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Book Description

Every designer today should learn the fundamentals of psychology. Instead of forcing users to conform to a product design or experience, designers need to learn how users behave and interact with various digital interfaces.

This guide provides some key principles from psychology to help you design more intuitive, human-centered products and experiences. Humans have an underlying blueprint for how we perceive and process the world around us, and through simple lessons in psychology, this guide will help you define this blueprint.

Table of Contents

  1. 1. Fitts’s Law
    1. Overview
    2. Origins
    3. Key Considerations
      1. Touch Target Sizing
      2. Touch Target Spacing
      3. Touch Target Positioning
    4. Examples
    5. Key Takeaways
    6. Conclusion
    7. Index
  2. 2. Jakob’s Law
    1. Overview
    2. Origins
    3. Key Concept: Mental Models
    4. Examples
    5. Key Consideration: Sameness
    6. Conclusion
    7. Key Takeaways
    8. Footnotes
  3. 3. Hick’s Law
    1. Overview
    2. Origins
    3. Key Concept: Cognitive Load
    4. Examples
    5. Key Consideration: Oversimplification
    6. Conclusion
    7. Key Takeaways
  4. 4. Miller’s Law
    1. Overview
    2. Origins
    3. Key Concept: Chunking
    4. Examples
    5. Key Takeaways
    6. Conclusion
    7. Index
  5. 5. Postel’s Law
    1. Overview
    2. Origins
    3. Examples
    4. Key Takeaways
    5. Conclusion
  6. 6. Peak-End Rule
    1. Overview
    2. Origins
    3. Key Concept: Cognitive Biases
    4. Examples
    5. Key Takeaways
    6. Conclusion
    7. Index
  7. 7. Aesthetic-Usability Effect
    1. Overview
    2. Origins
    3. Examples
    4. Effect on Usability Tests
    5. Key Takeaways
    6. Conclusion
    7. Index
  8. 8. Tesler’s Law
    1. Overview
    2. Origins
    3. Examples
    4. Key Consideration: When Simplicity Turns to Abstraction
    5. Key Takeaways
    6. Conclusion
  9. 9. Doherty Threshold
    1. Overview
    2. Origins
    3. Examples
    4. Key Consideration: When Response Times are Too Fast
    5. Key Takeaways
    6. Conclusion
    7. Footnotes
  10. 10. Ethical Implications of Persuasive Design
    1. Problem
    2. Design Responsibility
    3. Examples
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