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Page 1: 10 Things Someone Else Told Me, That You Might Already Know

10ish THINGS SOMEONE ELSE TOLD ME THAT

YOU MIGHT ALREADY KNOW

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1GETTING TO THE TOP CAN

HAPPEN OVER NIGHT. STAYING THERE IS HARD WORK.

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PRODUCT LIFE CYCLEINTRODUCTION GROWTH MATURITY DECLINE

PRO

DU

CT

SALE

S

-

+

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2THE HIGHER THE PERCEIVED

VALUE OF YOUR PRODUCT IS, THE MORE SUCCESSFUL IT IS.

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PRODUCT HIERARCHY OF NEEDS

FUNCTIONALITY

RELIABILITY

USABILITY

PROFIENCY

CREATIVITY

The Perceived Value Of A Design Corresponds To Its Place In The Heirarchy–I.E., Higher Levels In The Hierarchy Correspond To Higher Levels Of Perceived Value.

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3AN ACTIVITY WILL BE PURSUED

ONLY IF ITS BENEFITS ARE EQUAL TO OR GREATER THAN THE

COSTS.

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COST BENEFITAN ACTIVITY WILL BE PURSUED ONLY IF ITS BENEFITS ARE EQUAL TO OR GREATER THAN THE COSTS.

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4IMPROVING THE DESIGN &

USABILITY OF A PRODUCT CAN INCREASE IT’S COST BENEFIT.

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HAPPY USERSBUY THINGS & TELL PEOPLE& CREATE NEW CUSTOMERS

5WHEN PEOPLE HAVE A GOOD

EXPERIENCE WITH YOUR PRODUCT THEY TELL PEOPLE.

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5.5WHEN PEOPLE HAVE A BAD

EXPERIENCE WITH YOUR PRODUCT THEY TELL PEOPLE.

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6YOU HAVE THE POWER TO

CREATE A GOOD EXPERIENCE.

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FLOW THE MENTAL STATE OF OPERATION IN WHICH THE PERSON IS FULLY IMMERSED IN WHAT HE OR SHE IS DOING BY A FEELING OF ENERGIZED FOCUS, FULL INVOLVEMENT, AND SUCCESS IN THE PROCESS OF THE ACTIVITY.

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HOW DO WE CREATE FLOW?

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PRACTICE CONSISTENCYSET CONTEXTSHOW VALUE

GIVE FEEDBACKPRACTICE FORGIVENESS

CREATE FLOW

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7THE USABILITY OF A SYSTEM IS

IMPROVED WHEN SIMILAR PARTS ARE EXPRESSED IN SIMILAR

WAYS.

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CONSISTENCYTHE USABILITY OF A SYSTEM IS IMPROVED WHEN SIMILAR PARTS ARE EXPRESSED IN SIMILAR WAYS.

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7.5ELEMENTS THAT ARE

CONNECTED BY UNIFORM VISUAL PROPERTIES ARE PERCEIVED TO

BE MORE RELATED THAN ELEMENTS THAT ARE NOT.

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UNIFORM CONNECTEDNESSELEMENTS THAT ARE CONNECTED BY UNIFORM VISUAL PROPERTIES, SUCH AS COLOR, ARE PERCEIVED TO BE MORE RELATED THAN ELEMENTS THAT ARE NOT CONNECTED.

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8CHUNKING MANY UNITS OF

INFORMATION INTO A LIMITED NUMBER OF UNITS MAKES IT

EASIER TO PROCESS.

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CHUNKINGA TECHNIQUE OF COMBINING MANY UNITS OF INFORMATION INTO A LIMITED NUMBER OF UNITS SO THE INFORMATION IS EASIER TO PROCESS.

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9THE GREATER THE EFFORT TO

ACCOMPLISH A TASK, THE LESS LIKELY THE TASK WILL BE

ACCOMPLISHED SUCCESSFULLY.

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PERFORMANCE LOADTHE GREATER THE EFFORT TO ACCOMPLISH A TASK, THE LESS LIKELY THE TASK WILL BE ACCOMPLISHED SUCCESSFULLY.

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9.5PRACTICING FORGIVENESS IN

DESIGN MINIMIZES ERRORS AND REINFORCES POSITIVE

BEHAVIORS & EXPERIENCE.

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FORGIVENESSDESIGNS SHOULD HELP PEOPLE AVOID ERRORS AND MINIMIZE THE NEGATIVE CONSEQUENCES OF ERRORS WHEN THEY DO OCCUR.

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10AN ACTIVITY WILL BE PURSUED

ONLY IF ITS BENEFITS ARE EQUAL TO OR GREATER THAN THE COSTS. (Yup, said it twice)

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PRACTICE CONSISTENCYSET CONTEXTSHOW VALUE

GIVE FEEDBACKPRACTICE FORGIVENESS

CREATE FLOW

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REFERENCESCsikszentmihalyi, Mihaly. (1990). Flow – the Psychology of Optimal

Experience. New York: Harper Perennial.

King, Andrew B. “Chapter 2 – Flow in Web Design.” 2003. http://www.websiteoptimization.com/speed/2/ accessed on March 21/2009.

Lidwell, William. (2003). Universal Principles of Design: a cross-disciplinary reference / William Lidwell, Kritina Holden and Jim Butler.

Simon, H. A. (1971), “Designing Organizations for an Information-Rich World”, in Martin Greenberger, Computers, Communication, and the Public Interest, Baltimore, MD: The Johns Hopkins Press, ISBN 0-8018-1135-X. pp. 40-41.