A blog on all things User Experience & Interaction Design

An Update

Hello to any of my (two) readers out there!

Hi Mom! Hi Sis! :P Just a quick update to keep you all informed of why I’ve been so crap at blogging of late. Aside from having a splendid Christmas holiday overseas at home in the US, I’ve been very busy with trying to find a new UX job/place of work in London. As soon as I have the comfort of knowing I have a new job, I’ll start investing more time in writing again.

A few ideas I have brewing for new blog posts:

  • Principles of social influence in psychology (and what this means for web design)
  • 2012 Digital/Media consumer trends and the exciting future!

Please be patient… I will be back with more writing soon enough!

Thanks for reading as always.

2011 in review

I got this nifty little summary of my blog stats thanks to WordPress and wanted to share this year’s success, as it was my first year blogging about UX and I had a blast doing it. It seems I did okay and am hoping 2012 can be even more successful for my professional writing about all things web, design, UX, anthropology and psychology. If you are interested, read below!

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The WordPress.com stats helper monkeys prepared a 2011 annual report for this blog.

Here’s an excerpt:

A San Francisco cable car holds 60 people. This blog was viewed about 3,400 times in 2011. If it were a cable car, it would take about 57 trips to carry that many people.

Click here to see the complete report.

Hello and welcome back to the LAST post in the Psychology of UX series! I know, I know… it saddens me too. Maybe I’ll have to come up with my own psychological/anthropological insights which inspire me to write design-related posts, now that Susan Weinschenk’s list has been exhausted. Today’s post will be focusing on the visual system in humans, and how we perceive of the world around us visually, including the internet.

One of the most famous theories on how humans visually perceive of things is the Gestalt principle. The Gestalt principle was first introduced as a psychology concept in Germany in the late 1800′s. The term “gestalt” literally means “form“, and this represents the idea that the brain first sees the overall form of something and then begins to pick out the details. Let’s look at an example:

It's Don Quixote... or some guys with a lance.

At first you might see an old man with white crazy hair. But if you look closer at the details you’ll pick out the horse, the lances, the two men in their armour and the windmill (that looks aflame).

Here’s another example:

The face of death!

First we see the skull, but then we notice the couple drinking (a lot) of alcohol and….warming their hands over it?… Hey, I didn’t say the details needed to make SENSE.. but they are there if we look.

The point is: we notice the bigger picture first, then we hone in on the details. This idea has been expressed in the well-known phrase, “The whole is greater than the sum of the parts.” Gestalt psychologists believe that there are inherent mental laws which dictate how we perceive of objects. Here are some of those laws explained:

The Laws of the Gestalt Principle

The Law of Closure-

Our mind tries to close shapes and create objects even if only a bit of the shape is implied. We do this by ignoring gaps and completing contour lines. This was forms and shapes can be imagined in the mind, even if not drawn out, from the negative space of other shapes.

One great example of ‘The Law of Closure’ is the Kanisza Triangle, seen below. This illusion was first explored in the 1950′s by an Italian psychologist who showed that two overlapping triangles are seen by the human eye, even though no complete triangles exist in the image.

The Kanizsa Triangle

The IBM logo makes use of the ‘Law of Closure’ by suggesting letters with unconnected lines and gaps, but the human mind never for a second doesn’t understand that it reads ‘IBM’.

It's just a bunch of lines

The Law of Similarity-

Our minds group similar objects together to create collective entities. The similarity of the objects is determined by their shape, size, and colour.

Here you probably see vertical lines of squares and circles

In this example below, the human mind connects the lime green shapes together because they have a similar colour and form, even though they aren’t on the same plane or in the same area spatially.

Even with distance, the colours and shapes relate the objects

The Law of Proximity-

The spatial positioning of objects causes our minds to perceive of collective entities, or in layman’s’ terms: things that are close together are believed to go together. In the example below, the header navigational links are all close together (and in similar colours), the sidebar items are all close to each other, and the search results are all in alignment as well. These clear groupings and the distances between the groupings helps us establish similarity and relationships.

Related based on proximity

The Law of Symmetry-

Symmetrical objects are perceived to be collective entities, regardless of their distance apart. Really I think we can translate this to mean that any objects which are identical, or symmetrical, are understood to be related to each other. In the example below, a common remote control design shows how symmetrical buttons relate to each other and humans innately perceive of these similarities.

Opposites but equals

The Law of Continuity-

The Law of Continuity focuses on how our minds see visual flow and patterns, rather than broken up shapes or angles. Our minds naturally continue these patterns, like in the example below where we see two lines crossing each other, not two angles meeting.

Flowing lines, not broken up

The arrows show the path of our minds

The Law of Common Fate-

This states that objects with the same direction of movement are perceived to be a collective entity. Let’s look at this example of a graph below. All the bar shapes are of different heights, but because they move in the same direction (upward), we relate them to each other and collectively they tell us something.

These are somehow connected.

Two other important principles

The following two principles aren’t from the Gestalt theory of visual perception, but they also apply to how the visual system in humans work.

Canonical Perspective

The canonical perspective states that most people imagine objects from a similar perspective and that is: from slightly above as if they were looking down at the object, and to the right or left just a bit. Researchers who asked people to draw pictures of common objects and animals found that most people drew these objects from this subtle 3D perspective. Look at this example of coffee cup drawings:

All from slightly above

Here you can see that most of the coffee cups were drawn nearly identical and all from the ‘canonical perspective’. But why would that be? Surely we don’t see every object from the same perspective. Take a house for instance- you normally see a house from below as it is taller than you, yet people would still draw a house from a canonical perspective or straight-on. The reason for this is that a) we imagine objects in the canonical perspective in our minds and b) this perspective gives maximum information about the visual depth of an object. Interesting. So this view helps us understand the size and depth of an object.

Affordance

James J. Gibson, a Gestalt psychologist, coined the term visual ‘affordance’ after he studied the affects of gradients and textures on the human retina and found out that they allow us to have better depth perception. When we can see the gradients, shadows and textures on an object, we can understand it’s size, weight, depth and overall form.

Credits to Paul Flavius Nechita

This button has depth, form, shadows, lighting, texture and context.

How does all of this affect web design?

Simply, humans first see the whole form and then notice the details and small changes. If your site has an “unpleasing” form, the design will never be taken to. This means that as designers we shouldn’t start designing the navigation, or the sidebar, or how our buttons will look– but first design the overall shape and then fill in the contents as we go. When creating webpages within a site, if you want to maintain a feeling of continuity and relationship, then the overall form of each page design should remain virtually the same, otherwise the website as a whole will feel disjointed.

The visual Gestalt principles we can take away for web design are:

  • People observe the entire design/form first, and then dive into the details. Think about the flow of the overall look of the site, rather than obsessing over minute details.
  • Similar colours help suggest relationships. Maintain colour schemes throughout similar items and functions.
  • Similar shapes help suggest relationships. Make items that do similar things look the same in form.
  • Grouping of objects helps us identify relationships. Organising items with adequate proximity and negative space around them helps us clearly see the connection of those items.
  • Patterns are easily noticed by and continued in our minds. Creating similar steps in a workflow or visual affordances with interaction will allow users to notice the pattern and remember it for future interaction.

I’m sure most of those principles seem pretty obvious to the average designer, or just an average person, and that’s because these principles are so innate to our human perception of the world, that not doing these things would seem unnatural or somehow chaotic.

In regards to web design and the canonical perspective, create icons and shapes from the canonical view as people will be familiar with that representation of the thing, and they will be able to read as much information as possible about it from the angle. Do this especially if it is a new brand or product where people aren’t familiar with your logo.

Credits to Arturo Martin

In this icon above, we can tell that it is a book because of the canonical perspective. We can also see the subtle A-Z engraving and the bookmark falling down thanks to the angle, which suggests that this is either an address- or phone-book application.

Visual affordance is crucial to “good” web design because it helps people relate to the web. By bringing the 3D aspect of the real world that humans are familiar with to the 2D realm of the web, it feels more familiar and we more intuitively know how to interact with it.

Credits to Henrik Wangstrom

Sliders are a concept we are familiar with in the real world since the 20th century. We understand holding something and dragging it. The gradients on the progress section of the bar hint at real-world lighting and suggest position of lighting (from above casting downward shadows). The deep shadow at the top of the bar suggests this is cut into the grey area and tells us about the object’s depth.

Credits to Johan Greijer

These buttons have dark shadows to suggest they are quite chunky and to really urge you to want to press them. Similarly the dial knob has a long shadow which hints at its height. The glossy metallic texture is familiar to the real world and how light hits metal. The engravings of the icons also hint at industrial processes for carving shapes in materials. Finally the subtle texture on the background mixed with the central gradient shows us where the light is focused.

Credits to Jakob Burkot

And finally in this example it brings to mind textures we are very familiar with throughout human history: paper and wood. The subtle gradient on the paper suggests it is a non-shiny, flat object. The sharp lines separating the mailboxes suggest scoring. The shadow behind the paper shows the tab is lurking there under. The stitching in the journal makes this have a very real-life feel to it (as if you needed stitching to keep together a virtual notebook). Finally, the search box looks as if it’s been shallowly etched into the wood. Overall it’s something we can relate to.

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I hope you enjoyed this post, but more so I hope you enjoyed this series as a whole (see, I went all “gestalt” on you). Thanks for reading and keep checking back! I’ll be back with something new in due time.

Sources:
Design Theory For Web Designers - http://bit.ly/dVWo4F
Gestalt Theory - http://bit.ly/tR1VOD
James J. Gibson- http://bit.ly/tsuUEX
Canonical Perspective- http://bit.ly/1oO7ua

Welcome back to the ‘Psychology of UX’ series! Today was are going to be talking about mental models. You might have a thought about what a mental model is already, but let me show you what it actually is. Oh wait, I just did. A mental model is simply a representation in the mind of a real or imaginary thing. It is the way you imagine something to be.

For example, when I say CAKE… this is what I think of in my mind:

Maybe not quite so tall, but this sort of airy, fresh, feminine vibe

But you might envision a cake looking like this:

Dark, rich, heavy

That’s because our mental models are different. If I were to bake you a cake, I might make one similar to my mental model because it would please me and satisfy my idea of how that thing should be. However you might be slightly disappointed if I gave you the pink fluffy yellow cake when your mental model of a cake was a rich dark chocolate cake smothered in ganache. As the cake baker (sub: designer), I would not satisfy you, the eater (sub: user) because I wasn’t aware of your mental model before I baked the cake (sub: designed it). You dig?

The term “mental model” has existed for around 25 years or so and first came about from K. J. W. Craik, a philosopher and psychologist, in his book The Nature of Explanation, where he proposed that the mind forms models of reality and uses them to predict similar future events. Since then the subject of mental models has been explored extensively by psychologists, and this definition, featured in a cognitive science article, sums mental models up nicely:

“A mental model represents a person’s thought process for how something works. Mental models are based on incomplete facts, past experiences, and even intuitive perceptions. They help shape actions and behaviour, influence what people pay attention to in complicated situations, and define how people approach and solve problems.”- Susan Carey, Cognitive Science and Science Education, 1986.

How do you see 'ice' in your mental model?

How are mental models formed?

Creating connections between concepts

It would be impossible for any person to know and imagine the entire world in their head. There are far too many things and too many variations on things for a person to be able to do that. So the human mind makes representations (images) of the world around them that they store in their mind. These numbered concepts exist in their mind and they can create relationships between the concepts to make sense of them and to represent the world around them. Some of the places from which mental models form are:

  • Prior experience with similar sites or products
  • Direct experience with the product
  • Assumptions users have
  • Intuitive perceptions
  • Things users have heard from other people

And let’s take into consideration that mental models are subject to change once the user has more experience or other assumptions arise about the thing.

How do mental models affect design?

First let’s look at a different type of model, conceptual models, to better understand. A conceptual model is the actual model given to a user interface of the product by the designer. It is the concrete screens, buttons and interactions of the interface that the people who created it intended it to have. So a conceptual model is the actual look and behaviour of the thing, and a mental model is the idea the user has of that thing prior to or during interaction.

When a user’s mental model and the conceptual model don’t match up, you get a “bad” user experience. Bad in the sense that the user won’t know how to use the thing, it will be hard to learn or they may not accept the thing altogether.

If they don't match, the system will be confusing to the user

Let’s look at the example of an elderly person is used to reading paper books because that was commonplace for the majority of their lifetime.

"La, la, la, la... just reading my paperback book!"

Hand them a Kindle, tell them it’s a book, and the experience may be too jarring as it is completely different from their established mental model.

"What in the world?!?!"

In addition, a mismatched mental model may lead to user errors or require too much of the user for them to figure out how to use it.

“Many systems place too many demands on the humans that use them. Users are often required to adjust the way they work to accommodate the computer. Sometimes the result is a minor frustration or inconvenience, such as changes not being saved to a file. Inaccurate mental models of more complex systems, such as an airplane or nuclear reactor, can lead to disastrous accidents.” Reason, 1990

Mismatched models are a common occurrence because they can arise from so many reasons. For example:

  • If the designers thought they knew who the users would be (and their level of expertise), based the design on these assumptions, and then later found out the assumptions were wrong.
  • If there are several user types for the interface and the designers only designed for one mental model. The other users’ mental models would not match the design.
  • Or maybe the designers don’t design for ANY mental models of the users. The conceptual model thus represents the designer’s mental model. 
  • Similarly, if the system isn’t designed at all and is just a reflection of the underlying technology/hardware, the mental model matches that of developers (who use or made the technology/hardware)

But how do we match our conceptual models (designs) with the users’ mental models?

“Typically, the burden is on the user to learn how a software application works. The burden should be increasingly on the system designers to analyze and capture the user’s expectations and build that into the system design.” Donald Norman, 1988

1. We can understand the users’ mental models and design for that.

In order to understand the users’ mental models we have to do research. We can do this through interviews, observation, or competitor analysis (pre-existing mental models the user might have). It’s really quite simple; just talk to the user and understand where they are coming from, what their perspective is and how they expect to interact with the thing you are designing. Then incorporate these insights into the design, rather than designing from the designer’s or developer’s mental models of how the thing should be. 

One good example is if you buy a new DVD Player. The player comes with a 50-page manual on how to connect the hardware, how to install it and how to get started. In order to fully use all the features on your new player, you will have to read the entire manual to understand how to use it. But if the company that designed the player would’ve put the focus on the user and their mental model of how a DVD player should work, they would’ve re-designed and re-engineered the product so that the user could instantly hook it up and play a DVD without any hassle of installing and setting up functions. Then the instruction manual could be reduced to a one page illustration, rather than 50-page bible of instructions.

2. OR we can teach the users a new mental model and prepare them for the conceptual model.

If you are creating an entirely new product or you are creating a product that revolutionises the way we think about an old product (like the Kindle did for the book), then it is okay to create a new conceptual model that changes people’s mental models. But as we saw before, people’s mental models affect the way they do or don’t accept new conceptual models. Because of this, you need to prepare the user for the new conceptual model and in the process change their mental model before they have direct experience with the product.

You can do this through training and exposure, such as creating videos featuring the new product, advertisements, examples of usage or how-to’s, and by generally putting your name and product out there in the public eye so that people can get used to it. Think: Steve Jobs unveiling every new Apple product before it reaches the public’s hands. It worked!

"Ta-da! Here it is, world."

One great example of an introduction video to a new conceptual model is ‘Mint’ who show you how their product works and how easy it is to use, while slowly convincing you to change your mental model about how a person should bank online. Yet if you notice, they also maintain certain mental models to help you get comfortable with the idea of Mint, like the visuals of spreadsheets, charts and graphs in the beginning of the video which lead you towards the new interface. by refreshing your memory on what your mental models of banking are, they show you they get it and then introduce you to their new conceptual model. The new interface is dotted with icons of typical financial symbols as well as more graphs and pie charts to monitor your money which not only hint, but shout of ideas of banking. Check it out for yourself:

It’s also helpful if you can compare the new conceptual model to an older one, or use metaphors, so that people can more quickly become comfortable with the idea of it. For instance, “Typing on a keyboard is just like typing on a typewriter, only you can undo your mistakes!”

When it comes to web design, as the web is a fairly new concept in regards to the length of human history, it’s very important to link virtual concepts with real world examples through the use of metaphors. We can do this by using icons, buttons and visual affordances, like drop shadows to suggest depth of field, light or weight, similar to objects in real life. A really great article on metaphors on the web can be found here.

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I hope you enjoyed this post and look forward to the next one, the FINAL post in the series, on the topic of the visual system in humans!

Sources
People Create Mental Models- http://bit.ly/elQdv6
The Secret to Designing an Intuitive UX- http://bit.ly/u4H5EL
Wiki Mental Models- http://bit.ly/16cfXw
Mental Models- http://bit.ly/b4joDt
Mental Models and Usability- http://bit.ly/jJNZg1

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