accurately and confidently
predict the outcomes or results of an
interaction and that it will move us toward
our goal(s).
People are less likely to interact if they are
not confident in their predicted outcomes
or if they believe the results are not what
they want or need.
Not what she predicted…
Psychology for User Experience
Feedback
Meaningful information about the status
and outcomes of an interaction and the
process(es) it started, modified, or
terminated.
People are less likely to continue
interacting if they do not receive
meaningful information about status,
progress, outcomes, or results.
After editing the gift
message three times, it was
still too long…
How long is it now?
How much too long is it?
What is the maximum
number of characters?
HELP! What should I do?
Psychology for User Experience
Learnability
We can learn and remember interactions
when we accurately predict desirable
outcomes, avoid errors, and when the
feedback is understandable and applicable.
People are less likely to learn an interaction
if the outcomes are not expected or if
feedback is absent or meaningless.
Psychology for User Experience
Learning
We learn to associate experiences that
occur together in time and place.
We learn to repeat interactions that reward
us and avoid interactions that punish us.
We can learn by watching and observing
as easily as by doing.
Psychology for User Experience
Learning
We generalize across similar situations and
transfer knowledge and skills from one
context, device, or domain to another when
they are identifiably analogous.
Psychology for User Experience
Psychology for User Experience
Consistency
Consistent appearance, behavior,
reaction, meaning, and outcome makes
it easier for us to:
• Perceive the opportunity to interact,
• Predict the outcomes more accurately,
• Better understand the feedback,
• Transfer learned interactions, and
• Learn new interactions through generalization
and discrimination.
Failure
Psychology for User Experience
Quick Review
Whew! We’re almost finished.
Psychology for User Experience
Psychology for User Experience
Thanks!
I’m happy to answer your questions.
Psychology for User Experience

More Related Content

PDF
Customer Journey Map in B2B projects
PDF
Product Design and UX / UI Design Process in Digital Product Development
PDF
Ux design process
PDF
UX Experience Design: Processes and Strategy
PDF
Introduction to UX Design
PDF
UX design, service design and design thinking
PDF
UX Bootcamp
PDF
UI and UX Design for Startups - Matin Maleki
Customer Journey Map in B2B projects
Product Design and UX / UI Design Process in Digital Product Development
Ux design process
UX Experience Design: Processes and Strategy
Introduction to UX Design
UX design, service design and design thinking
UX Bootcamp
UI and UX Design for Startups - Matin Maleki

What's hot (20)

PPTX
MIT Class on Product Management 10-22-2013
PPTX
The Importance of UX
PDF
Kickstarting Design Thinking
PDF
UX RULES: 10 ESSENTIAL PRINCIPLES
PDF
"Design Thinking for Business Growth!"
PPT
User Research 101
PDF
UX & UI Design - Differentiate through design
 
PPTX
i/o extended: Intro to <UX> Design
PDF
UX/UI Introduction
PDF
UX Lesson 1: User Centered Design
PPTX
Developing a product roadmap
PDF
UI & UX Design for Startups
PDF
Intro to UX: Enterprise UX
PDF
UX lesson 3: Usability First
PDF
Design Thinking
PPT
Ux team organization
PDF
UX Lesson 4: Task & Feature Analysis
PDF
UX/UI Design 101
PDF
What is UX?
PDF
Introduction to User Experience Design
MIT Class on Product Management 10-22-2013
The Importance of UX
Kickstarting Design Thinking
UX RULES: 10 ESSENTIAL PRINCIPLES
"Design Thinking for Business Growth!"
User Research 101
UX & UI Design - Differentiate through design
 
i/o extended: Intro to <UX> Design
UX/UI Introduction
UX Lesson 1: User Centered Design
Developing a product roadmap
UI & UX Design for Startups
Intro to UX: Enterprise UX
UX lesson 3: Usability First
Design Thinking
Ux team organization
UX Lesson 4: Task & Feature Analysis
UX/UI Design 101
What is UX?
Introduction to User Experience Design
Ad

Viewers also liked (20)

PDF
Cognitive Psychology in UX
PDF
Designing for Brains: the Psychology of User Experience
PDF
Psychology for UX and Human Experience
PDF
Cognitive elements of an effective UI/UX design
PDF
Small Cognitive Psychology for Big Interaction Design
PDF
Experience psychology webinar
PDF
Ux. theory of relativity
PDF
Psychology, UX and the perfect design
PPT
UX- Psychology & Human Behaviour.pptx
PPTX
QI Evolutionary Psychology and UX
PPT
UI & UX : Using Human Psychology in Game Design
PDF
Emergent UX: Seducing the Six Minds - IXDA-NYC
PDF
Module 02: The Psychology of UX
PDF
UX Psychology 2nd Track.
PDF
UX Psychology 1st Track.
PPTX
Examples for leverage points
PDF
Designing For Your Mom with Andi Galpern
PPTX
Usable psychology for UX/UI Designers
PDF
Psychology in UX
PDF
Task modeling: Understanding what people want and how to design for them.
Cognitive Psychology in UX
Designing for Brains: the Psychology of User Experience
Psychology for UX and Human Experience
Cognitive elements of an effective UI/UX design
Small Cognitive Psychology for Big Interaction Design
Experience psychology webinar
Ux. theory of relativity
Psychology, UX and the perfect design
UX- Psychology & Human Behaviour.pptx
QI Evolutionary Psychology and UX
UI & UX : Using Human Psychology in Game Design
Emergent UX: Seducing the Six Minds - IXDA-NYC
Module 02: The Psychology of UX
UX Psychology 2nd Track.
UX Psychology 1st Track.
Examples for leverage points
Designing For Your Mom with Andi Galpern
Usable psychology for UX/UI Designers
Psychology in UX
Task modeling: Understanding what people want and how to design for them.
Ad

Similar to Psychology for User Experience (20)

PDF
Psychology for UX
PPT
Chapter 3 perception communication (pp)
PPT
Chapter 3 perception communication (pp)
PPT
Chapter 3 perception communication (pp)
PPTX
A New Model: Advancing Organizational Security Through Peacebuilding-1st draft
PPTX
A New Model: Advancing Organizational Security Through Peacebuilding
PPTX
LEADING WITH THE SOCIAL BRAIN IN MIND
PDF
Persuasive Essay Websit
PPT
PPT
Eq at Workplace
PDF
Hope over fear - the human side of the project economy
PPTX
Training "Let's talk E-Motion". Emotional Intelligence in Consulting.
PPT
What Are Learning Styles
PDF
Communication & Challenging Conversations PCMA 2014 Montreal
PPT
Eq presentation
PPT
Eq presentation
PPT
Eq presentation
PPT
The 3 Nesses
DOCX
PPT
Introduction to nlp teachers
Psychology for UX
Chapter 3 perception communication (pp)
Chapter 3 perception communication (pp)
Chapter 3 perception communication (pp)
A New Model: Advancing Organizational Security Through Peacebuilding-1st draft
A New Model: Advancing Organizational Security Through Peacebuilding
LEADING WITH THE SOCIAL BRAIN IN MIND
Persuasive Essay Websit
Eq at Workplace
Hope over fear - the human side of the project economy
Training "Let's talk E-Motion". Emotional Intelligence in Consulting.
What Are Learning Styles
Communication & Challenging Conversations PCMA 2014 Montreal
Eq presentation
Eq presentation
Eq presentation
The 3 Nesses
Introduction to nlp teachers

More from Dave Hogue (8)

PDF
Design Sprints for Innovation
PDF
We Don't Watch the Internet, We Live in It
PDF
UX-Driven Innovation
PDF
Meaningful Design
PDF
You Want Me to Measure What?
PDF
UX Strategy for Any Device
PPTX
Brainstorming & Collaboration on Multi-Disciplinary Teams
PDF
The Complexity Curve: How to Design for Simplicity (SXSW, March 2012)
Design Sprints for Innovation
We Don't Watch the Internet, We Live in It
UX-Driven Innovation
Meaningful Design
You Want Me to Measure What?
UX Strategy for Any Device
Brainstorming & Collaboration on Multi-Disciplinary Teams
The Complexity Curve: How to Design for Simplicity (SXSW, March 2012)

Recently uploaded (20)

PPTX
areprosthodontics and orthodonticsa text.pptx
PDF
Key Trends in Website Development 2025 | B3AITS - Bow & 3 Arrows IT Solutions
PPTX
building Planning Overview for step wise design.pptx
DOCX
The story of the first moon landing.docx
PPTX
Wisp Textiles: Where Comfort Meets Everyday Style
PPT
pump pump is a mechanism that is used to transfer a liquid from one place to ...
PDF
Quality Control Management for RMG, Level- 4, Certificate
PDF
Interior Structure and Construction A1 NGYANQI
PDF
The Advantages of Working With a Design-Build Studio
PDF
BRANDBOOK-Presidential Award Scheme-Kenya-2023
PDF
High-frequency high-voltage transformer outline drawing
PDF
GREEN BUILDING MATERIALS FOR SUISTAINABLE ARCHITECTURE AND BUILDING STUDY
PDF
Phone away, tabs closed: No multitasking
PPT
Package Design Design Kit 20100009 PWM IC by Bee Technologies
PPTX
artificialintelligencedata driven analytics23.pptx
PDF
UNIT 1 Introduction fnfbbfhfhfbdhdbdto Java.pptx.pdf
PDF
Urban Design Final Project-Context
PPTX
Implications Existing phase plan and its feasibility.pptx
PDF
Benefits_of_Cast_Aluminium_Doors_Presentation.pdf
PPT
Machine printing techniques and plangi dyeing
areprosthodontics and orthodonticsa text.pptx
Key Trends in Website Development 2025 | B3AITS - Bow & 3 Arrows IT Solutions
building Planning Overview for step wise design.pptx
The story of the first moon landing.docx
Wisp Textiles: Where Comfort Meets Everyday Style
pump pump is a mechanism that is used to transfer a liquid from one place to ...
Quality Control Management for RMG, Level- 4, Certificate
Interior Structure and Construction A1 NGYANQI
The Advantages of Working With a Design-Build Studio
BRANDBOOK-Presidential Award Scheme-Kenya-2023
High-frequency high-voltage transformer outline drawing
GREEN BUILDING MATERIALS FOR SUISTAINABLE ARCHITECTURE AND BUILDING STUDY
Phone away, tabs closed: No multitasking
Package Design Design Kit 20100009 PWM IC by Bee Technologies
artificialintelligencedata driven analytics23.pptx
UNIT 1 Introduction fnfbbfhfhfbdhdbdto Java.pptx.pdf
Urban Design Final Project-Context
Implications Existing phase plan and its feasibility.pptx
Benefits_of_Cast_Aluminium_Doors_Presentation.pdf
Machine printing techniques and plangi dyeing

Psychology for User Experience

  • 2. 2UX Thinking | DaveHogue.com
  • 8. We feel like they know us personally.
  • 9. You are not designing for yourself…
  • 12. Our brains all work the same way…
  • 13. …and we share the same capabilities and limitations. We are subject to the same rules.
  • 14. Understanding how we all think can help us generate better ideas…
  • 15. …and help us craft and deliver better experiences.
  • 16. Relevant Fields of Psychology Behavioral Ecological / Environmental Cognitive Social Consumer Industrial / Organizational Human Factors / HCI Experimental Psychometrics Quantitative / Mathematical Educational Developmental Personality Physiological / Neurological
  • 17. A System for thinking about UX design, research, and strategy with a psychological perspective.
  • 21. Who are the people? Demographics, experiences, skills, attitudes, beliefs, knowledge Where are they? Place, environment, situation, conditions, circumstances What are the devices, objects, and tools they are using? Phones, tablets, computers, kiosks, cameras, pen & paper, chisel & stone… Context
  • 25. What are the objectives? What is the desired outcome, and is it: Productive, focused, goal-directed, playful, exploratory, meandering What is the value of the goals and objectives? Important, essential, necessary, optional, nice-to-have, elective How urgent are the goals and objectives? Time-sensitive, critical, compelling, casual, open-ended Goals
  • 28. How do people sense and perceive the world? Vision, audition, and touch Color deficient vision Gestalt Principles Image recognition Motion Pre-conscious processing and attention Perception
  • 31. Definition: The force that initiates, directs, and sustains behavior. Why we do what we do. Theories: Achievement, Affiliation, and Power Existence, Relatedness, and Growth (ERG) Biological Drives Internal vs. External Not Maslow’s Hierarchy of Needs… Motivation
  • 34. Why do people spend so much time on social networks, and what do they get from it? Affiliation with others (we are social creatures and seek contact) Personal achievement (competition with self and others) Social influence and credibility (“social currency”) Motivation
  • 36. Definition: The mental action or process of acquiring knowledge and understanding through thinking, experience, and the senses. Types: Learning Decision-making Memory Recognition Language Spatial operations Problem-solving Concept formation Reasoning and logic Metacognition Attention And many, many biases… Cognition
  • 37. Should we “Reduce deaths”… …or “Maximize quality of life?”
  • 39. What did the first cars look like? Horse-drawn carriages.
  • 41. We are susceptible to the same biases.
  • 43. Definition: A complex, subjective experience resulting in physiological and psychological changes that influence thought and behavior. Theories: Ekman (Happiness, Surprise, Sadness, Anger, Fear, Disgust) James-Lange (physiological reaction precedes emotion) Cannon-Bard (physiological reaction and emotion are concurrent) Schachter-Singer (physiological reaction precedes cognition) Lazarus (cognition precedes physiological reaction and emotion) Emotion
  • 44. Positive Emotions Fredrickson (2009) discovered that we need three positive emotions to lift us up and overcome just one negative emotion. Have you ever said, “Meh. It could be better, but it works”? Is the rest of the interface three times better to make up for it?
  • 46. Definition: The actions by which an organism reacts and adjusts to their environment and other organisms; a response to various stimuli. Theories: Classical Conditioning (association) Operant Conditioning (reinforcement and punishment) Social Learning Theory (live, verbal, and symbolic) Relational Frame Theory (language and cognition) Drive Reduction (biology and homeostasis) Behavior
  • 47. Rewards Participation in social services is often encouraged with rewards such as badges and points that have personal and social value and which are delivered through complex reinforcement schedules.
  • 49. There is a dark side.
  • 55. More than visibility – we must craft accessible experiences where we can perceive the opportunities to interact in any modality. People are less likely interact if they do not perceive the opportunity to interact, even if they need or want to interact. Perceivability
  • 60. Predictability The ability to accurately and confidently predict the outcomes or results of an interaction and that it will move us toward our goal(s). People are less likely to interact if they are not confident in their predicted outcomes or if they believe the results are not what they want or need.
  • 61. Not what she predicted…
  • 63. Feedback Meaningful information about the status and outcomes of an interaction and the process(es) it started, modified, or terminated. People are less likely to continue interacting if they do not receive meaningful information about status, progress, outcomes, or results.
  • 64. After editing the gift message three times, it was still too long… How long is it now? How much too long is it? What is the maximum number of characters? HELP! What should I do?
  • 66. Learnability We can learn and remember interactions when we accurately predict desirable outcomes, avoid errors, and when the feedback is understandable and applicable. People are less likely to learn an interaction if the outcomes are not expected or if feedback is absent or meaningless.
  • 68. Learning We learn to associate experiences that occur together in time and place. We learn to repeat interactions that reward us and avoid interactions that punish us. We can learn by watching and observing as easily as by doing.
  • 70. Learning We generalize across similar situations and transfer knowledge and skills from one context, device, or domain to another when they are identifiably analogous.
  • 73. Consistency Consistent appearance, behavior, reaction, meaning, and outcome makes it easier for us to: • Perceive the opportunity to interact, • Predict the outcomes more accurately, • Better understand the feedback, • Transfer learned interactions, and • Learn new interactions through generalization and discrimination.
  • 76. Quick Review Whew! We’re almost finished.
  • 79. Thanks! I’m happy to answer your questions.