All language subtitles for 22 - Understand human factors.en
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Welcome to psychology in design.
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After all our discussions about empathy
and understanding the user, you're
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probably not surprised to learn that
psychology is a big deal in UX design.
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Nearly everything is
designed to fit humans,
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from pants pockets to electric cars.
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But that wasn't always the case.
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Believe it or not,
it took two world wars for
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designers to consider what we
now call the human factor.
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The human factor describes the
range of variables humans bring
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to their product interactions.
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Before World War I, the objective
was to fit the human to the machine.
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When planes started being used in war,
that changed.
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Suddenly, untrained soldiers
had to learn how to fly.
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Aviation psychology was introduced, and
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an attempt was made to mold
the machine to fit the human.
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Unfortunately, in the early 1900s, the
technology just wasn't good enough yet.
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During World War II, the sheer
number of men and women needed for
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the war effort made it impossible to
choose specific people for specific tasks.
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Aviation design had to
consider human factors.
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In this case, human factors were
the pilots' varying skill levels.
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If we were robots, some computer genius
could just program us to be expert fliers.
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But we're only human, and not everyone
flying a warplane was an ace pilot.
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To account for this human factor,
we had to adapt the plane to the pilot.
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And by World War II,
we finally had the tech to do it.
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So, what are some of the human
factors that inform design?
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Here's a few of the most common ones:
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impatience, limited memory,
needing analogies,
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limited concentration,
changes in need, needing motivation,
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prejudices, fears,
making errors, and misjudgment.
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For an example of design that
considers these factors,
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all you need to do is check your email.
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The business email shorthand TL;DR
has really caught on in the last
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couple of years.
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It's an acronym you might find at
the start of a very long email.
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A TL;DR is a short, succinct summary
that only gives you the email
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highlights you really need to know,
without any excess content.
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So, what does TL;DR stand for?
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Too long; didn't read.
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The email writer factors in
the human tendencies of impatience,
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limited concentration, need for
motivation, and limited memory.
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Not bad for four little letters.
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Here are psychological concepts
that can help you design with
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the human factor in mind.
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Mental models are internal maps that allow
humans to predict how something will work.
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When you face a door, your mental model
tells you that the door can be opened.
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Once the door is opened,
you'll be able to leave the room.
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The process of opening the door is
expected to end with you being able to
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leave the room.
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A mental model breaks when you can't
go through the open door because, for
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example, there's a solid
brick wall behind it.
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The next psychological
concept is feedback loops.
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Feedback loops refer to the outcome
a user gets at the end of a process.
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For example, if you enter a dark room and
flip a light switch,
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the room will either brighten,
or it won't.
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Positive feedback would
be the light coming on.
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While negative feedback
would be nothing happening.
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The more positive feedback a user
gets when completing the action,
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the more they will expect
the outcome to be positive.
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The same is true with negative feedback.
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If your user takes an action,
it's important that they get some kind of
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confirmation that the action worked
or that it didn't.
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In spite of all the limitations
the human factors puts on UX designers,
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it also gives us opportunities to
create even better user experiences.
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Sometimes a well-known brand will
revert their product packaging back to
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the original design in order to
connect to a user sense of nostalgia.
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For example,
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a potato chip company might reissue
its classic bag design from the '80s,
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or a century-old soda company might create
replicas of bottles they used decades ago.
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In these cases, the designer uses
nostalgia to connect with users,
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something they couldn't use
to connect with robots.
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When UX designers turn
limitations into opportunities,
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the human factor isn't so
limiting after all.
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Pretty cool, right?
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Coming up, we'll go through some of
the psychological principles that act on
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the user's subconscious as they
interact with the product.6762
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