Psychology & Design
summary
A practical model of perception, cognition, motivation, emotion, and behaviour appears with concrete methods: form conjectures, run experiments, quantify variables, iterate. Examples include adapting Fitts/Myers law for touch drag‑and‑drop, turning the heuristic probability = value ÷ work × confidence into testable measurements and using lab gear to measure touch force for friction and accuracy. A quick audit of the Tim Hortons app finds mismatched QR/barcode affordances, gray pins that obscure open/closed state, scattered rewards and GPS flows that create real user friction.
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chapters (29)
- 0:00Intro
- 1:38Scientific method
- 2:04UX Design method
- 5:23Models & conjectures
- 11:43History of Design Science: Origins
- 12:06History of Design Science: Discourse
- 12:24History of Design Science: Deep Theory
- 13:10History of Design Science: Information Systems
- 13:29History of Design Science: Applied Methods
- 18:35Context, Experience, & Expectations
- 19:16Goals, Productivity, & Creativity
- 20:02Value vs. Urgency
- 21:57Perception
- 25:25Gestalt Principles
- 26:27Gestalt is more than visual
- 30:25Motivation & social media
- 34:08Cognitive biases
- 34:44Mental models
- 38:07Classifying emotions
- 38:39Representing emotions with color
- 41:53Selected social psychology theories
- 43:09Behavior modification & product design
- 44:08Dark patterns
- 51:11Perceive
- 53:28Feedback
- 53:46Practice
- 54:31Remember
- 54:42Cohesiveness
- 58:09Does not work offline.
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