Archive for the 'drivethru' Category

Cognitive load is lessened with rounded shapes

June 20, 2017

According to research, it’s harder for the brain to process sharp edges — the cognitive load is lessened with rounded shapes.

Molly Mc Hugh

Research:

https://www.fastcodesign.com/3020075/why-our-brains-love-curvy-architecture

https://www.webdesignerdepot.com/2012/11/stop-being-so-square/

http://www.cns.nyu.edu/~david/courses/perception/lecturenotes/depth/depth-size.html

Interface as text

June 6, 2017

“How would I explain to a friend, in a conversation or in an email, this thing/topic/product/story I am trying to communicate?”

Fabricio Teixeira: Storyframes before wireframes: starting designs in the text editor

 

Nash equilibrium

June 1, 2017

In a Nash equilibrium, every person in a group makes the best decision for himself, based on what he thinks the others will do. And this inevitably ends up being a bad decision for the collective.

A. Madhavan: Why we need a dating app that understands Nash’s equilibrium

Service design blueprint

April 9, 2017
A blueprint is an operational tool that visualizes the components of a
service in enough detail to analyze, implement, and maintain it.
Blueprints show the orchestration of people, touchpoints, processes,
and technology both frontstage (what customers see) and backstage
(what is behind the scenes). They can be used to describe the existing
state of a service experience as well as to support defining and implementing new or improved services. While service blueprints resemble approaches to process documentation, they keep the focus on the customer experience while showing how operations deliver that experience.
Nick Remis / Adaptive Path

Design the beginning

October 31, 2016

The “beginning” is how you introduce something new to a person, and how you will get them to understand its value such that they incorporate it into their lives. When you set about designing the beginning, you are forced to consider the following hard questions:

  1. Where and how will people first hear about your product or feature?
  2. What should people understand about your product at a glance, and is that compelling enough to convince them to go through the trouble of trying it out?
  3. What should people’s first-time experience through your product be, and how do you plan to demonstrate to them its value within the first minute?
  4. How will you build out the social graph, content inventory, marketplace, etc. if the success of your product is dependent on those things?
  5. What would compel somebody to come back and use your product a second or third time?

Julie Zhuo: Design the Beginning

Service vs Experience

October 26, 2016

The difference between a service and an experience is that while both are intangible, that is, you cannot touch that, service is only that – whereas an experience is also designed to be memorable.

From James Wallman – Stuffocation, Living with Less (p.248)

Entrainment

September 29, 2016

[Form and aesthetics, sustainability, spatial energy, and intention] unite to create intelligent spaces that affect visitors on an emotional level, eventually triggering transformation. This is a result of an energetic transmission process that is commonly referred to in science as entrainment, whereby two oscillating systems assume the same frequency or rhythm when they interact. Picture a table full of metronomes. If at the start the metronomes are all ticking at different beats, they will soon synchronise and take the same rhythm. This is what happens in energetically with visitors in sacred spaces.

Marc Peridis

41 shades of blue

September 21, 2016

The great Douglas Bowman leaves Google:

Yes, it’s true that a team at Google couldn’t decide between two blues, so they’re testing 41 shades between each blue to see which one performs better. I had a recent debate over whether a border should be 3, 4 or 5 pixels wide, and was asked to prove my case. I can’t operate in an environment like that. I’ve grown tired of debating such miniscule design decisions. There are more exciting design problems in this world to tackle.

DouglasBowman from Zeldman.com

Data-informed design

September 21, 2016

Our philosophy and approach for every design sprint is to be data-informed, not data-driven. We try to surface every piece of information that will help paint a clear picture of the problem we’re trying to solve. We leverage all of the data we can to understand the core problem, but we don’t blindly build whatever the data may suggest.

Data is an extremely valuable tool and it’s critical to the design process. Designing without data is like flying blind, but purely data-driven design is dangerous and can lead to unintentional and uninspired design. Testing 41 different shades of blue may increase your conversion rate slightly, but if your design is flawed to begin with it will never be able to reach it’s full potential. Relentless A/B testing can only take you so far. Maybe your Google Analytics numbers aren’t quite giving you the whole picture.

Ryan Langlois Data-informed design

 

What Causes Behavior Change?

September 19, 2016

The Fogg Behavior Model shows that three elements must converge at the same moment for a behavior to occur: Motivation, Ability, and Trigger. When a behavior does not occur, at least one of those three elements is missing.

Behaviour change elements: motiviation, ability, trigger

Core Motivators: pleasure/pain; hope/fear; social acceptance/rejection

Simplicity factors: time; money; physical effort; brain cycles; social deviance; non-routine

Triggers: facilitator; spark; signal

BJ Fogg’s Behavioral Model