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Design Science

a method for product design

NOT FOR PUBLIC DISTRIBUTION - DO NOT POST OR SHARE

RESERVED FOR THE EXCLUSIVE USE OF FITC SPOTLIGHT 2019 ATTENDEES

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dave@davehogue.com

name

website

twitter

email

David M. Hogue, Ph.D.

Design Lead at Google

Mountain View, California

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Science!

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Scientist-Practitioner

Boulder Model of Applied Psychology

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Scientific method

Make an observation

Form a theory & hypotheses

Run experiments

Record & analyze data

Draw conclusions

Modify the theory

Repeat

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Observe

Ideate

Design

Build

Measure

Modify

UX Design method

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Science is rigorous

and reproducible.

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Hypotheses & conjectures

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Hypotheses + conjectures

guess, speculate, surmise, infer, fancy, imagine, believe, think, suspect, presume, assume, hypothesize, suppose

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Pinteraction = × Cprediction

Voutcome

Weffort

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How is “work” quantified?

What is “moderate value”?

Pinteraction = × 0.85C = 62.3%

0.55V

0.75W

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Models & conjectures

targetaccuracy = f ( target size, contrast, contact area, press force, distance, velocity, dexterity )

time = ɑ + β × ( distance / size) (Meyer’s Law)

accuracy = [ ɑ + β × (( vi × t ) + (( at2 ) / 2 ) / (size + area)) × force-1 ] × [ Dx / Ct ]

a = 𝜕v / 𝜕t and t = ( vf - vi ) / a and d = ( vi × t ) + (( at2 ) / 2 ) (physics)

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What are these values?

accuracy = [ ɑ + β × (( vi × t ) + (( at2 ) / 2 ) / (size + area)) × force-1 ] × [ Dx / Ct ]

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Choose one variable

and run an experiment

to collect data,

accuracy = [ ɑ + β × (( vi × t ) + (( at2 ) / 2 ) / (size + area)) × force-1 ] × [ Dx / Ct ]

then just keep doing this.

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Conjectures have a tendency

to become assumed truths.

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Question everything.

Always.

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Science & UX

Divergent thinking

Abductive reasoning

Rigorous methods

Plausible rival hypotheses

Experimentation

Systematic analysis

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Designer-Scientist

a pragmatic approach to UX Design

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R. Buckminster Fuller, 1957

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History of Design Science: Origins

1957 R. Buckminster Fuller defined Design Science as a systematic form of designing.

1961 Fuller expanded on this concept in his World Design Science Decade proposal to the International Union of Architects in 1961.

1965 S. A. Gregory referred to Design Science in 'The Design Method' Conference where he drew the distinction between scientific method and design method and proposed that design science referred to the scientific study of design.

1968 Herbert Simon, in his Karl Taylor Compton Lectures, popularized Design Science in his argument for the scientific study of the artificial (as opposed to the natural.)

1969 Simon published The Sciences of the Artificial and built on previous developments and motivated the further development of systematic and formalized design methodologies relevant to many design disciplines. His ideas about the science of design also encouraged the development of design research and the scientific study of designing.

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design as a science

or

scientific study of design

History of Design Science: Discourse

1970s - 1980s The design-science relationship is debated.

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History of Design Science: Deep Theory

1990s The design-science relationship continues to be debated with many efforts to reframe or reform design as science.

The axiomatic theory of design (Suh, 1990) presented a domain independent theory to explain the design process.

Gero’s (1990, 2004) Function-Behavior-Structure (FBS) ontology presented a domain independent ontology of design and designing.

Early efforts using mathematics to formalize the design process include Formal Theory of Design (FDT) (Braha, 1998), a domain independent mathematical and computational theory of the design process.

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History of Design Science: Information Systems

2000+ Emphasis on design as a science within information systems emerges.

Hevner & Chatterjee (2010) provide a reference on Design Science Research (DSR) in Information Systems and the integration of action research with design research.

Vaishnavi, Kuechler, & Petter (2004, 2017) offer a resource on design science research in information systems that outlines the origins and philosophical grounding for design science research, explains the design science methodology, and offers a bibliography of articles that discuss design science methods or offer exemplars of design science.

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History of Design Science: Applied Methods

2004 Hevner, March, Park, & Ram (2004) present seven guidelines to help information systems researchers conduct, evaluate, and present design-science research. The seven guidelines address design as:

  1. Research rigor Research methods & analysis
  2. Research contributions Research findings & insights
  3. Research communication Research recommendations & reports
  4. Problem relevance Identify & define the design problem
  5. Design as a search process Generate potential solutions
  6. Design evaluation Critique & selection of an optimal solution
  7. Artifact Design artifacts & documents

Today Design Science may have both meanings: a science of design and design as a science.

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Design + Psychology

a model for thinking through design

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Relevant Fields of Psychology

Behavior

Emotion

Cognition

Social

Motivation

Sensation & perception

Ecological / Environmental

Psychometrics

Quantitative / Mathematical

Developmental

Personality

Physiological / Neurological

Industrial / Organizational

Human Factors / HCI

and much more...

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Context

Experience &

Expectations

Goals & Needs

Productivity

Creativity

Perception

Motivation

Cognition

Emotion

Social

Context

Experience &

Expectations

Goals & Needs

Productivity

Creativity

Perception

Motivation

Cognition

Emotion

Social

Behavior

Behavior

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Interaction

Psychology of

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Context, Experience, & Expectations

Who are the people?

Demographics, experiences, skills, attitudes, beliefs, knowledge, expectations

When and where are they?

Place, environment, situation, conditions, circumstances

What are the devices, objects, and tools they are using?

Phones, computers, kiosks, cameras, pen & paper, books, chisel & stone…

What is their prior experience?

None, prior use, similar products, instructions, taught or shown

What do they expect to happen?

What do they expect to do?

Mental models, schemas, analogous experience, familiar or new, novice or expert

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Goals, Productivity, & Creativity

Who are their objectives?

What is the desired outcome?

Specific task and goal, or playing and exploring with vague purpose

What is the value of their goals and objectives?

Important, essential, necessary, optional, nice-to-have, elective

How urgent are their goals and objectives?

Time-sensitive, critical, compelling, casual, open-ended

Do they have a clearly defined task and a specific outcome?

Task-focused, productive, functional, goal-directed, clear end state, often trying to minimize time and effort

Are they playing or exploring?

Playing, gaming, pleasure, recreation, leisure, amusement, exploration, diversion, distraction

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Value vs. Urgency

Do not conflate value and urgency.

  1. Important things may not need to be achieved immediately.
  2. Urgent things may not be important.
  3. Value and urgency can change based on context.

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Perception

How do people sense and perceive the world?

Sensation and perception

Vision, audition, and touch (not quite taste and scent, yet…)

Color perception (and color deficient vision)

Motion, depth, texture, and timbre

Image and shape recognition

Gestalt Principles

Pre-conscious processing and attention

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Attention

Attention is the process of selectively concentrating on a discrete aspect of information while ignoring other perceivable information. It is:

  • a limited resource,
  • selective,
  • a basic part of our perceptual and cognitive systems.

Pre-attentive processing is the collection and processing of information and filtering it for relevance and importance without conscious action or awareness.

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Gestalt Principles

Describe how we visually perceive objects as distinct from one another and from backgrounds.

Complex images may be reduced to simpler shapes to make perception easier.

Law of Prägnanz

Figure-Ground

Simplicity

Proximity

Similarity

Continuity

Closure

Common fate

Symmetry

Synchrony

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Gestalt is more than visual

Form

Shape, fit, color, rotation, structure, appearance

Space

Position, placement, negative space, distance, arrangement, perspective

Time

Sequential, simultaneous, discrete, continuous, continual, motion, antecedent and subsequent states

Meaning

Synonym, antonym, relevance, association, model, schema, corollary, analogous, metaphor, opposite, dissimilar

Function

Outcome, condition, state, process, method, change, actions, transformation, operation

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Motivation

Why do people do what they do?

Motivation is the force that initiates, directs, and sustains behavior.

Motivations vary from person to person and from situation to situation. What motivates one may not motivate another, and what motivates today may not motivate tomorrow.

Some motivators are stronger than others.

A few selected theories:

Achievement, affiliation, & power

all people have three basic needs that vary in degree

Existence, Relatedness, & Growth (ERG)

a flexible hierarchy of needs through which we progress

Taxonomy of Fundamental Human Needs

a matrix of satisfiers between existential and axiological needs (human values)

Biological drives

hunger, thirst, sleep, temperature (comfort), pain, and sex

Intrinsic vs. extrinsic motivation

internal vs. external sources of motivation drive behavior

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Motivation & social media

Why do we spend so much time on social

networks, and what do we get from it?

Affiliation with others

We are social creatures.

Personal achievement

We compete with ourselves and others.

Social influence & credibility

We seek to earn “social currency.”

Recognition, praise, & social rewards

We like to be liked and acknowledged.

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Cognition

How do we know and understand things?

Cognition is the mental action or process of acquiring knowledge and understanding through thinking, experience, and the senses.

We use cognition to apply existing knowledge and generate new knowledge.

It is often described as thinking, awareness, and information processing.

Cognition is often biased.

Attention

Learning

Memory

Language

Recognition

Comprehension

Spatial operations

Computation

Decision-making

Problem solving

Reasoning

Logic

Judgment Evaluation

Concept formation

Metacognition

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Cognitive biases

Our cognitive abilities are fallible.

Framing

Anchoring

Confirmation Bias

Availability Heuristic

Salience Bias

Functional Fixedness

Hyperbolic Discounting

Recency Bias

Base-rate Fallacy

and dozens more…

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Mental models

System Model

Conceptual Model

Mental Model

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Emotion

What are feelings and where do they come from?

Emotions are complex, subjective experiences resulting in physiological and cognitive changes that influence thought and behavior. They occur in response to internal and external events.

The basic emotions may be combined and modified along a continuum that results in many more nuanced emotional experiences.

A few different approaches:

Ekman’s Primary Emotions

anger, happiness, surprise, disgust, sadness, fear

James-Lange

physiological reaction precedes emotion

Cannon-Bard

physiological reaction and emotion are concurrent

Schachter-Singer

physiological reaction precedes cognition

Lazarus

cognition precedes physiological reaction and emotion

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Classifying emotions

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Representing emotions with color

Red is anger.

Green is envy.

Blue is sadness.

Yellow is cowardice.

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The color of grief varies around the world.

India (Hindu)

Egypt

New Guinea

Korea

Thailand

USA

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Even typography can be evocative.

You will always be mine...

You will always be mine

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Social

How are we influenced by the people around us?

Social psychology seeks to understand how people's thoughts, feelings and behaviors are influenced by the actual, imagined, or implied presence of others.

The way we perceive ourselves in relation to others influences our choices, behaviors, and beliefs.

The opinions and actions of others also influences our behavior and the way we think about and perceive ourselves.

Self concept

Social perception & cognition

Attitudes

Persuasion & influence

Group processes

Interpersonal processes

Attribution theory

Attraction & relationships

Prosocial behavior

Aggression

Stereotypes, prejudice, & discrimination

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“I am not who you think I am.

I am not who I think I am.

I am who I think you think I am.

Charles Horton Cooley

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Selected social psychology theories

Attribution theory

We attribute the behaviour of others to either external ("situational") attributions by assigning causality to an outside factor, or to internal ("dispositional") attributions by assigning causality to factors within the person.

Social identity theory

We categorize people (including ourselves) into in-groups or out-groups, which affects perceptions, attitudes, and behavior.

Social influence theory

Others may have authority over our behavior and attitudes along a continuum of influence: conformity, compliance, and obedience.

System justification theory

People are motivated to defend and bolster the status quo so they can continue believing that their social, political, and economic systems are legitimate and just.

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Behavior

What are people’s actions and reactions?

Behaviors are the actions by which an people react and adjust to their environment, other people, and other factors.

Stimuli indicate the opportunity for a response which leads to a consequence. The consequence (or outcome) may reinforce or punish the behavior and serve as a stimulus for subsequent responses.

A few selected theories:

Classical Conditioning

form an association between two stimuli

Operant Conditioning

form an association between a stimulus and a response which is then modulated by reinforcement or punishment

Social Learning Theory

learn new behaviors through model, observe, and imitate

Drive Reduction Theory

behavior is driven by biological drives toward homeostasis

Relational Frame Theory

behavioral-cognitive theory of language learning

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Behavior modification & product design

Reinforcement schedules

Reinforcement may be delivered at fixed or variable intervals of time or fixed or interval ratios of the number of correct responses.

Reinforcement value

Behavior may be increased by presenting desirable states or removing undesirable states.

Modeling and instructions

Provide illustrations, videos, demonstrations, and/or instructions demonstrating how to use a product.

Manipulating salience

Modify the perceivability, meaningfulness, and desirability of content and interactive features.

Manipulating attention

Craft and place signals (stimuli) in the product and schedule their presence (by time or condition) to draw attention and create connections.

Accessibility and availability

Design to include (or exclude) people based on ability and/or access.

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There is a dark side.

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Dark patterns

As UX designers we are in the business of changing behavior.

Sometimes we are asked to make design decisions that lead people to choices and actions that are not always in their own best interests.

Dark patterns mislead people to interact in ways they would not otherwise have chosen.

darkpatterns.org

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Be the good one.

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Interaction

Psychology of

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Interaction

Design

A model of

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Internal

Consistency

Ignore

Abandon

Error

Quit

Misunderstand

Forget

Mistake

Perceive

Predict

Feedback

Learn

Remember

Practice

Interact

External

Consistency

Perceive

Perceive

Predict

Predict

Interact

Interact

Feedback

Feedback

Learn

Learn

Practice

Practice

Remember

Remember

Consistency

Doubt

Prior Experience

Transfer

Misinterpret

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Perceive

More than visibility – we must craft accessible experiences where people can perceive the opportunities to interact in any modality.

People are less likely to interact if…

We do not perceive the opportunity to interact, even if we need or want to interact.

Signals

Signs

(indexical, iconic, symbolic)

(signifier & signified)

Affordances

Perceived affordances

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Predict

The ability to accurately and confidently predict the outcomes or results of an interaction and that it will move us toward our goal(s).

People are less likely to interact if…

We are not confident in our predicted outcomes or if we believe the results are not what we want or need.

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Interact

The moment of interaction occurs when we believe we know what to do to make progress toward our goal and are confident that we can do it successfully.

People are less likely to interact if…

Importance and urgency of the goal are low, the value of the outcome is too low, the effort necessary to interact is too high, and/or the confidence that they know what to or that the results will meet the needs is too low.

Pinteraction = × Cprediction

Voutcome

Weffort

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Feedback

Meaningful information about the status and outcomes of an interaction and the process(es) it started, modified, or terminated.

People are less likely to interact if…

We do not receive meaningful information about status, progress, outcomes, or results.

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Learn

We can learn and remember interactions when we accurately predict desirable outcomes, avoid errors, and when the feedback is understandable and relevant.

People are less likely to learn if…

The outcomes are not expected, relevant, or valuable, or feedback is absent, ambiguous, or meaningless.

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Practice

We practice to understand, explore, learn, remember, and increase confidence to make our future interactions easier and more efficient.

People are less likely to practice if…

Friction is high, outcomes are unpredictable or have low value, feedback is ambiguous or confusing, our confidence is not increasing, and/or our needs and goals are changing.

friction =

× Weffort

Value × Urgency

Timelearn

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Remember

We generalize across similar situations and transfer knowledge and skills from one context, device, or domain to another when they are identifiably analogous.

People are less likely to transfer if…

We do not perceive and understand the similarities between two situations, or we think two situations are analogous when they are not.

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Cohesiveness

Consistent appearance, behavior, feedback, meaning, and outcomes makes it easier for us to:

  • Perceive the opportunity to interact,
  • Predict the outcomes more accurately,
  • Better understand the feedback,
  • Learn new interactions through generalization and discrimination, and
  • Transfer learned interactions.

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Internal

Consistency

Ignore

Abandon

Error

Quit

Misunderstand

Forget

Mistake

Perceive

Predict

Feedback

Learn

Remember

Practice

Interact

External

Consistency

Perceive

Perceive

Predict

Predict

Interact

Interact

Feedback

Feedback

Learn

Learn

Practice

Practice

Remember

Remember

Consistency

Doubt

Prior Experience

Transfer

Misinterpret

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Interaction Design Model

Psychology

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Perceive

Predict

Feedback

Learn

Remember

Practice

Interact

Cognition

Emotion

Motivation

Perception

Social

Behavior

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How might we apply this model?

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Let’s put this $#!+ into practice.

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Tim Hortons mobile app

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Context, experience, & expectations

Who is the audience?

Where are they while using the app?

Are they using the app alone or with others?

Why did they download and install the app?

What is their prior experience with similar apps or devices?

What do they expect the app to be able to do?

Context

Experience

Goals

├ Productivity

└ Creativity

Behavior

Cognition

Emotion

Motivation

Perception

Social

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Goals

What do they need the app to do for them?

What benefits do they think the app may offer?

Do they have a specific task or outcome?

Are they playing, creating, or expressing themselves with the app?

How valuable are the desired outcomes?

How urgent are the desired outcomes?

Context

Experience

Goals

├ Productivity

└ Creativity

Behavior

Cognition

Emotion

Motivation

Perception

Social

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Perceive or ignore

What is perceivable about the product? (vision, audition, touch)

What might people perceive as information or interaction?

What might people ignore or fail to perceive?

What available signals or interactions might be “invisible” until they occur (e.g., modals, haptics, or gestures)?

Context

Experience

Goals

├ Productivity

└ Creativity

Behavior

Cognition

Emotion

Motivation

Perception

Social

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Does not work offline.

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Predict or abandon

Which interactions might help you achieve the desired outcomes?

What do you expect to happen?

How much effort might it take to complete the task or interaction?

Does the value of the outcome exceed the effort for the task?

Are there any social considerations prior to interaction?

Pinteraction = × Cprediction

Context

Experience

Goals

├ Productivity

└ Creativity

Behavior

Cognition

Emotion

Motivation

Perception

Social

Voutcome

Weffort

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?

?

?

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Interact or error

Are you interacting individually or in conjunction with others?

What are you going to do?

What do you expect will happen when you do that?

How confident are you that this will happen?

Will this help you meet your need?

Context

Experience

Goals

├ Productivity

└ Creativity

Behavior

Cognition

Emotion

Motivation

Perception

Social

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?

?

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Feedback or quit

What are the results of the interaction?

Are the results understandable, meaningful, and relevant?

Does the product provide status and progress information?

Are error messages informative, helpful, and actionable?

Are next steps clear and actionable?

Context

Experience

Goals

├ Productivity

└ Creativity

Behavior

Cognition

Emotion

Motivation

Perception

Social

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?

Place an Order

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Learn or misunderstand

Are the results consistent with expectations and prior experience?

Are the outcomes useful, meaningful, and valuable?

Have you achieved or are you closer to your goal?

Does the product help complete multiple tasks?

Is there more than one way to complete a task?

Are there multiple variations or conditions of a task?

Context

Experience

Goals

├ Productivity

└ Creativity

Behavior

Cognition

Emotion

Motivation

Perception

Social

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Practice or mistake

Are you able to complete the same tasks on subsequent uses?

Are you able to complete a broader range of tasks?

Were you able to avoid or easily and effectively correct errors?

Are you becoming more proficient (e.g., fewer errors, faster)?

Is the product internally consistent for presentation and behavior?

Context

Experience

Goals

├ Productivity

└ Creativity

Behavior

Cognition

Emotion

Motivation

Perception

Social

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?

?

?

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Internal inconsistency

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Remember or forget

Are you able to remember how to use the product after long delays?

Are you able to recognize similarities (i.e., identifiably analogous) with other products?

Are you able to effectively apply past experiences to new situation?

Are you able to re-learn prior skills quickly?

Are you able to explain or demonstrate how to complete a task to others?

Context

Experience

Goals

├ Productivity

└ Creativity

Behavior

Cognition

Emotion

Motivation

Perception

Social

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?

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quick review

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Context

Experience &

Expectations

Goals & Needs

Productivity

Creativity

Perception

Motivation

Cognition

Emotion

Social

Context

Experience &

Expectations

Goals & Needs

Productivity

Creativity

Perception

Motivation

Cognition

Emotion

Social

Behavior

Behavior

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Internal

Consistency

Ignore

Abandon

Error

Quit

Misunderstand

Forget

Mistake

Perceive

Predict

Feedback

Learn

Remember

Practice

Interact

External

Consistency

Perceive

Perceive

Predict

Predict

Interact

Interact

Feedback

Feedback

Learn

Learn

Practice

Practice

Remember

Remember

Consistency

Doubt

Prior Experience

Transfer

Misinterpret

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Interaction Design Model

Psychology

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Perceive

Predict

Feedback

Learn

Remember

Practice

Interact

Cognition

Emotion

Motivation

Perception

Social

Behavior

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dave@davehogue.com

name

website

twitter

email

David M. Hogue, Ph.D.

Design Lead at Google

Mountain View, California

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o u b l i e t t e

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