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These are the user uploaded subtitles that are being translated: 1 00:00:01,318 --> 00:00:04,031 Welcome to psychology in design. 2 00:00:04,031 --> 00:00:09,180 After all our discussions about empathy and understanding the user, you're 3 00:00:09,180 --> 00:00:14,104 probably not surprised to learn that psychology is a big deal in UX design. 4 00:00:14,104 --> 00:00:17,331 Nearly everything is designed to fit humans, 5 00:00:17,331 --> 00:00:19,986 from pants pockets to electric cars. 6 00:00:19,986 --> 00:00:22,292 But that wasn't always the case. 7 00:00:22,292 --> 00:00:25,384 Believe it or not, it took two world wars for 8 00:00:25,384 --> 00:00:29,407 designers to consider what we now call the human factor. 9 00:00:29,407 --> 00:00:33,205 The human factor describes the range of variables humans bring 10 00:00:33,205 --> 00:00:35,217 to their product interactions. 11 00:00:35,217 --> 00:00:40,558 Before World War I, the objective was to fit the human to the machine. 12 00:00:40,558 --> 00:00:44,508 When planes started being used in war, that changed. 13 00:00:44,508 --> 00:00:48,579 Suddenly, untrained soldiers had to learn how to fly. 14 00:00:48,579 --> 00:00:51,512 Aviation psychology was introduced, and 15 00:00:51,512 --> 00:00:54,551 an attempt was made to mold the machine to fit the human. 16 00:00:55,551 --> 00:01:00,365 Unfortunately, in the early 1900s, the technology just wasn't good enough yet. 17 00:01:01,365 --> 00:01:05,637 During World War II, the sheer number of men and women needed for 18 00:01:05,637 --> 00:01:11,041 the war effort made it impossible to choose specific people for specific tasks. 19 00:01:11,041 --> 00:01:14,925 Aviation design had to consider human factors. 20 00:01:14,925 --> 00:01:19,309 In this case, human factors were the pilots' varying skill levels. 21 00:01:19,309 --> 00:01:24,497 If we were robots, some computer genius could just program us to be expert fliers. 22 00:01:24,497 --> 00:01:29,781 But we're only human, and not everyone flying a warplane was an ace pilot. 23 00:01:29,781 --> 00:01:34,753 To account for this human factor, we had to adapt the plane to the pilot. 24 00:01:34,753 --> 00:01:38,858 And by World War II, we finally had the tech to do it. 25 00:01:38,858 --> 00:01:42,564 So, what are some of the human factors that inform design? 26 00:01:42,564 --> 00:01:44,888 Here's a few of the most common ones: 27 00:01:44,888 --> 00:01:49,380 impatience, limited memory, needing analogies, 28 00:01:49,380 --> 00:01:54,970 limited concentration, changes in need, needing motivation, 29 00:01:54,970 --> 00:01:59,877 prejudices, fears, making errors, and misjudgment. 30 00:01:59,877 --> 00:02:03,575 For an example of design that considers these factors, 31 00:02:03,575 --> 00:02:06,102 all you need to do is check your email. 32 00:02:06,102 --> 00:02:10,908 The business email shorthand TL;DR has really caught on in the last 33 00:02:10,908 --> 00:02:12,183 couple of years. 34 00:02:12,183 --> 00:02:16,237 It's an acronym you might find at the start of a very long email. 35 00:02:16,237 --> 00:02:20,758 A TL;DR is a short, succinct summary that only gives you the email 36 00:02:20,758 --> 00:02:25,307 highlights you really need to know, without any excess content. 37 00:02:25,307 --> 00:02:28,290 So, what does TL;DR stand for? 38 00:02:28,290 --> 00:02:30,398 Too long; didn't read. 39 00:02:30,398 --> 00:02:34,512 The email writer factors in the human tendencies of impatience, 40 00:02:34,512 --> 00:02:38,946 limited concentration, need for motivation, and limited memory. 41 00:02:38,946 --> 00:02:41,649 Not bad for four little letters. 42 00:02:41,649 --> 00:02:45,346 Here are psychological concepts that can help you design with 43 00:02:45,346 --> 00:02:46,757 the human factor in mind. 44 00:02:47,757 --> 00:02:53,002 Mental models are internal maps that allow humans to predict how something will work. 45 00:02:53,002 --> 00:02:57,712 When you face a door, your mental model tells you that the door can be opened. 46 00:02:57,712 --> 00:03:00,895 Once the door is opened, you'll be able to leave the room. 47 00:03:00,895 --> 00:03:05,759 The process of opening the door is expected to end with you being able to 48 00:03:05,759 --> 00:03:06,921 leave the room. 49 00:03:06,921 --> 00:03:11,626 A mental model breaks when you can't go through the open door because, for 50 00:03:11,626 --> 00:03:14,776 example, there's a solid brick wall behind it. 51 00:03:14,776 --> 00:03:18,458 The next psychological concept is feedback loops. 52 00:03:18,458 --> 00:03:23,092 Feedback loops refer to the outcome a user gets at the end of a process. 53 00:03:23,092 --> 00:03:27,133 For example, if you enter a dark room and flip a light switch, 54 00:03:27,133 --> 00:03:30,183 the room will either brighten, or it won't. 55 00:03:30,183 --> 00:03:33,095 Positive feedback would be the light coming on. 56 00:03:33,095 --> 00:03:36,079 While negative feedback would be nothing happening. 57 00:03:36,079 --> 00:03:40,110 The more positive feedback a user gets when completing the action, 58 00:03:40,110 --> 00:03:42,603 the more they will expect the outcome to be positive. 59 00:03:43,603 --> 00:03:45,754 The same is true with negative feedback. 60 00:03:45,754 --> 00:03:50,028 If your user takes an action, it's important that they get some kind of 61 00:03:50,028 --> 00:03:53,604 confirmation that the action worked or that it didn't. 62 00:03:53,604 --> 00:03:58,568 In spite of all the limitations the human factors puts on UX designers, 63 00:03:58,568 --> 00:04:03,630 it also gives us opportunities to create even better user experiences. 64 00:04:03,630 --> 00:04:08,221 Sometimes a well-known brand will revert their product packaging back to 65 00:04:08,221 --> 00:04:12,599 the original design in order to connect to a user sense of nostalgia. 66 00:04:12,599 --> 00:04:13,574 For example, 67 00:04:13,574 --> 00:04:18,856 a potato chip company might reissue its classic bag design from the '80s, 68 00:04:18,856 --> 00:04:24,722 or a century-old soda company might create replicas of bottles they used decades ago. 69 00:04:24,722 --> 00:04:28,990 In these cases, the designer uses nostalgia to connect with users, 70 00:04:28,990 --> 00:04:32,384 something they couldn't use to connect with robots. 71 00:04:32,384 --> 00:04:35,935 When UX designers turn limitations into opportunities, 72 00:04:35,935 --> 00:04:38,838 the human factor isn't so limiting after all. 73 00:04:38,838 --> 00:04:40,645 Pretty cool, right? 74 00:04:40,645 --> 00:04:44,282 Coming up, we'll go through some of the psychological principles that act on 75 00:04:44,282 --> 00:04:47,160 the user's subconscious as they interact with the product.6762

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