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18 psychology required for studying abroad in interactive design for art majors abroad

Author: Natural light / Interactive Design for Studying Abroad in Arts / Time: 2022.03.02 12:21:34
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At present, more and more art students choose to study interaction design in art abroad. Studying abroad in interaction design involves many directions, such as user behavior, services, research methods, and user psychology. Therefore, interaction design is not just design. It is generally called interactive art abroad. So students who want to study interaction design in foreign arts should also design a high-quality collection of interaction design works. and Interactive Design Collection , which is different from GUI or graphic design, nor is it the conclusion display of user research. Instead, it should face problems, comprehensively consider and propose the best solution and implement it. Therefore, the interaction design portfolio should focus on the process of proposing solutions to problems in actual projects, as well as the final effect. Then look at the 18 psychology that must be understood when studying in interaction design.


1, "What others see on your website may not conform to your expectations. Their personal background, cultural level, familiarity with the things in front of them and what they expect to see will all affect their observation results." Therefore, never design products from the designer's own standpoint and perspective; At the same time, designers need to pay attention to the value brought by user research.


 Overseas Art Study and Design Major


2. "People will look for rules when recognizing objects, and finding rules will help to quickly process sensory information received at all times. Even if there are no rules, human eyes and brain will try to create rules." In short, designers should design products with rules in them. Whether explicit or implicit, there should be certain rules to guide users, This can help users to use the product more efficiently and comfortably. On the other hand, product design should have certain degree of control and limitations, and users should not be allowed to operate freely. If there is no certain rule in product design, users will create their own rules, and then the user operations will be unpredictable and uncontrollable by designers.


3, "The brain has a special area for recognizing faces, and we can't help looking in the direction of others' eyes."


You can verify this point. In fact, it is used a lot in web design. The design is always consistent with people's natural life world. For example, if you see a person looking at the sky silently when you go out, you will certainly see whether there is a plane in the sky.


4. "People have a preconceived mental model of what they want to see and where they want to see it. People have a specific mental model that envisions where each content should appear on the computer screen, the specific application used, and the website, and often look at the screen with such a mental model."


Therefore, in the design process, understanding the user's psychological model and behavior habits is a necessary step. To design a product, I think it is difficult to satisfy everyone's mental model, so most user scenarios determined by Persona and Scenario are the main body of the design, and then consider edge users to expand the breadth and inclusiveness of the design. The design process of most products should be from the center to the periphery, from focus to divergence.


 Study abroad in interactive design

18 psychology required for studying abroad in interactive design for art majors abroad


5, "When people feel that the font is difficult to read, they will transfer this judgment to the text content, thinking that the content itself is difficult to understand or realize."


This is very interesting, and users will be mistaken. Designers design products and decorate them to a certain extent after accurately grasping the presentation mode and information framework of the core content. If the decoration is unreasonable, users will dislike the decoration, and then blame it on the content, so they don't like the product as a whole. So design is very important. There are many users who judge people by their appearance.


6, "Short term memory is limited. We have all had the experience that when you talk on the phone, the person told you that you must contact someone immediately and provided the name and phone number of that person, but you didn't have a pen and paper to write down, so you had to repeat the number over and over again to help remember, and then quickly hung up the phone and dialed immediately to avoid forgetting. You will find that the memory in this case is not reliable. Psychologists have many theories about the principle of this kind of memory. Some people call it short-term memory, others call it working memory. We call this kind of fast memory, which needs to be maintained for less than one minute, "working memory". How do people transform working memory into long-term memory? There are basically two ways, one is to repeat a lot, and the other is to connect new information with familiar things. "


In product design, especially ToB product design, there are many requirements for users' working memory. In fact, many process breakpoints occur in the confusion of users' working memory. For example, when a user operates a cloud service product, it needs to deploy a service. The process is relatively long, and the user keeps operating, and uses his brain to remember some operations that need to be temporarily remembered. When the process is complex or a process needs additional thinking, the user's working memory may be confused, and the entire operation process will encounter a bottleneck. Therefore, when designing products, it is very important to keep users' ideas clear, let them remember as few items as possible, and use reasonable processes, interface design and prompts to help users remember and think.


Of course, some memories need to be changed from short-term memory to long-term memory. At this time, it is necessary to help users generate long-term memory. For example, a user's daily work is to operate the interface of a complex information system. After a large number of repeated operations, user practice makes perfect, and the operation efficiency is very high and accurate. At this time, a large number of repeated operations experienced by users are a way to generate long-term memory. I was very impressed that every time I went to take a photo of my ID card, the staff of the photo studio needed to PS my photo and print it out in a proper size. I, a designer who has worked for many years, was also surprised by the operating speed and accuracy of PS used by the staff of the photo studio, which probably means that practice makes perfect. The second way is to connect new information with familiar things. For example, we watch the Spring Festival Gala every year. The last song is unforgettable tonight. Although we only listen to this song once a year, I believe everyone can sing it easily.


7, "People always forget something. People don't intentionally judge what should be forgotten."


In the design process, when judging whether a user remembers a certain content or an operation, it is necessary to set the minimum requirements, because you never know when the user will forget.


 18 psychology required for studying abroad in interactive design for art majors abroad

18 psychology required for studying abroad in interactive design for art majors abroad


On the other hand, people always remember something, so designers should always think about what the product needs users to remember.


8, "The brain can only consciously process a small amount of information at a time. It is estimated that people process about 40 billion pieces of information every second, of which only 40 are consciously processed. One mistake designers often make is to provide users with too much information at one time."


Next time you have an argument with the product manager about demand reduction, please directly quote the data here, 40 billion, 40 billion.


9, "The number of clicks is not the key. Progressive presentation requires multiple clicks. You may have heard that website design should minimize the number of clicks users need to get detailed information. But the number of clicks is not important, and people are very willing to click multiple times. In fact, if users can get a certain amount of information every time they click and are willing to continue to view the website along the design idea, they will not notice the click operation at all. You should consider progressive presentation design, regardless of the number of clicks. "


I have written many times that design is a very strange subject, with both rationality and sensibility. Therefore, the design principles of any rules and regulations are not necessarily universal and need not be superstitious. In the process of user operation, there are reasonable process bedding, smooth operation flow, and intimate rhythm control. Even if users click many times to complete a task, they will not feel complicated, but feel very simple to complete the task.


The rationality of design comes from the designer's own judgment, not purely in accordance with standards.


10, "30% of the time people will be distracted."


People's attention is very limited. When users use the product, distraction should happen at any time. Therefore, in the process of product design, we must always grasp the attention of users, and have a clear understanding of what users care about in each interface. Secondly, the rationality of the interaction design of the process and interface is very important. After the user is "absent-minded", we need to pull the user back to the correct process and attention points. The interaction design needs to be very complete.


30% may be a conservative estimate... hahahaha... (except playing games...)


11, "Don't spend a lot of time trying to change other people's deep-rooted ideas. The best way to change other people's ideas is to let them agree with some very small things first. Don't prove that other people's ideas are illogical, unreasonable and unwise. This may be counter productive and make their beliefs more deep-rooted."


People are stubborn, which is not necessarily a shortcoming. Only paranoia can make them outstanding. When designing products, designers need to imperceptibly adjust users' expectations from the details, especially in the large-scale revision of products, so as not to let users face all changes alone too abruptly.


This also applies to life, family and love, and is suitable for collection.:)


12, "Stories are the most natural form for people to process information. If you want users to get causal relationships naturally, make up a story. Stories are not only for entertainment. No matter how boring your content is, stories can make it easier to understand, vivid and easy to remember."


Story telling is always the most effective and attractive in interaction design, design document production, visual design, user research, design scheme presentation and other aspects related to experience design. Stories can be told in various forms, including words, graphics, interfaces, feelings, speeches and brands.


13, "People naturally like classification. If you don't, users will classify by themselves."


So the first link of design is interaction design.


 18 psychology required for studying abroad in interactive design for art majors abroad

18 psychology required for studying abroad in interactive design for art majors abroad


14, "Six things are connected with people: danger, food, sex, movement, face and story."


Human instinct is like this, but designers should still design products legally


15, "Vision: Standing in a completely dark environment, you can see the candlelight 48 kilometers away. Hearing: In a very quiet room, you can hear the ticking of a watch 6 meters away. Smell: you can smell a drop of perfume within 75 square meters. Touch: your skin can feel a hair. Taste: A spoonful of sugar dissolved in about 7.5 liters of water, you can also taste sweet. "


In addition to certain specific scenarios, the design should generally be stable and gentle. Users are very sensitive and sensitive groups, and treat them well.


16, "Is laziness efficiency in a sense?"


Yes, many technological innovations are designed to make people more lazy, so the more relaxed users use the designed products, the better the general use effect will be.


17, "People attribute it to you rather than to the objective situation. If they put it on themselves, it is all objective factors."


When the user has a problem in the process of using the product, the first reaction of the user is to find the problem of the product, and few users will reflect on themselves. Therefore, in the design process, the learning cost should be low enough, the error prevention mechanism should be strong enough, and the emotional binding should be rich enough. Otherwise, users will easily be unhappy, blaming the product and the designer.


Recently, the popular discussion said that when some unfair things happened in the society, passers-by were very indifferent. When they did not help, netizens were very angry, angry with those indifferent passers-by. To some extent, this is the reason for this. When people look at other people's behavior, they judge other people's character, while when people look at their own behavior, they see more objective factors. (For example, netizens think that passers-by don't help and don't preside over justice because they are cold-blooded and have no sense of social responsibility. When netizens walk by themselves and don't preside over justice, the reason is that they are in a hurry, don't understand what happened, worry about their own safety, etc.)


18, "People are easily influenced by the views and behaviors of others, especially when they are uncertain."


When designing, in order to achieve business purposes, sometimes ingenious ideas are needed to help swing users make decisions. For example, for e-commerce websites, the user recommendation feature of each product is an important factor that helps users decide to buy the product from a large number of choices. In the process of user research, we should also pay attention to this point. We should distinguish the authenticity and usability of the information fed back by users. We cannot accept the input directly as the product design iteration.


In fact, many subjects are general. I have studied economics in both undergraduate and graduate students. Many theories of economics have a strong relationship with design, and can complement and explain each other. Psychology and design are even closer. Design is a knowledge of dealing with people, so any subject related to people can assist the success of design. For example, I was recently reading a paper related to neuroscience, thinking about how to observe and verify users' sense of products through scientific detection of users' brain activities.


This article belongs to the original article of Natural Light International Art Education Team. Without permission, it cannot be reproduced commercially in any form. If it is found, it must be investigated for legal responsibility.

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