The difference between art and
design is that the artist focuses on aesthetics and creates an object to be
gazed upon with fascination and wonder but serves no practical purpose, whereas
the designer focuses on functionality and creates an object that is well-suited
to a purpose and aesthetic concerns are secondary at best. The artist focuses upon the object, the
designer upon the person using the object – ideally, the user’s ability and
desire to complete a task using the object is the designer’s primary
concern. For this reason, the work of
the designer is less concerned with the principles of art and more concerned
with the principles of psychology.
The user of an object must
understand its value and be motivated to extract the benefit of using the
object. This clearly has to do with
cognitive and behavioral psychology, yet most evaluations of experience design
focus on the object and its technical and aesthetic qualities – and as such
designers are often encouraged in the wrong direction, or at least a less
productive direction than would be taken if they carefully and systematically
considered the behavior of the user who will interact with it.
For this reason, experience
designers might benefit from a systematic method of planning and evaluating
their work according to the processes defined by cognitive psychology. And so, this article presents a brief
overview of the mental processes involved in taking a purposeful action,
correlating them to the major steps in the cognitive process: perception,
attention, identification, evaluation (before action), motivation, action, and
evaluation (after action).
Granted, “cognitive
psychology” is an immense and detailed field of knowledge, so what is presented
here is a quick overview with some basic suggestions – it is entirely possible,
and entirely advisable, to delve deeper into each of the steps and consider
them in greater detail – but for the present, an overview should do much to
enable designers to systematically evaluate and plan design tasks to ensure
they more thoroughly consider the mental processes of their users.
1: Perception
The first step in the
cognitive process, perception, questions whether an object makes information
about itself available to the mind. If
something cannot be seen, heard, felt, or perceived by any of the human senses,
then for all concerns it does not exist to the mind. Information can also be conveyed using
language, written or spoken, but this perception depends on prior experience –
to say the word “horse” does not give someone the perception of a horse, but
causes them to remember horses they have encountered, or to imagine what a
horse might be if they lack any experience.
In terms of experience design,
perception asks the question “do they notice it at all?” The designer cannot assume his audience
perceives what is intended, but must consider the human sensory capacities to
detect and distinguish the sensory qualities of the object that has been
presented.
Defects in perception are best
understood in terms of accessibility: a color-blind person cannot perceive the
difference between red and green, such that a red shape on a green background
would be imperceptible. Even people whose
vision is normal may have difficulty perceiving
dark shapes on a dark field, or light shapes on a light field.
To identify and correct design
problems related to perception, consider each element of design to determine
whether it is noticeable, or whether there is a need to make adjustments: perception
is best supported by highly contrasting colors, loud sounds, strong aromas and
tastes, more pronounced differences in texture.
2: Attention
The second step in the
cognitive process, attention, questions whether the mind recognizes the information
received from an object as worthy of consideration. The human senses are constantly bombarded by
data about objects in their environment, and the mind cannot possibly deal with
it all, so anything unimportant is discarded almost immediately.
For example, consider the
experience of walking down a crowded sidewalk.
In the course of a minute, it is entirely possible to pass by 100
people. A person perceives each
passer-by – their clothing, their faces, their movements, and everything
perceptible – but for the most part, they would not be able to recall a single
person whom they had passed (and the exceptions are the result of processes
that come later).
For experience design,
attention asks the question “do they focus their attention upon it?” The designer must consider the environment
in which the design is presented to determine whether the user might be paying
attention to something else entirely.
And within a design, the visual clutter must be considered – when many
things are attempting to demand attention, the user may not be able to focus on
anything at all.
To identify and correct design
problems related to perception, first consider the channel: if the design is
encountered in a bustling and noisy environment where the user’s attention is
limited, it may be wise to choose a different channel entirely. Then, consider the object: what elements are
most prominent, likely to be noticed by a user who is in various states of
mind.
3: Identification
The third step in the
cognitive process, identification, leverages existing memory to recognize
things for what they are. Sense-data is
raw and unidentified: people hear a rumbling sound, but unless they prior
experience, they do not know what it is.
Those who have experienced the sound in the past, directly or
vicariously, and learned its cause identify it as being the noise of a subway
train passing underneath the sidewalk.
Those lacking that experience cannot identify the sound, and may choose
to take their attention away from it.
It’s also worth noting that
identification is not always accurate: a person doesn’t know what something
actually is, but what they think it might be, and as such they may fail to
identify objects properly – whether from lack of knowledge or lack of
sense-data to evaluate.
For experience design,
identification asks the question “What is this?” The designer must consider whether the user
can recognize at a glance what it is that he sees. A “clever” coffeemaker that looks like a
solid black cylinder is not going to be identifiable, and few users will invest
the time to try to figure out what it is and will quickly move along to
competing products that are more recognizable as what they are.
To identify and correct problems
related to identification, consider the user’s experience of similar items in
the past. It’s acceptable to make things
a little bit different for the sake of novelty and wonder, but if the user
cannot tell what it is, the novelty gets in the way of identification. This is where adhering to standard design
conventions, as dull and uninspired as that may seem, support the success of a
given design – if they can’t tell what it is, they won’t consider using it, and
the design is a work of art but fails as a design.
4: Evaluation (Before Action)
The next step in the cognitive
process, evaluation, asks: what is the relevance of this object that has been
identified? Whereas identification determines
what an object is, evaluation determines whether it is of interest – is action
necessary to take advantage of an opportunity or avoid a threat? Unless it is relevant to an individual’s
interest, an object is dropped from attention once it has been evaluated.
Evaluation, identification,
and attention are somewhat interactive: sense-data must come to attention
before it can be identified and evaluated, but past experience may also attune
attention to certain sensory information.
In the latter case, it is more accurate to say that evaluation causes a
person to stop paying attention to something – it is ignored after it is
identified and evaluated rather than before.
In other instances, sense-data is ignored before it is evaluated at all
(a person hears the rumble of an underground train, does not know what it is,
and does not care enough to try to identify it).
For experience design,
evaluation asks the question “What does this do?” Where the user has experience with similar
items, this is often answered in their identification of the object (a coffee
maker makes coffee) but when they are unfamiliar with the object, they may be
willing to devote time to figuring out the function of the object from the
sensory information it transmits.
To identify and correct
problems related to evaluation, consider whether the object is intuitive, such that its function is
self-evident. Labeling and instructions
are also useful in informing the user of how it works and what it does if it
cannot be made obvious from its physical attributes. And perhaps most importantly, this is where
usability testing can provide helpful direction: a person who already knows
what an item does is tainted and cannot evaluate how easily a person who
doesn’t have the same knowledge can discover it.
5: Motivation
The fifth step of the cognitive
process is critical to persuading a person to take an action: it is here that
the notion of “want” is evaluated.
Something has come to attention, been identified and evaluated, and the
person senses that there is some benefit from taking an action – but do they
want to gain that benefit by acting immediately? Is the effort required worth the reward that
can be gained, or are there other opportunities that may arise that are more
worthy? A person must want something,
and must want it right away, to become motivated.
For experience design,
motivation asks two questions “What are the benefits to me?” and “Is it worth
the effort to get those benefits?” The
design must not only be functional in providing a benefit, but the benefit it
provides must be of sufficient interest to the user to be worth the cost
(including time and effort). In some
instances, an object’s benefits are of no interest at all. In others, they are perceived as being too
difficult to obtain.
As a result, there are two
areas in which problems related to evaluation can be identified and
corrected. The first is in they way in
which a user will be directed to the object: if you are marketing to the wrong
crowd, it will attract a lot of attention and then fail upon evaluation as the
audience realizes that it is not relevant to their needs. The second is in giving the appearance of
ease of use – and at this point it is merely the appearance, as the actual ease
of use is evaluated in the next step (action) – but an appearance that suggests
ease of use is critical to motivation.
6: Action
The sixth step in the process
is action, which is where the designer wants their user to arrive. To get this far in the process, all of the
preceding processes must have executed successfully – though the previous step
of motivation is most critical because a person may understand that taking an
action will have a result, but if they do not want the result they do not
undertake the action.
Also, motivation must be
sustained through the action process.
This cannot be overstressed, because the great failure of many user
experiences is that the motivation of the user becomes dampened during the
course of action – they decide to do something, but become discouraged along
the way and revisit their decision to act.
That is, they start the action but quit before completing it.
For experience design, action
asks questions such as “Am I doing this right?” and “When will I be
finished?” The user who undertakes a task
seldom does so for the joy of doing the task itself, but because he is interested
in achieving the result. The users must
feel some motivation to take action, but are prone to quitting before the task
is finished because they do not have a sense of making progress, or begin to
doubt that they will achieve the desired outcome, or reevaluate whether it is
worth the effort.
To identify and correct
problems related to action, consider the feedback that the user receives as the
task progresses. If a device has a
button and pressing it seems to do nothing, the user begins to experience doubt
– but feedback such as a light that comes on when the button is pressed, or a
countdown to when the operation will be finished, do much to retain their
engagement. Usability testing can also
be helpful in evaluating action and identifying moments in which the user’s
motivation wavers.
7: Evaluation (After Action)
The final step in the process,
evaluation, is very often ignored. The
designer wanted the user to take an action, but once they completed the action
the designer is no longer concerned with their behavior. This is a serious mistake, because the
evaluation process determines how the same object will be acted upon in the
future – if the evaluation is negative, the user will ignore it, evaluate it as
“nor worthwhile,” and have no motivation ever to interact with it again.
Evaluation revisits the
question of motivation. Before an action
is taken, a person asks “what will happen?”
After the action is taken, they then ask “what actually happened?” And if the answer is “no” then dissonance
occurs: disappointment, regret, and discouragement and ultimately disinterest
in any future encounter.
For experience design,
evaluation asks the question “How did that work out?” Ideally, they have the sense that their
action had the expected effect and that the result of the action provided them
with the benefits they expected to achieve by undertaking it. If they quit along the way, or if they are
not happy with the results, users are going to be resistant to the idea of using
the object ever again.
To identify and correct
problems related to evaluation, considers whether the information communicated
to the user during the before-action evaluation phase was at all accurate and
adjust as necessary. It may also be
worthwhile to survey users about their expectations, because in some instances
the expectations they had – even if you didn’t mention them or attempted to
communicate the exact opposite – will take precedence over the information the
designer provides.
***
Evaluating the way in which a
design supports each of the seven steps in the cognitive process (perception,
attention, identification, evaluation before action, motivation, action and
evaluation after action) is a procedure that can be very helpful in accurately
diagnosing and correcting problems in experience design – and while it seems a
bit tedious, it’s certainly more likely to be successful than attempting to
evaluate design by vague and holistic means or applying design theory that is
derived from these principles in an indirect manner.
In closing, it’s important to
reiterate that this article has provided a general overview of the cognitive
processes that has been broad but superficial.
There are many textbooks and trade books devoted to just one of the
steps, so the evaluations can go beyond the basic questions and delve into very
detailed analyses to fine-tune the design – but taking a broad approach and
systematically evaluating designs for their potential success, should be done
before diving into any specific area. Ultimately,
all must be addressed for the user experience to be successful.
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