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UX Psychological Principles Explained

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Many designers often overlook the role of psychology in their work, assuming it is a specialized field reserved for scientists, yet in reality, most design decisions are inherently psychological even without using technical terminology. A primary example of this is managing information overload; when users feel overwhelmed by too much data on a screen, it triggers cognitive distortion and anxiety. To counteract this, designers should employ principles like progressive disclosure, which involves revealing information gradually rather than presenting everything at once. This approach respects the user's cognitive limits by showing only what is necessary at any given moment, allowing them to dive deeper into details only when they choose to, thereby creating a more manageable and less stressful user experience. Beyond digital interfaces, psychological principles are observable in everyday physical environments, such as the layout of supermarket aisles where product placement is strategically designed to influence purchasing behavior. A key concept here is the decoy effect, which utilizes two less desirable options to make a specific target item appear as the most reasonable choice. For instance, placing cheap products at the bottom and expensive ones at the top creates a middle-ground option that seems like the perfect "Goldilocks" solution; customers perceive the cheap item as low quality and the expensive one as not worth the cost, naturally steering them toward the intended middle-priced product. This strategy is widely applied in subscription models where free or super-expensive tiers act as anchors to promote the specific paid plan that the company actually wants users to select. Another critical distinction in design psychology lies between priming and framing, two techniques used to guide user expectations and motivations throughout a journey. Priming involves setting up expectations for what is coming next, such as informing users about the number of steps ahead in an onboarding process to prevent them from feeling overwhelmed or ready to quit midway. Framing, on the other hand, focuses on how the current task is presented to highlight its value and purpose; instead of simply asking for an email address, a designer might explain that providing this information will unlock a fantastic profile with great content and weekly rewards. By combining these techniques, designers can shift a user's mindset from reluctance to engagement, making them more willing to complete necessary actions because they understand the immediate benefits. Finally, the Zeigarnik effect describes the human tendency to feel an innate urge to complete tasks that have been started but not finished, which is a powerful tool for driving user completion rates. People generally dislike seeing incomplete lists or partial progress and are motivated to close loops, whether it is finishing a profile setup or completing a checklist of four items. This psychological drive is effectively leveraged through visual cues like progress bars that show users they are 25% of the way there, encouraging them to move forward to reach 100%. Gamers are familiar with this principle through side quests and unfinished missions in video games, but applying it to software design ensures that users feel compelled to finish their interactions rather than abandoning them halfway through.
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Some people think about psychology and they think why would I consider that in my design work but actually most people consider psychology in their design work. They just don't use the scientific terms. Don't go into the kind of deepness of it. Priming versus framing. Being overwhelmed with data and using something like progressive disclosure. The decoy effect is essentially about promoting a very specific item. The zygenic effect. You're given a task list. Regardless of what that task list is, you want to complete it. People intuitively want to complete things. [music] When you're in a supermarket, you're walking down a shopping aisle. There's a reason why products [music] are put on the shelves the way that they are. Psychology isn't just about, you know, what you do on digital devices [music] and, you know, how you talk to people. Everyone sees it wherever they go. Are there sort of like must know sort of psychology principles that like every designer could kind of like think about or use in their day-to-day work. What are what are some of the basic ones you see uh that people should know? >> Yeah, I think it's a really good question. I think the thing I'll start with is that you said it at the start as well. Some people think about psychology and they think why would I consider that in my my design work but actually most people consider psychology in their design work. They just don't use the scientific terms and you know kind of don't go into the kind of deepness of it. Um you know as an example you know we can be looking at a screen and someone can be saying ah you know there's there's just a way too much information on this you know I feel like we know people feel overwhelmed with that. That's that's just just generally about um you know cognitive distortion and things you know just being overwhelmed like that is a general piece of psychology there um you know and people do talk about these things and it doesn't matter if people are using the psychology as long as they're talking about the aspect of mentality and how people think about things that's important um but I think yeah I think in terms of the big ones that I found in any psychology case study I think um I think yeah to be simplified I think being overwhelmed with information I think kind of ensuring that you're simplifying that information as best as possible is is quite a big one. Um there's a lot of what I would say as well is that there's often very connected psychology biases and principles. So if we look at like being overwhelmed with information kind of how you solve for that principles. So, you would think about things like progressive disclosure, like, you know, you wouldn't uh bring all of the information in at once because no one wants to see it all at once. They just need to see what's right at any one time. And if people need more information, they'll naturally dive in and try and find that for themselves. So I think yeah having being overwhelmed with data and using something like progressive disclosure is an absolute go-to. You know especially with any kind of flow on boarding that is a big one that's seen a lot. You know we don't want to give someone a huge form to fill out. It's take them through it give them reasoning that kind of stuff. Um so yeah I'd say that's a big one. Um the other one I I I really look at um is very related to everyday life as well and this is something to fit for people to think about is that psychology isn't just about you know what you do on digital devices and you know how you talk to people everyone sees it wherever they go and I always use this example of market and you're walking down a shopping aisle and you're looking at all the shelves there's a reason why products are put on the shelves the way that they are And a good uh psychology bias around that is is called the decoy effect. And the decoy effect there is essentially about promoting a very specific item. And on a on a supermarket shelf, the way that they do it is that they'll have the cheapest products at the bottom, they'll have the most expensive products at the top, and the kind of goldilocks product is right in the middle. So the decoy effect is essentially kind of using two other examples as a way to draw you into the one you actually want to get to. So they look at the cheap one and they think, "Oh, you know what? The quality is probably not very good." They look at the expensive one and they think, "Ah, you know, it's not really worth the money." And they look at that middle one, they think, "That's it. That's the one I want." So you can utilize that. In many ways, pricing pages is a great example of that, especially in subscription models. Most companies have free subscriptions for a reason. The one they're actually targeting is the middle one. They don't really expect you to go for the super cheap one or the big one. Super cheap one is just to get you into the middle one. The big one there is for people that just live that product, you know. So, yeah, I think that that would be the other one. Um, my other match I would say is is a mixture and some people get this wrong a little sometimes is is priming versus framing. So what I mean by [clears throat] priming and framing is with priming it's about setting up expectations for what's next. So you know if you are going through say on boarding is a good example again you know say you've got you need 10 screens of information from someone because it's necessary you know we need to help people understand that's what's coming up because sometimes you know people will get halfway through a cycle and think I've had enough of this I'm going to drop out. If you can preempt that at least people go into the mindset that there's going to be time invested here. Um, and you can, you know, prime in nice ways too. You can be like, look, we're going to start off talking about this topic. You know, get people into the right mindset so they know what kind of information is going to be needed and how they're going to behave. Then it comes into framing. And framing then is okay, what do you do about the the there and now? So, when you're in that screen, how do you frame it to help with perhaps, you know, the value of of what that screen is about? How do you make sure they understand why they're giving that information, what value that they're going to get out of giving that information? The framing of that is incredibly important because, you know, if you just said, right, get started, jump into the next screen and go, give me your email. Like, everyone looks at that and think, why, you know, what's the point? But if you said, thanks for joining us. Like, we're going to create a fantastic profile for you that gives you great content. Get started. you get into the email, it's like, give us your email and you will get, you know, weekly rewards and all this kind of stuff. Instantly, I'm engaged and I feel like actually I do want to do this. I'm more likely now to continue with this journey and I'm more likely to give you my email address. So, yeah. So, those are kind of the three big ones I really like. One last one just because I love the word and if any of my past team are watching this, they'll know this one. Uh, is the zygenic effect. Um, I just love that word, the zygenic. I always try and pronounce it by reading it because it's a hard one. Um, essentially what the zygenic effect is is that people intuitively want to complete things. It's just a thing. So, if you're given a task list, regardless of what that task list is, you want to complete it. You do not like seeing that task list half done or, you know, even 10% done or 75% done. You want to get through it. Um and you that is seen by various different ways of doing you know you can go as simple as a progress bar I think that's just showing you that you are 25% of the way there encouragement to kind of move forwards and then you know with a lot of you know checklists of if you're on boarding to a product it's like oh finish your profile or doing these four things usually you're kind of like I want to complete these four things because a lot of the time there's also a feeling of I'm going to get something out of this at the end of this so Why would I not want to do this? And obviously for all the gamers out there, the zygenic effect is used in everything. Side quests galore. If you're a completist, you're going to go and do every single GTA mission, Zelda mission, whatever it is by talking to some random people because you want to complete it essentially. So yeah, that is always a really interesting one too. >> Yeah, that's awesome. Yeah. >> Uh on I think it's uh the it's the zygenic effect. Z E I N I K Zenick [laughter] something like that. Um I will I'm sure we'll share a little bit after this as well, but feel free to >> Yeah, we we could exactly we can kind of uh drop it in the Okay, I think I got it. Uh, let me I could just quickly throw that on the screen if uh if I my thumbs move fast enough. Okay, here you go. Is it this? >> Love it. >> Okay. Okay. [laughter] >> Wow. >> Pronounce that word is ridiculous. >> Yeah. [laughter] >> Exactly. Exactly. I have the word uh um I'll throw it on screen here. I'll just I'll just let it tick. But yeah, that that was some live production for you guys there. Uh I I when when you spoke about the sort of um information overload and sort of simplification, there's also the case where it's kind of rooted and based in um a lot of cultural things or different cultures. So I think this is connected to the sort of the next topic which is like how do you design around behaviors and biases? Well, listen to the full conversation. Click the video on screen now. Subscribe to the channel if you want to join us live. Oh wait. Okay, fine. You don't have to join us for the live stream, but if you like stuff like this, then click that subscribe button. I'll see you on the inside. Bye.