Topic 17 talks 15 experts 8 events 11h 24m
Nathalie explains how you can use specific scientific principles from the worlds of psychology, design, and behavioural economics to design more persuasive, effective websites and marketing. Nathalie fuses the worlds of psychology, web design, and...
One does not simply add game mechanics to UX. h3. 8 lessons learned covered in this presentation # Find your North Star # Design for Emotion # Use Player Types # Loop de Loop # Know Your Mechanics # Art from the Start # Learn to Teach ...
Have you ever heard yourself saying, “We’ll need more content” or “This is where the content will go.” We bandy about the term ‘content’ as if it’s what users seek. Yet when users are frustrated we rarely hear them use that word. IOS6 Maps user...
bq. “<cite>The details are not the details. They make the design.</cite>” - *Charles Eames* The difference between a good product and a great one are its details: the microinteractions that make up the small moments inside and around features. ...
There’s a lot of talk going around right now about designing for delight and gameification. You know what? Giving you a badge for getting your expense report done on time probably isn’t going to make you any happier or more likely to do it on time...
*Addiction or devotion?* The complexity of our relationships between connected experiences, devices and people is increasing. Design ethnographer Kelly Goto presents underlying emotional indicators that reveal surprising attachments to brands, ...
Today’s consumer is hungry for something much deeper than a viral video. They’re looking for authentic connection. In this emerging Emotion Economy, brands must build products and services that address people’s unspoken feelings, wishes, and needs...
Don Norman explains how pleasant things work better and how happiness leads to better creativity and better problem-solving. He also delves into the three emotional cues a well-designed product will evoke. Don Norman discusses beauty, fun, pleasur...
*Ready access to information is great*. But many times there is confusing information, too much data, or too many options to make sense of. People can easily become frustrated or disengage if they can’t connect with the content presented to the...
Why are emotional experiences better ones, and how designing customer experience should focus on delivering something remarkable. Go beyond the basics - functionality, reliability, and usability - and design for humans, not machines. Learn how ...
In his entertaining, often hilarious, discussion of simple design (some good, some bad), David Carson shares his views on emotional response to design, including the artist’s intuition. Carson encourages designers to embrace personal perspective t...
We all want our designs to be loved by the users. We all strive for a design which users will like, want to use and never be abandoned. Sounds like your relationships with your spouse? Sure it is! Why? It is that we – as well as our users – simply...
*Well Designed: _How to Use Empathy to Create Products People Love_* Industry disruption is possible by focusing on providing deep, meaningful engagement to people that use your products or services. This is achieved by designing products that ...
You have to understand the psychological triggers, biases & motivations that drive your customers. In this talk, Nathalie goes through five of the most important psychological principles that underly persuasive design online. Key takeaways: ...
Every decision we make affects the way real people experience our products. We've all heard the rallying cry for user-centered design, but even those of us who ascribe to that ideal often fall back on our own biases and instincts when it comes...
Julie Zhuo describes how the development of new features starts at Facebook with three questions: # What people problem are we solving? # How do we know it’s a real problem? # And how will we know if we’ve solved it? Zhuo explains how a...
While everyone enjoys delightful interfaces, polishing the user experience is rarely the priority when building new products. Animations are more often than not considered as superfluous, with every interaction effect or visual feedback not strict...
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