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...
Main Author: | |
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Format: | eBook |
Language: | English |
Published: |
Berkeley, CA
Apress L. P.
2024
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Edition: | 2nd ed |
Series: | Design Thinking
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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