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Susan Weinschenk - 100 MORE Things Every Designer Needs to Know About People

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Susan Weinschenk 100 MORE Things Every Designer Needs to Know About People
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Thousands of designers, marketers, and product managers have
come to rely on Susan Weinschenks original 100 Things Every
Designer Needs To Know About People as a go-to book
for practical advice on how to use the latest findings in
psychology and neuroscience to directly inform and improve their
designs, brands, and products. Research hasnt stopped since
the book was written, and new design challenges have emerged.
Weinschenks new book, 100 MORE Things Every Designer Needs
To Know About People applies the latest research in psychology,
neuroscience, brain research, and social psychology to the design
of technology products, including websites, apps, wearables, and
artificial intelligence. Weinschenk combines real science and
research citations with practical examples to make her 100 MORE
Things engaging, persuasive, easy to read, accessible, and useful.
100 MORE Things Every Designer Needs to Know About People is not
just another design guidelines book because it
explains the WHY behind the guidelines, providing concrete examples
and prescriptions that can be easily and instantly applied.

Susan Weinschenk: author's other books


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100 More Things

Every Designer Needs to Know About People

Susan Weinschenk, Ph.D.

MORE Things Every Designer Needs to Know About People Susan M Weinschenk - photo 1

MORE Things Every Designer Needs to Know About People
Susan M. Weinschenk, Ph.D.

New Riders

Find us on the Web at www.newriders.com
New Riders is an imprint of Peachpit, a division of Pearson Education.
To report errors, please send a note to

Copyright 2016 by Susan Weinschenk, Ph.D.

Acquisitions Editor: Nikki Echler McDonald
Production Editors: Tracey Croom and Maureen Forys
Development Editor: Jeff Riley
Copy Editor: Gretchen Dykstra
Technical Editor: Tara Long
Proofreader: Patricia Pane
Compositor: Maureen Forys, Happenstance Type-O-Rama
Indexer: Jack Lewis
Cover Design: Mimi Heft
Interior Design: Maureen Forys, Happenstance Type-O-Rama

Notice of Rights

All rights reserved. No part of this book may be reproduced or transmitted in any form by any means, electronic, mechanical, photocopying, recording, or otherwise, without the prior written permission of the publisher. For information on getting permission for reprints and excerpts, contact .

Notice of Liability

The information in this book is distributed on an As Is basis without warranty. While every precaution has been taken in the preparation of the book, neither the author nor Peachpit shall have any liability to any person or entity with respect to any loss or damage caused or alleged to be caused directly or indirectly by the instructions contained in this book or by the computer software and hardware products described in it.

Trademarks

Many of the designations used by manufacturers and sellers to distinguish their products are claimed as trademarks. Where those designations appear in this book, and Peachpit was aware of a trademark claim, the designations appear as requested by the owner of the trademark. All other product names and services identified throughout this book are used in editorial fashion only and for the benefit of such companies with no intention of infringement of the trademark. No such use, or the use of any trade name, is intended to convey endorsement or other affiliation with this book.

ISBN 13: 978-0134-19603-9
ISBN 10: 0-134-19603-1

9 8 7 6 5 4 3 2 1

Printed and bound in the United States of America

Acknowledgements

Many thanks to all the readers of the original 100 Things Every Designer Needs to Know About People. Your enthusiasm, comments, and ideas gave me the inspiration to come up with 100 More!

Dedication

This book is dedicated to my friends and family, who were patient with me and helped me with lots of other tasks so I could concentrate on the writing of this book.

About the Author

Susan Weinschenk has a Ph.D. in psychology and more than thirty years of experience as a behavioral scientist. She is a consultant to Fortune 1000 companies, start-ups, government agencies, and nonprofits. Her clients call her The Brain Lady, because she applies research on brain science to predict, understand, and explain what motivates people and how they behave.

The Designer As Behavioral Scientist

You wake up in the morning and while you sip your coffee, you slip on your headset. A few gestures with your hand and fingers and you are skimming the news and your calendar on the screen that has appeared in front of you. As you walk to the train to go to work, you run your hand down your arm to call someone at your office.

When you get to work you might spend some time in the immersive room. Data appears on a screen, you hear sounds, and feel pulses through the vibrating floor, or a vest you have put on over your clothes. Your unconscious processes these sensory data so that you can make decisions. Thats not so far in the future. Thats what is about to become mainstream in the next 12 years.

This is a great time for designersthere are so many things that can, and need, to be designed! We still need software and websites and mobile apps, and now we also need to design how people will use technology that lives in clothing, headsets, and robots.

Technology is growing and changing, and what we know about people has also exploded. When I wrote the first 100 Things Every Designer Needs To Know About People, it was 2011. I had summed up the essential information on what designers need to know about people in those 100 things. If you had asked me then if I thought there were another 100 things people need to know, I would have probably laughed and said, of course not!

But a lot has happened in the last four years. Our understanding of the brain and the body has exploded almost as fast as the technology has exploded. Now we know that:

How we read online is different than how we read text on a page.

We are not born with brains that know how to readour brains repurpose other areas of the brain to learn how to read.

Our unconscious processes big data better than our conscious mind does, and we can actually use something called sensory addition to feed data to the unconscious.

Our peripheral vision decides where our central vision should look.

Older people arent slow to learn and use technology because they cant remember, but more because they arent confident about their memories.

People who are blind can see by hooking up a camera to their tongues.

And, well, 94 other amazing things.

I hope you enjoy this book as much as Ive enjoyed researching and writing it. I cant wait to see what we all design in the next few years. And I hope that this book will help you design so that your creations fit the way people learn, work, think, and play.

Susan Weinschenk, Ph.D.

Edgar, Wisconsin, USA

July 16, 2015

How People See

Recent research offers exciting insights into how people see and how the brain interprets visual data. Now, instead of arguing about opinions, you can present the latest industry findings on everything from shapes to color to visual appeal when you present your designs.

1 People Prefer Curved Shapes

Have you ever wondered why clients always prefer logos with curves rather than more daring and modern logos with interesting angles? Have you noticed that your favorite smartphones, tablets, and laptops tend to have rounded corners? Whats the big deal with those curves and rounded corners?

People prefer objects with curvesa preference thats evident even in brain scans. This field of study is called neuroaesthetics.

Does the Couch Have Curves?

Moshe Bar is the director of the Cognitive Neuroscience Laboratory at Massachusetts General Hospital. He and his team used images of everyday and abstract objects to see if people had a preference for objects with curves. In one of their early studies, Bar and Maital Neta (2006) showed people 140 pairs of objects. Some objects were concrete, such as watches or couches (the A objects in ), some were abstract (the B objects), and some had both curves and edges (the C objects). The C objects acted as baseline controls.

FIGURE 11 Original images used by Moshe Bar - photo 2

FIGURE 1.1 Original images used by Moshe Bar (http://barlab.mgh.harvard.edu/publications.htm).

People gave higher liking ratings to the objects with curves. Bar and Netas theory was that the sharp and angled images conveyed a sense of threat.

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