Posts Tagged ‘upa’
UPA Boston: The Mind of the User
Posted June 13, 2010
on:At the UPA Boston conference, Colleen Roller discussed why seemingly insignificant aspects of information presentation can have a surprising effect on people’s perceptions and behavior.
- People like to make easy choices
- Cognitive fluency is how easy or difficult it is to think about something. Cognitive fluency is subtle and pervasive.
- People tend to be attracted to what is: average, familiar, symmetrical.
- The mere exposure effect – Exposing people to stimuli more than once increases attractiveness
- What impacts how people determine the truth of unfamiliar statements? The size / color of text, frequency of exposure, rhyming words.
- Rhyming words are an easier cognitive load / mental ease
- People apply the sensation of mental ease to statements
- Fluency of perceived truth is as follows: easy to decipher => must be familiar / safe => must be popular (reply on social consensus when unsure) => must be true
- People perceive things with names that are hard to pronounce as: risky, new & novel, exciting and full of adventure, likely to make them sick
- Something that feels hard to decipher => is not familiar => must be risky
- Rhyming text is easily remembered and seems more accurate
- How its worded / appearance changes perception of statement (rhyme as reason effect)
- People will postpone difficult decisions when the fond size used is difficult to read.
- What can help people be more careful and prevent silly mistakes on tests? Using a font that is difficult to read.
- A personal questionnaire that is less legible causes people to answer less honestly
- To boost student morale, ask them to list a few reasons why they’ll succeed, many reasons why they my fail. It raises moral because the amount of mental work needed to come up with a long list of reasons for failure changes perception.
At the UPA Boston conference, Janelle Estes discussed how she used a variety of user research methods to assess how people use postings from companies and organizations on social networks.
- Estes conducted a usability study and a diary study
- She recruited people who used 2+ social networks for 3+ months, as well as folks that were willing to access their social network accounts during test sessions
- The usability study revealed that users often have a difficult time finding where to sign-up to receive postings. They will search on keywords such as “friends, connect, social”, and many sites don’t have results on those common terms.
- The diary study was a 4 week study. Estes sent out assignments 3x per week, and asked for responses using a Google spreadsheet. She sent the assignment on a consistent schedule. Estes suggest that its important to make a connection with participants over the phone prior to the study, and it might be a good idea to vary assignments or shorten the study with more participants.
Estes was able to glean some design guidelines from her study as follows:
- Users had varying expectations on message types, it all depended on the org. News: top stories, Consumer: new products, sales; Non-Profit: Initiatives: upcoming events
- Place important information at the beginning of the message, as people only scan the first few words
- Clearly describe where a link take users
- Users expected companies to be personable, informal, have more personality
- Engage in two way conversation
- Initiate conversation about relevant topics
- Send messages regularly, but not too regularly
- Choose a meaningful and eye-catching profile picture
- Place calls to action on the homepage, footer navigation, and pair them with appropriate logos
- Provide social network information in email and newsletters
At the UPA Boston conference, Bryn Dews and Thom Brando discussed their open-source prioritization game.
It is often difficult to get users to prioritize a list of features. In order to set priorities, Dews and Brando came up with a monopoly like game.
- Provide users with “money” and have them “buy” features.
- Ask users, “What’s it worth to you?”
- Utilize 100 dollars in “bills”
- Pilot tested the game using a physical board, then created an open-source online game
- The game allows you to input and describe features, let users “buy” features, and write-in features as well as suggestions.
- The game and installation instructions can be found here: http://mysite.verizon.net/thombrando/features