Increasing performance does not necessarily increase desirability.
• People often believe that a functionally superior design—the proverbial “better mousetrap”—is good design. This is not necessarily correct.
• The reasons people favor one design over another is a combination of many factors, and may have nothing to do with performance, but with preference.
• Preferences may be based on innate tendencies, cultural biases, aesthetic or emotional considerations, or legacy practices and conventions.
• Success in design is multivariate. Consider both performance and preference factors in design to maximize the probability of success. Beware the trap of creating a superior product in one dimension, but having it fail due to neglect of other dimensions.
Aesthetic-Usability Effect • Control • Desire Lines Flexibility Trade-Offs • Hierarchy of Needs
101 Phonetic Symbolism
The meaning conveyed by the sounds of words.
• Certain letter sounds symbolize size, gender, and aggression, and reinforce these meanings in words.
• Consonant sounds with a constant flow of air—such as the letters s , f , v , z —are associated with smallness, femininity, and passivity. Consonant sounds where the air is blocked—like the letters p , k , t , b , g , d , hard c —are associated with largeness, masculinity, and aggression.
• Vowel sounds that widen the mouth, as with a smile—e (bee), i (sit), a (hate), e (best)—are associated with smallness, femininity, and passivity. Vowel sounds that bring the mouth into a circle—o (dome), o (caught), a (can), u (food), u (put), u (luck), a (cot)—are associated with largeness, masculinity, and aggression.
• Consider phonetic symbolism in naming and pricing. Ensure that the phonetic symbolism of brands and important numbers are congruent with their meanings.
Affordance • Priming • Propositional Density
Phonetic symbolism makes these terms from Game of Thrones somewhat intelligible even though the languages are fictional.
102 Picture Superiority Effect
Pictures are remembered better than words.
• Pictures are better recognized and recalled than words, although memory for pictures and words together is superior to either one alone.
• When recall is measured immediately after the presentation of pictures or words, recall for both is equal. When recall is measured more than thirty seconds after presentation, pictures are recalled significantly better.
• The recall advantage increases when exposure is casual and time-limited. For example, walking by an advertisement with a picture is more likely to be recalled than an advertisement without a picture.
• Use the picture superiority effect to improve recognition and recall. Use pictures and words together when possible, ensuring that they reinforce one another for optimal effect.
Iconic Representation • Inattentional Blindness Mere-Exposure Effect • Recognition Over Recall
The authors know you are looking at the pictures in this book first, and then begrudgingly reading the text when needed.
103 Priming
Activating specific concepts in memory to influence subsequent thoughts and behaviors.
• Priming is the intentional activation of specific memories in an audience for the purposes of influence.
• When we perceive the outside world, associated memories are automatically activated. Once activated, these memories can influence subsequent thoughts, emotions, and behaviors.
• Priming will not induce people to act against their values, but it can increase the probability of people of engaging in behaviors consistent with their values.
• Consider priming in all aspects of design. First impressions and antecedent events are opportunities to influence subsequent reactions and behaviors.
Expectation Effects • Nudge Red Effects • Serial-Position Effects
A poster that primes being watched versus a generic poster can significantly reduce malfeasant behavior.
104 Progressive Disclosure
A method of managing complexity, in which only necessary or requested information is displayed.
• Progressive disclosure is used to prevent information overload and provide step-by-step guidance. It involves separating information into layers, and only presenting layers that are necessary or relevant.
• Progressive disclosure is used in user interfaces, instructional materials, and the design of physical spaces. It can also be applied to differentially support users of different skill levels; for example, displaying advanced features to advanced users only.
• Use progressive disclosure to reduce information complexity. Consider hiding infrequently used controls or information, but make them available through simple requests, such as pressing a “More” button. When procedures are sensitive to error, use progressive disclosure to lead novices through the procedure step by step.
Control s • Layering • Performance Load
Theme parks progressively disclose lines so that only small segments of the line can be seen from any particular point.
105 Propositional Density
The relationship between the elements of a design and the meanings they convey.
• A proposition is a simple statement about a thing that cannot be made simpler. Propositional density is the amount of information conveyed per unit element.
• There are two types of propositions: surface and deep. Surface propositions are visible elements. Deep propositions are the meanings they convey.
• Propositional density can be estimated by dividing the number of deep propositions by the number of surface propositions. A propositional density greater than one makes things engaging and memorable.
• Strive to achieve the highest propositional density possible, but make sure the deep propositions are complementary. Contradictory deep propositions confuse the message and nullify the benefits.
Framing • Inverted Pyramid • Stickiness
Barack Obama’s 2008 campaign logo has a high propositional density, a key to its success. There are three visible elements (e.g., blue circle), and approximately ten meanings (e.g., O for Obama, American flag, etc.). PD = 10 / 3 = 3.33.
106 Prospect-Refuge
A preference for environments with unobstructed views, areas of concealment, and paths of retreat.
• The design goal of prospect-refuge is to create spaces where people can see without being seen.
• People prefer the edges versus middles of spaces, ceilings or covers overhead, spaces with few access points, and spaces that provide unobstructed views from multiple vantage points.
• Consider prospect-refuge in the creation of landscapes, residences, offices, and communities.
• Create multiple vantage points within a space, so that the internal and external areas can be easily surveyed.
• Make large, open areas more appealing by using screening elements to create partial refuges.
Biophilia Effect Defensible Space
The design of a cafe from the perspective of prospect-refuge.
107 Prototyping
Rapidly building low-fidelity models to explore ideas and deeply understand problems.
• Prototyping is research, not development. The goal of prototyping is understanding.
• Iterative prototyping—i.e., rapidly building a series of prototypes to find solutions to problems—is the basis of “design thinking”.
• Prototypes should use simple software tools or readily available materials and makeshift fabrication to accelerate construction. The rate of prototyping is effectively the rate of learning.
• Discard prototypes once they serve their purpose. Prototypes should generally not become products.
• Use prototyping to understand problems deeply and explore solutions quickly. Prototype to the level of understanding: build basic prototypes when understanding is basic, and build increasingly advanced prototypes as understanding develops.
Iteration • KISS • Scaling Fallacy
Problem-solving challenges involving many unknowns and time constraints are best solved through rapid prototyping.
108 Proximity
Things that are close together are perceived to be more related than things that are farther apart.
• One of the Gestalt principles of perception.
• Proximity is one of the most powerful means of indicating relatedness in design, and will generally overwhelm competing visual cues.
• Degrees of proximity imply degrees of relatedness.
• Certain proximal layouts imply specific kinds of relationships. For example, touching or overlapping elements are interpreted as sharing one or more attributes; whereas proximal but nontouching elements are interpreted as related but independent.
• Arrange elements so that proximity corresponds to relatedness. Ensure that labels and supporting information are near the elements they describe. Favor direct labeling over legends or keys.
Common Fate • Good Continuation Law of Prägnanz
This sign at Big Bend (top) misleads hikers by using proximity incorrectly. The redesign (bottom) fixes the problem.
109 Readability
The ease with which text can be understood, based on the complexity of words and sentences.
• Readability is one of the most overlooked and important aspects of design.
• Readability is determined by factors such as word length, word commonality, sentence length, clauses per sentence, and syllables per sentence.
• Readability can be improved by omitting needless words and punctuation, avoiding acronyms and jargon, keeping sentence length appropriate for the intended audience, and using active voice.
• When targeting a specific reading level, consider readability formulas designed for this purpose.
• Consider readability when creating designs that involve narrative text. Ensure that the reading level is audience appropriate. Strive to express complex concepts in simple ways, using plain language.
Inverted Pyramid • KISS • Stickiness • Storytelling
Fry’s Readability Graph is one of many tools that can be used to ensure that readability of text is audience appropriate.
110 Reciprocity
The tendency for people to give back to those who have given to them.
• Reciprocity is a tendency to respond to kindness with kindness. Anything that is perceived as a gift or concession creates the effect.
• The acts that create reciprocity most effectively are meaningful, personalized, and unexpected. Reciprocity only works if the initiating act is perceived as sincere.
• For example, a nonprofit organization sending mail-outs that contain useful, personalized gifts—such as mailing labels—will receive significantly more donations in greater amounts than sending just a solicitation letter.
• Use reciprocity to promote goodwill, garner attention and consideration, and move people to action. Apply the principle sincerely and sparingly, else it will be perceived as manipulative.
Framing • IKEA Effect • Nudge • Scarcity • Shaping
After a decade of mailing out free-trial CDs, AOL increased its subscribership 12,000 percent. The campaign used reciprocity effectively in the early stages, but they didn’t know when to stop. As people began receiving multiple CDs, the once novel gesture looked increasingly like a wasteful manipulation.
111 Recognition Over Recall
Memory for recognizing things is better than memory for recalling things.
• Recognition is easier than recall because recognition tasks provide cues that facilitate a memory search.
• The principle is often used in interface design. For example, early computers used command line interfaces, which required recall memory for hundreds of commands. Modern computers use graphical user interfaces with commands in menus, which only require recognition of desired commands.
• Decision making is also influenced by recognition. Familiar options are selected over unfamiliar options, even when the unfamiliar option may be the best choice. Recognition of an option is often a sufficient condition for making a choice.
• Minimize the need for recall whenever possible. Use menus, decision aids, and similar strategies to make available options clear and visible.
Mere-Exposure Effect • Performance Load
On December 9, 1968, Douglas Engelbart gave “The Mother of All Demos”, which laid the foundation for user interfaces based on recognition over recall. This not only made computers easier to use, it enabled them to become mass-market products.
112 Red Effects
A set of cognitive and behavioral effects triggered by exposure to the color red.
• Red makes women appear more sexual.
• Red makes men appear more dominant.
• Wearing red apparel confers a small competitive advantage in sports contests.
• Red increases performance on simple physical tasks, but impairs problem solving and creativity.
• Red promotes competitive behaviors, but undermines cooperative behaviors.
• Use red to increase general attractiveness, gain an edge in competitive contexts, and increase competitive behaviors. Avoid red in environments requiring learning, testing, and cooperation.
Attractiveness Bias • Blue Effects • Priming
A lady in red exaggerates her fertility, making her more sexually attractive to males.
113 Redundancy
Using back-up or fail-safe elements to maintain system performance in the event of failure.
is the most reliable method of preventing catastrophic failure.
• When the causes of failure cannot be anticipated, use different kinds of redundancy; for example, having both a hydraulic and a mechanical brake.
• When the causes of failure can be anticipated, use more of the same kinds of redundancy; for example, using independent strands of fiber to weave a rope.
• When performance interruptions are not tolerable, make redundant elements active at all times; for example, using additional columns to support a roof.
• When performance interruptions are tolerable, make redundant elements passive but available; for example, having a spare tire in the event of a flat tire.
Crowd Intelligence • Factor of Safety • Modularity Saint-Venant’s Principle • Weakest Link
Ample redundancy ensured that Super Cow did not get blown off of his thirty-story perch during hurricane season.
114 Root Cause
The key initiating cause in a sequence of events that leads to an event of interest.
• Most problems, especially difficult problems, have multiple causes, and their proximal causes are rarely their root causes. The root cause is the key event in a cause-event sequence that leads to a problem.
• Asking “why?” an event occurred five times (plus or minus) is an effective way to identify root causes.
• For example: Why did the welder burn herself? She wasn’t wearing protective clothing. Why wasn’t she wearing protective clothing? It was hot in the room. Why was it so hot? The air conditioner was broken. The root cause of the accident was a broken AC.
• Focus on root causes when troubleshooting problems. Use the five whys technique to identify root causes and other elements in the causal chain. Since asking why can lead to infinite regress, focus on actionable causes that create the majority of the effects.
80/20 Rule • Confirmation Bias
A partial cause map exploring root causes for the sinking of the RMS Titanic. It is oversimple to blame the iceberg.
115 Rosetta Stone
A strategy for communicating novel information using elements of common understanding.
• The Rosetta Stone is an Egyptian artifact inscribed with one message in three scripts. Modern knowledge of one of the scripts enabled scholars to translate the other two unknown scripts.
• Applying the Rosetta Stone principle involves embedding elements of common understanding in messages, called keys, to act as bridging elements from the known to the unknown.
• Make it clear that keys are keys, to be interpreted first and used as a point of reference.
• Deliver messages in stages, with each stage acting as a supporting key for subsequent stages.
• When you don’t know what level of understanding the recipient will have, embed multiple keys based on widely understood or universal concepts.
Archetypes • Comparison • Iconic Representation Propositional Density
The plaques on the Pioneer space probe included multiple keys to help ETs decipher its message, including representations of hydrogen, the relative position of the Sun to the center of the Galaxy and fourteen pulsars, and silhouettes of the spacecraft.
116 Rule of Thirds
A technique of composition in which a medium is divided into thirds.
• The rule of thirds is derived from the use of early grid systems in composition.
• Application of the rule of thirds generally results in aesthetically pleasing compositions.
• Divide a medium into thirds, both vertically and horizontally, creating an invisible grid of nine rectangles and four intersections.
• Position key elements at the points of intersection on the grid, vertical elements to vertical lines, and horizontal elements to horizontal lines.
• Do not use the rule of thirds when a composition is symmetrical and contains one dominant element. Centering in this case will increase dramatic effect.
Alignment • Area Alignment • Golden Ratio Symmetry • Wabi-Sabi
This photo from the “Thrilla in Manila” makes excellent use of the rule of thirds, placing the heads of both fighters at opposing intersections on the grid.
117 Saint-Venant’s Principle
Local effects of loads on structures have negligible global effects.
• Proposed by French mathematician and engineer Adhémar Barré de Saint-Venant.
• Load effects at one point of concentration on a structure become negligible a short distance away from that point. For example, overtightening a bolt deforms just the region that is near the hole.
• Locate loads closer than 3–5 characteristic lengths to merge load effects. For example, spacing bolts less than 3–5 bolt diameters apart creates a weld-like join. Separate loads more than 3–5 characteristic lengths to keep load effects isolated.
• Secure structural and mechanical systems by controlling 3–5 characteristic aspects of a system. For example, the anchored section of a cantilevered arm should be 3–5 times the length of the cantilever.
Factor of Safety
Bolts spaced within 3-5 bolt diameters apart (top) have overlapping stress cones, forming a weld-like connection. Bolts spaced farther apart (bottom) have negligible impact on one another. Both effects are due to Saint-Venant’s principle.
118 Satisficing
A problem solving strategy that seeks a satisfactory versus optimal solution.
• In certain circumstances, seeking to roughly satisfy—i.e., satisfice—design requirements is more productive than seeking to optimally satisfy design requirements.
• When problems are complex or time-constrained, satisficing is more productive than optimizing.
is the basis for iterative prototyping, design thinking, and most real-world problem solving. It epitomizes the maxim: “Don’t let perfect be the enemy of good.”
• Use satisficing versus optimizing when problems are complex or time-limited—in other words, for most problems most of the time. Once a problem is solved, the solution can be optimized as time permits.
80/20 Rule
The legendary makeshift adapter that fit a square CO2 filter to a round receptacle on Apollo 13. NASA satisficing perfection.
119 Savanna Preference
A preference for savannalike environments over other types of environments.
• Humans prefer parklike landscapes that feature openness, uniform grass, scattered trees, visible water, and signs of wildlife.
• The savanna preference likely provided adaptive benefits to human ancestors—i.e., those who lived in savannas enjoyed a survival advantage over those who lived in harsher environments.
• The savanna preference is found across all age ranges and cultures, but it is strongest in children.
• Consider the savanna preference when featuring landscapes in art, advertising, and other contexts involving depictions of natural environments—especially contexts involving young children, such as stories, toys, and play environments.
Archetypes • Defensible Space Prospect-Refuge
The Teletubbies mesmerized children in more than sixty countries and thirty-five languages. Simple stories, baby-faced creatures, and a savanna landscape equal excellent design for young children.
120 Scaling Fallacy
Designs that work at one scale often do not work at smaller or larger scales.
• Designs often perform differently at different scales because the forces involved scale in different ways. Two types of scaling assumptions result in scaling errors: load and interaction.
• Load assumptions are assumptions that working stresses will be the same when a design changes scale.
• Interaction assumptions are assumptions that the way people and other systems interact with a design will be the same when a design changes scale.
• Minimize scaling assumptions in design by raising awareness, testing assumptions, and researching analogous designs. When you are unable to verify scaling effects, build in factors of safety.
Factor of Safety
Flapping to fly works at mid-range scales, but it does not work at very small scales where wings can’t displace air molecules, or at large scales where the effects of gravity are too great.
121 Scarcity
Things become more desirable when they are in short supply or occur infrequently.
• Scarce items are more valued than plentiful items.
• Scarcity motivates people to act.
• Apply the principle through: exclusivity, limited access, limited time, limited number, and surprise.
• The principle holds across the spectrum of human behavior, from mate attraction to marketing to tactics of negotiation.
• The effect is strongest when the desired object or opportunity is highly unique, and not easily obtained or approximated by other means.
• Consider scarcity when designing advertising and promotional initiatives, especially when the objective is to move people to action.
Expectation Effect
The Running of the Brides event at Filene’s Basement offers bargain-basement prices on bridal gowns once a year, one day only. The competitive shopping chaos that ensues is a case study in the power of scarcity.
122 Selection Bias
A bias in the way evidence is collected that distorts analysis and conclusions.
• Selection bias results from the non-random sampling of evidence. Accordingly, it over-represents certain aspects of the evidence and under-represents others, distorting analysis and conclusions.
• For example, if subscribers of a science magazine are surveyed and their responses generalized to the overall population, science-minded viewpoints would be over-represented in the analysis and results.
• Avoid selection bias. Collect data from entire populations when they are small. Randomly sample from populations when they are large.
• Scrutinize the selected population and sampling methods when evaluating conclusions based on statistical analysis.
Confirmation Bias • Garbage In-Garbage Out Normal Distribution • Uncertainty Principle
The red dots indicate areas of combat damage received by surviving WWII bombers. Where would you add armor to increase survivability? The statistician Abraham Wald recommended reinforcing the areas without damage. Since these data came from surviving aircraft only, bombers hit in undotted areas were the ones that did not make it back.
123 Self-Similarity
A property in which a thing is composed of similar patterns at multiple levels of scale.
• Natural forms exhibit similarity at multiple scales. Accordingly, self-similarity is often considered a universal aesthetic.
• People find self-similar forms beautiful, especially when the mathematical density of the pattern resembles savanna-like environments and trees.
• Self-similar modularity is an effective means of scaling systems and managing complexity.
• Explore self-similarity in all aspects of design: storytelling, music composition, visual displays, and engineering. Use it to enhance aesthetics, manage complexity, and scale systems.
Archetypes • Hierarchy • Modularity Savanna Preference • Similarity • Symmetry
The Mona Lisa photomosaic, the African acacia tree, fractals, and Roman aqueducts all exhibit self-similarity.
124 Serial Position Effects
Things presented at the beginning and end of a sequence are more memorable than things presented in the middle.
• Things presented first generally have the greatest influence; they are not only better recalled, but influence the interpretation of later items. For example, words presented early in sentences have more impact than words presented later.
• Things presented last are more memorable when the presentations are separated in time, and a person is recalling information or making a selection soon after the last presentation.
• Use serial position effects to increase recall or influence the selection of specific items. Present important items at the beginning or end of a sequence in order to maximize recall.
Chunking • Interference Effects • Left-Digit Effect
Items at the beginning and end of lists are easier to remember than items in the middle. If recall is attempted 10 seconds after the list is presented (RED), recall is about the same. If recall is attempted more than 30 seconds after the list is presented (BLUE), the items at the beginning are still easily recalled, whereas the items at the end are becoming less memorable.
125 Shaping
Training a target behavior by reinforcing successive approximations of that behavior.
• First studied by the psychologist B.F. Skinner, a pioneer in behavior modification.
• Shaping involves breaking down a complex behavior into a chain of simple behaviors, which are trained one by one until the complex behavior is achieved.
• Positive reinforcement is provided as an observed behavior increasingly approximates a target behavior.
• Shaping results in the development of superstitious behaviors when irrelevant behaviors are accidentally reinforced during training.
• Use shaping to train complex behaviors in games and learning environments, teach rote procedures, and refine complex motor tasks.
Classical Conditioning • Operant Conditioning
During WWII, B.F. Skinner used shaping to train pigeons to peck at aerial photographs, creating pigeon-guided bombs.
126 Signal-to-Noise Ratio
The ratio of relevant to irrelevant information. Good designs have high signal-to-noise ratios.
• In communication, the form of the information—the signal —is sometimes degraded, and extraneous information—the noise —is added.
• Signal degradation occurs when information is presented inefficiently: unclear writing, inappropriate graphs, unnecessary elements, or ambiguous icons.
• Signal strength occurs when information is presented simply and concisely, using redundant coding, and highlighting of important elements.
• Maximize signal-to-noise ratio in design. Increase signal by keeping designs simple. Consider enhancing key aspects of information through techniques like redundant coding and highlighting. Minimize noise by removing unnecessary elements, and minimizing the expression of elements.
KISS • Ockham’s Razor • Performance Load
Reduce noise in graphs by removing unnecessary elements and quieting the expression of necessary elements.
127 Similarity
Things that are similar are perceived to be more related than things that are dissimilar.
• One of the Gestalt principles of perception.
• Similarity indicates and reinforces the relatedness of elements. Lack of similarity indicates and reinforces differences among elements.
• Color similarity is an effective grouping strategy when there are no more than 3-4 colors, and the design is still usable by the color blind. Size and shape similarity are effective grouping strategies when elements are clearly distinguishable from one another.
• Design elements so that similarity corresponds to relatedness. Design unrelated- or ambiguously-related items using different colors, sizes, and shapes.
• Use the fewest colors and simplest shapes possible for the strongest grouping effects, ensuring that elements are sufficiently distinct to be detectable.
Chunking • Consistency • Mimicry
The Tivo remote control uses buttons of different colors, sizes, and shapes to reduce complexity and improve usability.
128 Social Trap
A tendency to pursue short-term gains that create long-term losses for the greater group.
• A situation in which people act to obtain short-term gains, and in so doing create losses for everyone in their group, including themselves.
• For example, ranchers overgraze cattle on public land. This depletes the land of grasses faster than the land can replenish. This then starves all of the ranchers’ cattle, including the original overgrazers.
• Social traps are most problematic when a resource is readily available and highly desirable, when people compete to access and use that resource, and when the long-term costs are not visible or easily monitored.
• Mitigate the effects of social traps by enforcing sustainable limits on resource use (e.g., fishing limits), rewarding cooperation and punishing freeloading, and increasing the visibility of long-term costs.
Confirmation Bias • Gamification • Nudge Sunk Cost Effect • Uncertainty Principle
Despite everyone wanting to get home as fast as possible, traffic jams occur—but rarely on tollways. Having to pay tolls to drive on the roads moderates use, mitigating the social trap.
129 Stickiness
A formula for increasing the recognition, recall, and voluntary sharing of an idea.
• Stickiness explains why certain ideas go viral and become lodged in the cultural consciousness. It is characterized by the following six attributes, which form the mnemonic SUCCES :
1. Simple: Sticky ideas can be expressed simply and succinctly without sacrificing depth.
2. Unexpected: Sticky ideas contain an element of surprise, which grabs attention.
3. Concrete: Sticky ideas are specific and concrete, typically using plain language or imagery.
4. Credible: Sticky ideas are believable, often communicated by a trusted source.
5. Emotional: Sticky ideas elicit an emotional reaction.
6. Stories: Sticky ideas are expressible as stories, increasing their memorability and retelling.
Inverted Pyramid • Storytelling • von Restorff Effect
From WWII British motivational poster to modern-day meme, the enduring popularity of the message owes to its stickiness.
130 Storytelling
Evoking imagery, emotions, and understanding through the presentation of events.
• Storytelling is the original method of passing knowledge from one generation to the next.
• Good storytelling requires certain fundamental elements, including a setting (e.g., time and place), characters with whom the audience can identify, a plot that ties events together, events and atmospherics that evoke emotions, and a pace and flow that maintains the audience’s interest.
• Good storytelling minimizes the storyteller.
• Good stories tend to follow archetypal plots.
• Use storytelling to engage audiences, evoke emotions, and enhance learning. When successful, an audience will experience and recall the events of the story in a personal way. It becomes a part of them.
Archetypes • Stickiness • Zeigarnik Effect
The Civil Rights Memorial tells the story of the civil rights movement using all of the fundamental storytelling elements.
131 Structural Forms
There are three structural strategies for creating things: mass, frames, and shells.
• Mass structures consist of materials that are piled or stacked to create solid forms. Their strength is a function of the weight and hardness of the materials. Consider mass structures for barriers and small shelters, especially when building materials are limited.
• Frame structures consist of struts joined to form a skeleton. Their strength is a function of the strength of the elements and joints, and their organization. Consider frames for large structures.
• Shell structures consist of materials that wrap around to contain a volume. They maintain their form and support loads without a frame or solid mass inside. Their strength is a function of their ability to distribute loads throughout the structure. Consider shell structures for containers, small cast structures, shelters, and designs requiring large spans.
Factor of Safety • Modularity • Scaling Fallacy
Frames work well for large structures. Shells work well for lightweight shelters. Mass forms work well for simple barriers.
132 Sunk Cost Effect
The tendency to continue investing in an endeavor because of past investments in that endeavor.
• People frequently let past investments influence future investments. For example, you buy a nonrefundable ticket to a show, decide you no longer want to go to the show, but you go anyway because you paid for it.
• Rationally speaking, past investments, or sunk costs, should not influence decision making. Only the cost-benefits of current options should influence decisions.
• People are susceptible to the effect because they fear losses more than they desire gains, and because they do not want to feel or appear wasteful. The effect leads people and organizations to make bad decisions, throwing good money after bad.
• Recognizing the sunk cost effect is the first step to recovery. Focus on current cost-benefits only. Beware the words, “We have too much invested to quit.”
Cognitive Dissonance
The British and French governments funded development of the Concorde SST long after they knew it would be an economic failure. Why? They had invested too much to quit.
133 Supernormal Stimulus
An exaggerated imitation that elicits a stronger response than the real thing.
• A supernormal stimulus is a variation of a familiar stimulus that elicits a response stronger than the stimulus for which it evolved.
• For example, female cuckoos sneak into the nests of other birds to lay their eggs. Because the cuckoo egg is typically larger and brighter than other eggs, the nest’s owner gives it preferential attention. The size and brightness of the egg are supernormal stimuli to the unwitting adoptive mother.
• Supernormal stimuli dramatically influence the way people respond to brands, products, and services.
• Consider supernormal stimuli to increase attention and interest in logos, brands, products, and advertising. Explore stimuli involved in well-established biases and preferences for greatest effect.
Baby-Face Bias • Gloss Bias
Exaggerations of things we have evolved to like—e.g., attractive features, fat and sugar, baby-faces—grab our attention.
134 Symmetry
A property of visual equivalence among elements.
• Symmetry is the most basic and enduring aspect of beauty. It is ubiquitous in nature.
• There are three basic types of symmetry: reflection, rotation, and translation.
• Reflection symmetry refers to mirroring elements around a central axis or mirror line.
• Rotation symmetry refers to rotating elements around a common center.
• Translation symmetry refers to locating equivalent elements in different areas of space.
• Use symmetry to convey balance, harmony, and stability. Use simple symmetries when recognition and recall are important. Use combinations of symmetries when aesthetics and interestingness are important.
Area Alignment • MAFA • Wabi-Sabi
The Notre Dame Cathedral uses multiple, complex symmetries to create a structure that is as beautiful as it is memorable.
135 Threat Detection
Threatening things are detected more efficiently than nonthreatening things.
• People reflexively detect and pay attention to certain threatening stimuli, such as spiders, snakes, predators, and angry human faces.
• This threat-detection ability provided early human ancestors with an adaptive advantage. Modern humans have inherited this ability.
• Things possessing key features of threatening stimuli can also trigger threat detection; for example, a wavy line that looks snakelike.
• Consider using key features of threatening stimuli in your designs to capture and hold attention.
Archetypes • Contour Bias Freeze-Flight-Fight-Forfeit
In visually complex environments, threatening stimuli are detected more quickly than nonthreatening stimuli.
136 Top-Down Lighting Bias
A tendency to interpret objects as being lit from a single light source from above.
• People interpret dark areas of objects as shadows resulting from a light source above the object.
• Things that are lit from the top tend to look natural; whereas things that are lit from the bottom tend to look unnatural.
• Objects that are lighter at the top and darker at the bottom are interpreted to be convex, and objects that are darker at the top and lighter at the bottom are interpreted to be concave.
• Use a single top-left light source to depict natural-looking things. Explore bottom-up lighting when depicting unnatural-looking or foreboding things. Adjust the difference between light and dark areas to vary the perception of depth.
3D Projection Relationship Threat Detection • Uncanny Valley
The Lincoln Memorial is usually lit top-down (left), but it has on occasion been lit bottom-up (right), revealing zombie Lincoln.
137 Uncanny Valley
Both abstract and realistic depictions of human faces are appealing, but faces in between are not.
• When a face is very close but not identical to a healthy human—as with mannequins or computer-generated renderings of people—it is considered repulsive. This is the uncanny valley.
• The uncanny valley refers to human features generally, but uncanny faces are the key source of the revulsion.
• The response is likely due to evolved mechanisms for detecting and avoiding people who are sick or dead.
• Until robots, computer renderings, and mannequins are indistinguishable from humans, favor more abstract versus realistic depictions of faces. Negative reaction is more sensitive to motion than appearance, so be particularly cognizant of jerky or unnatural facial expressions and eye movements.
Anthropomorphism • Attractiveness Bias Threat Detection • Top-Down Lighting Bias
Mannequins that are realistic—but not perfectly realistic—are considered repulsive, dwelling in the uncanny valley.
138 Uncertainty Principle
Measuring things can change them, often making the results and subsequent measurements invalid.
• Measuring sensitive variables in a system can alter them, undermining the validity of the results and the instrument of measure.
• For example, event logging in computers increases the visibility of how the computer is performing, but it also consumes computing resources, which interferes with the performance being measured.
• The uncertainty introduced by a measure is a function of the sensitivity of variables in a system and the invasiveness of the measure. Beware using invasive measures, for they can permanently alter system behaviors and lead to unintended consequences.
• Use minimally invasive measures of performance whenever possible. Remember the maxim: Not everything that can be counted counts, and not everything that counts can be counted.
Abbe • Garbage In-Garbage out
Many weight-loss programs promote keeping a food journal to lose weight—i.e., writing down everything you eat. Why does this work? Tracking what you eat changes how you eat.
139 Uniform Connectedness
Things connected by lines or boxes are perceived to be more related than things not connected.
• One of the Gestalt principles of perception.
• There are two strategies for applying uniform connectedness: connecting lines and common regions.
• Connecting lines touch two or more elements.
• Common regions enclose two or more elements with boxes or shaded areas.
is the strongest grouping principle, and will overpower other grouping effects.
• Consider this principle to correct poorly grouped control and display configurations. Use common regions to group text and clusters of control elements. Use connecting lines to group individual elements and imply sequence.
Closure Good Continuation • Proximity • Similarity
Uniform connectedness is a means of grouping elements and overriding competing cues like proximity and similarity.
140 Veblen Effect
A tendency to find a product more desirable because it has a high price.
• Proposed by the economist Thorstein Veblen.
• In certain cases, higher prices increase demand, and lower prices decrease demand.
• For example, the effect is most pronounced for items and services that signal status, such as art, jewelry, clothes, cars, fine wines, hotels, and luxury cruises.
• High prices increase perceived quality, and low prices decrease perceived quality.
• Consider the Veblen effect in marketing and pricing. Promote associations with high status people (e.g., celebrities). Employ strategies to discourage knockoffs, including legal protection, watermarking, and aggressive counter-advertising. Set prices high based on the intangible aspects of the offering.
Classical Conditioning IKEA Effect • Left-Digit Effect • Scarcity
Electric cars are historically slow, ugly, and uncool. How to change this perception? Introduce a sexy electric car in limited numbers, associate it with people of status, and charge a premium. Once product perception makes the transformation from white elephant to white tiger, introduce lower-priced models. The Tesla Roadster: Veblen good.
141 Visibility
Things in clear view are more likely to be used than things not in clear view.
• Visible controls and information act as cues for what is and is not possible. Things that are not seen are less likely to be considered, and this is especially true when people are under stress.
• Accordingly, systems should clearly indicate their status, the key actions that can be performed, and the consequences of those actions once performed.
increases probability of use when the number of options is small, but can overwhelm when the options are numerous. Beware kitchen-sink visibility.
• Design systems that clearly indicate their status, possible actions, and consequences of those actions. Balance visibility and complexity by selectively revealing and concealing controls and information based on context, relevance, and frequency of use.
Affordance • Control • Performance Load Progressive Disclosure • Recognition Over Recall
Analysis of the Three Mile Island accident in 1979 revealed blind spots that made solving the problems almost impossible. In addition, alarms were blaring, lights were flashing, and critical system feedback was routed to a printer that could only print fifteen lines per minute—system status information was more than an hour behind for much of the crisis.
142 Visuospatial Resonance
A phenomenon in which different images are visible at different distances.
• Images rendered at a high spatial frequency appear as sharp outlines with little between-edge detail. High-spatial-frequency images are easily interpreted up close, but are not visible from a distance.
• Images rendered at a low spatial frequency appear as blurry images with little edge detail. Low-spatial-frequency images are not visible up close, but are easily interpreted from a distance.
• When images rendered at different spatial frequencies are combined, the result is visuospatial resonance. The effect can be stunning.
• Consider visuospatial resonance as a means of increasing the interestingness of posters and billboards, and masking sensitive information.
Figure-Ground Relationship
A hybrid image of two people at different spatial frequencies. Up close: Albert Einstein. Far away: Marilyn Monroe.
143 von Restorff Effect
Uncommon things are easier to recall than common things.
• Proposed by German psychiatrist Hedwig von Restorff.
• The von Restorff effect results from the increased attention given to novel things relative to other things.
• For example, in the set of characters EZQL4PMBI, people will have heightened recall for the 4 because it is the only number in the sequence.
• The strength of the effect is a function of the novelty of the thing to be recalled.
• Apply the von Restorff effect to attract attention and increase memorability. Since recall for the middle items in a sequence is weaker than items at the beginning or end, use the von Restorff effect to boost recall for middle items. Consider unusual words, sentence constructions, and images to improve interestingness and recall.
Highlighting • Layering • Mnemonic Device Serial Position Effects • Stickiness
The highly distinctive form of the Wienermobile makes it—and the Oscar Mayer brand—completely unforgettable.
144 Wabi-Sabi
An aesthetic style that embodies naturalness, simplicity, and subtle imperfection.
• In sixteenth-century Japan, a student was tasked to tend the garden. He cleared the garden of debris and raked the grounds. Once the garden was perfectly groomed, he proceeded to shake a cherry tree, causing a few flowers and leaves to fall randomly to the ground. This is wabi-sabi.
• Wabi refers to beauty achieved through subtle imperfection. Sabi refers to beauty that comes with the passage of time.
• Wabi-sabi runs contrary to many innate biases and aesthetic conventions (e.g., preference for symmetry).
• Consider wabi-sabi when designing for audiences with sophisticated design sensibilities. Use elements that embody impermanence, imperfection, and incompleteness. Favor colors drawn from nature, natural materials and finishes, and organic forms.
Desire Line • Ockham’s Razor • Zeigarnik Effect
Deborah Butterfield uses found pieces of metal and wood in her horse sculptures. Equine wabi-sabi.
145 Waist-to-Hip Ratio
A preference for a particular ratio of waist size to hip size in men and women.
• The waist-to-hip ratio (WHR) is a significant factor in determining the attractiveness of people and anthropomorphic objects.
• WHR is primarily a function of testosterone and estrogen levels, and therefore serves as a biological signal of reproductive potential.
• WHR is calculated by dividing the circumference of the waist by the circumference of the hips.
• Men prefer women with a WHR between 0.67–0.80. Women prefer men with a WHR between 0.85–0.95.
• Consider WHR when depicting attractive people and anthropomorphic objects. Feminize objects by making their WHRs approximate 0.7 and masculinize objects by making their WHRs approximate 0.9.
Anthropomorphism • Attractiveness Bias Baby-Face Bias
When asked to pick the most attractive bodies, people favored female A and male C, corresponding to WHRs of 0.70 and .90.
Mannequins have changed with the times, but their WHRs have been 0.70 for women and 0.90 for men for over five decades.
146 Wayfinding
The process of using spatial and environmental information to navigate to a destination.
involves orientation, route decision, route monitoring, and destination recognition.
• Support orientation using clearly identifiable “you are here” landmarks and signs.
• Support route decisions by minimizing the number of navigational choices, and providing signs or prompts at key decision points.
• Support route monitoring by connecting locations with paths that have clear beginnings, middles, and ends. Provide regular confirmations that the path is leading to the destination.
• Support destination recognition by disrupting the flow of movement through a space using barriers or dead ends, and giving destinations clear identities.
Mental Model • Progressive Disclosure Rosetta Stone
The London 2012 Olympic Park used landmarks, signage, simple routes, and destination markers to support wayfinding.
147 Weakest Link
An element designed to fail in order to protect more important elements from harm.
• Weakest links work in two ways: halting systems when they fail (e.g., electrical fuse), or activating mitigation systems when they fail (e.g., fire suppression system).
• Properly designed, the weakest link in a chain is the most important link.
• Weakest links predictably and reliably fail first.
• Weakest links are applicable to systems with cascading fault conditions—i.e., when there is a chain of events that can be interrupted.
• Consider adding weakest links to systems where failures occur as cascading events. Test and verify that weakest links only fail under the appropriate, predefined failure conditions.
Errors • Factor of Safety Modularity
Crumple zones are one of the most significant automobile safety innovations of the twentieth century. The front and rear sections of vehicles are designed to crumple in a collision, reducing the energy transferred to the passenger shell.
148 White Effects
A set of cognitive and behavioral effects triggered by exposure to the color white.
• White is universally associated with goodness and security, likely due to an evolved association with daytime and a reduced vulnerability to predators.
• White signals passivity, submission, and cleanliness.
• Sports teams wearing predominately white uniforms are perceived to be less aggressive and less likely to cheat than those wearing dark colors. Accordingly, they incur fewer penalties.
• White products are generally perceived to be classy, high value, and timeless.
• Use white to increase perceived value in products, and perceived authority in people. Consider white to create a sense of peacefulness and submission.
Archetypes • Red Effects Supernormal Stimulus
Archetypal heroes wear mostly white to signal their goodness, but with a dash of black to make them tough and intimidating.
149 Yellow Effects
A set of cognitive and behavioral effects triggered by exposure to the color yellow.
• Yellow is the most visible color to the eye, likely the result of an evolved sensitivity for detecting ripe fruit.
• When people eat a diet rich in fruits and vegetables, carotenoids give their skin a subtle, but detectable, yellow glow. This glow increases attractiveness.
• Yellow pills and chemicals are perceived to be stimulative and energetic.
• Yellow legal pads and yellow stickies may foster concentration and problem solving.
• Yellow clothes decrease attractiveness in both males and females more than any other color.
• Use yellow to grab attention, signal energy and potency, and promote problem solving. When attractiveness is key, generally avoid yellow apparel.
Green Effects • White Effects
Painting fire trucks yellow versus red reduces the risk of visibility-related accidents by three times.
150 Zeigarnik Effect
A tendency to experience intrusive thoughts about a task that was interrupted or left incomplete.
• Proposed by Soviet psychiatrist and psychologist Bluma Zeigarnik.
• The unconscious mind seeks closure and completion, and preoccupies the conscious mind until it gets it. Accordingly, interrupted or incomplete tasks are better remembered than completed tasks.
• Once an interrupted task is completed, the recall benefits are lost. For example, waiters have better recall for in-process orders than served orders.
• The effect is strongest when people are highly motivated to complete a task.
• Apply the Zeigarnik effect to engage and maintain attention. For example, the “To be continued…” device is used in cliffhangers to keep people interested. Most importantly, never use the Zeigarnik effect to…
Closure • Flow • Gamification • IKEA Effect
A never-ending series of puzzles leaves Tetris players shifting blocks in their dreams, a condition dubbed the Tetris Effect.