Mindful design a survival guide for responsible product designers

Learn to create seamless designs backed by a responsible understanding of the human mind. This new edition is fully updated and reworked to employ a realistic, challenging, and practical approach to interface design, presenting state of the art scientific studies in behavioral sciences, interface de...

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Bibliographic Details
Main Author: Riley, Scott
Format: eBook
Language:English
Published: Berkeley, CA Apress L. P. 2024
Edition:2nd ed
Series:Design Thinking
Subjects:
Online Access:
Collection: O'Reilly - Collection details see MPG.ReNa
Table of Contents:
  • Designing for Intuition and Predictability
  • Meeting Expectations
  • Mental Models
  • Common Mental Models
  • The Storage and Retrieval of Files or Data
  • Sending and Receiving Communication
  • The Creation and Manipulation of Media
  • Designing Learnability
  • Forgive Mistakes
  • Provide Positive Feedback
  • Clearly Communicate State
  • Maximize Cognitive Economy
  • Allow for Exploration and Experimentation
  • Levels of Processing
  • Do Make Me Think
  • Where and When We Teach
  • Onboarding
  • In-App Guidance
  • Establishing Learnability
  • Understand the Models
  • Find the Gaps
  • Understand the Type of Gap
  • Decide on the Where and When
  • Design the Explainers
  • Summary
  • Chapter 4: Expectation and Surprise
  • What Is Surprise?
  • Surprise As Novelty
  • Prediction and Cognitive Economy
  • Surprise as Prediction Error
  • Schemas
  • Surprise as Schematic Violation
  • Understanding Expectation Through Abstraction Models
  • Domain Models
  • What Are the System Objects?
  • How Do Objects Relate to One Another?
  • How Can the System Fail?
  • Who Is Going to Be Impacted by This System?
  • Mental Models
  • Communicate System State
  • Be Graceful in Error Handling
  • Design Is Attention Manifest
  • Chapter 2: Vision and Perception
  • The Iconic Abstraction Scale
  • Iconic Abstraction in Design
  • The Gestalt Principles of Visual Perception
  • Proximity
  • Similarity
  • Continuity
  • Common Fate
  • Closure
  • Common Region
  • Putting It All Together
  • Contrast
  • The von Restorff Effect
  • Limitations of Contrast
  • Convention, Signifier, and Metaphor
  • Convention
  • Signifiers
  • Metaphor
  • Video Games As Designed Environments
  • Perceptive Design
  • Chapter 3: Learning and Memory
  • Goals
  • How We Learn
  • Encoding
  • Storage
  • Retrieval
  • Use Progressive Disclosure
  • Double-Edged Surprise
  • Convention and Unexpected Interactions
  • Summary
  • Chapter 5: Reward and Motivation
  • The Origin of Wanting
  • Reward-Seeking Behavior
  • The Pocket Slot Machine
  • Habit-Forming Bullshit
  • Humanistic Motivation
  • The Self-Determination Theory
  • Self-Determination by Design
  • Competence and Mastery
  • Gaming's Intrinsic Motivators
  • Rewards as Feedback
  • Not Everything Needs a Badge
  • Relatedness and Belonging
  • Autonomy and Self-Identity
  • Putting It All Together
  • Summary
  • Part II: The Project
  • Chapter 6: The Setup
  • Intro
  • Table of Contents
  • About the Author
  • About the Technical Reviewer
  • Acknowledgments
  • Introduction
  • Part I: The Theory
  • Chapter 1: Attention and Distraction
  • Our Attentional System
  • Sensory Distraction
  • Other Distractions
  • Attention in Action
  • Task-Positive Mode
  • The Default Mode Network
  • Danger in the Default Mode
  • The Cost of Distractions
  • Decision-Making
  • Saving Mental Energy
  • Heuristics
  • The Cognitive Miser Theory
  • Designing Around Attention
  • Design for Focus
  • Distraction by Design
  • Categorize and Group Appropriately