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Good Design is Honest: Cognitive Science to UX Design Principles

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This is a simple introduction to the cognitive science of perception leading into an exploration of user experience design principles as well as fundamentals of visual design. Will Evans is the Managing Director of TLCLabs, the enterprise innovation lab, as well as Director of Brand Marketing at The Library Corporation. Will is also the Design Thinker-in-Residence at NYU Stern’s Berkley Center for Innovation where he lectures and consults on Lean Systems, Lean UX, and Design thinking. Before joining TLC, Will led experience design and research for TheLadders in New York City. He has over 15 years of industry experience in systems, organizational, interaction, and product design. His roles include directing UX for social network analytics & terrorism modeling at AIR Worldwide, UX Architect for social media site Gather.com, and UX Architect for travel search engine Kayak.com. He worked at Lotus/IBM where he was the senior information architect, and for Curl – a DARPA-funded MIT project when he was at the MIT Laboratory for Computer Science. He Co-Founded and Co-Chaired the LeanUX NYC conference. Will’s research and design has been featured in numerous publications including Business Week, The Economist, Fast Company, Time Magazine, MSNBC, and the Wall Street Journal. He studied philosophy and mathematics in college and cognitive science and human computer interaction in graduate school. He lives in New York, NY, drinks far too much coffee, wears only black, and is excited about ethnography, semiotics, and phenomenology. Will tweets at @semanticwill

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Page 1: Good Design is Honest: Cognitive Science to UX Design Principles
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WILL EVANS

@SEMANTICWILL

[email protected]

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LEAST EFFORT

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HUMAN FINATUDE

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PEOPLE MAKE MISTAKES

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MEMORY IS COMPLICATED

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PEOPLE ARE SOCIAL

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ATTENTION

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PEOPLE CRAVE DOPAMINE

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UNCONSCIOUS PROCESSING

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MENTAL MODELS

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VISUAL SYSTEMS

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PRINCIPLES

GUIDING PRINCIPLES

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YOU ARE NOT THE USER

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EMPATHY FIRST

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Customer Hypothesis

UNDERSTAND THE REAL PROBLEM

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MAKE THINGS SIMPLE

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DO NO HARM

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PRINCIPLES OF USER EXPERIENCE DESIGN

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ARTICULATE CONTEXT

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USE CONSTRAINTS APPROPRIATELY

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FIRST IMPRESSIONS

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BE CREDIBLE

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SIMPLICITY

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VISUAL HIERARCHY

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INFORMATION SCENT

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AVOID JARGON

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WAYFINDING

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LEAST EFFORT

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ROBUST MULLIGAN!

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CLOSE THE LOOP

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RESONATE

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USE EMOTION

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PRINCIPLES OF VISUAL DESIGN

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CONTRAST

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EMPHASIS

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PROXIMITY

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REPETITION

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WHITE SPACE

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WHITE SPACE

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HARMONY

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UNITY

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EXERCISE An introduction to Heuristic Evaluations!

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“There is a cognitive limit to the amount of complexity that can be handled internally; sketching provides a temporary, external store for tentative ideas, and supports the ‘dialogue’ that the designer has between problem and solution.”

Nigel Cross

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TECHNICALLY THIS IS CALLED A CHARRETTE*.

CREATE PITCH

CRITIQUE

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BARE MINIMUM

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SOLVE A PROBLEM

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Generate lots of design concepts (options*) Present concept as stories

Check stories for coherence Integrate (steal) & Iterate

Critique using Ritual Dissent Converge around testable solution hypotheses

*See Chris Matts Real Options Theory

DESIGN STUDIO

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Thank you!

WILL EVANS @semanticwill