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Pedro Gonçalves

Another Win For Flat Design As Facebook Gives Its F Logo & Other Icons A Flatter, Clean... - 0 views

  • Flat design has spread its levelling influence all over the tech industry and its interfaces in recent years
Pedro Gonçalves

How to Manufacture Desire: An Intro to the Desire Engine | Nir and Far - 0 views

  • Addictive technology creates “internal triggers” which cue users without the need for marketing, messaging or any other external stimuli.  It becomes a user’s own intrinsic desire. Creating internal triggers comes from mastering the “desire engine” and its four components: trigger, action, variable reward, and commitment.
  • A company that forms strong user habits enjoys several benefits to its bottom line. For one, this type of company creates “internal triggers” in users. That is to say, users come to the site without any external prompting. Instead of relying on expensive marketing or worrying about differentiation, habit-forming companies get users to “self trigger” by attaching their services to the users’ daily routines and emotions. A cemented habit is when users subconsciously think, “I’m bored,” and instantly Facebook comes to mind. They think, “I wonder what’s going on in the world?” and before rationale thought occurs, Twitter is the answer. The first-to-mind solution wins.
  • A multi-screen world, with ad-wary consumers and a lack of ROI metrics, has rendered Don Draper’s big budget brainwashing useless to all but the biggest brands. Instead, startups manufacture desire by guiding users through a series of experiences designed to create habits
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  • The trigger is the actuator of a behavior—the spark plug in the engine. Triggers come in two types: external and internal. Habit-forming technologies start by alerting users with external triggers like an email, a link on a web site, or the app icon on a phone. By cycling continuously through successive desire engines, users begin to form internal triggers, which become attached to existing behaviors and emotions. Soon users are internally triggered every time they feel a certain way.  The internal trigger becomes part of their routine behavior and the habit is formed.
  • After the trigger comes the intended action. Here, companies leverage two pulleys of human behavior – motivation and ability. To increase the odds of a user taking the intended action, the behavior designer makes the action as easy as possible, while simultaneously boosting the user’s motivation. This phase of the desire engine draws upon the art and science of usability design to ensure that the user acts the way the designer intends.
    • Pedro Gonçalves
       
      Maybe... but how can that time be leveraged in a focused (and profitable) way?
  • Variable schedules of reward are one of the most powerful tools that companies use to hook users. Research shows that levels of dopamine surge when the brain is expecting a reward. Introducing variability multiplies the effect, creating a frenzied hunting state, which suppresses the areas of the brain associated with judgment and reason while activating the parts associated with wanting and desire. Although classic examples include slot machines and lotteries, variable rewards are prevalent in habit-forming technologies as well.
  • The exciting juxtaposition of relevant and irrelevant, tantalizing and plain, beautiful and common sets her brain’s dopamine system aflutter with the promise of reward. Now she’s spending more time on the site, hunting for the next wonderful thing to find. Before she knows it, she’s spent 45 minutes scrolling in search of her next hit.
  • What separates the desire engine from a plain vanilla feedback loop is the engine’s ability to create wanting in the user. Feedback loops are all around us, but predictable ones don’t create desire. The predictable response of your fridge light turning on when you open the door doesn’t drive you to keep opening it again and again. However, add some variability to the mix—say a different treat magically appears in your fridge every time you open it—and voila, desire is created. You’ll be opening that door like a lab rat in aSkinner box.
  • unlike a sales funnel, which has a set endpoint, the commitment phase isn’t about consumers opening up their wallets and moving on with their day. The commitment implies an action that improves the service for the next go-around.  Inviting friends, stating preferences, building virtual assets, and learning to use new features are all commitments that improve the service for the user. These commitments can be leveraged to make the trigger more engaging, the action easier, and the reward more exciting with every pass through the desire engine.
  • As Barbra enjoys endlessly scrolling the Pinterest cornucopia, she builds a desire to keep the things that delight her. By collecting items, she’ll be giving the site data about her preferences. Soon she will follow, pin, re-pin, and make other commitments, which serve to increase her ties to the site and prime her for future loops through the desire engine.
Pedro Gonçalves

The Secrets Of A Memorable Infographic | Co.Design | business + design - 0 views

  • The most memorable visualizations, by far, contained elements that fell under the category of "human recognizable objects." These were images with photographs, body parts, icons--things that people regularly encounter in their daily lives. "Human recognizable objects will instantly make it more memorable," says Borkin. All but one of the 12 most memorable images in the study had a recognizable component.
  • Color was key; visualizations with more than six colors were much more memorable than those with only a few colors or a black-and-white gradient. Visual density--what some of us might call "clutter"--wasn't a bad thing either. In fact, images with a lot going on were significantly more memorable than minimalist approaches. Roundness was another hallmark of memorability (after all, our brains do love curves).
  • Then again, the researchers emphasize that this study only scratches the surface of what makes a visualization effective. Borkin and the others didn't study how well people retained the information in the images, just that they retained the image itself. An image that's memorable without being comprehensible may not be worth much. Borkin has already moved on to a similar study of visual comprehension, and she suspects in this case that "chart junk" and extraneous design elements will have a negative impact.
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