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38 of 365: Exposure Effect design principle

38 of 365 - exposure effect by John LeMasney via lemasney.com
38 of 365 – exposure effect by John LeMasney via lemasney.com

Exposure effect says that a repeated exposure to an image or concept with an initially neutral response will have a more favorable response over time and with repetition. For example, part of the positive effect on viewers of propaganda or advertising is that people see the same messages repeated over and over. When there is  a neutral or positive response at first exposure, the repeated viewings or exposures will have a positive likability effect on the exposed. Eventually, the exposure effect weakens because of boredom or normalcy. Exposure effect is commonly noted with meaningful quotes, jingles, photos, songs, art, people, and ads.

In this illustration, I decided to illustrate a favorite zen quote:

In walking, just walk.
In sitting, just sit. Above
all, don’t wobble.

~Yun-Men

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37 of 365: Expectation Effect design principle

37 of 365 - expectation effect by John LeMasney via lemasney.com
37 of 365 – expectation effect by John LeMasney via lemasney.com

Expectation effect is when the personal expectations of a user affects their perception and behavior.

Examples are everywhere. Advertising uses the expectation effect to convince people that their claims will work, even when there is no evidence of it.

In this illustration, I made an advertisement for Microsoft Windows 8 that makes use of the expectation effect.

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36 of 365: Errors design principle

36 of 365 - errors design principle by John LeMasney via lemasney.com
36 of 365 – errors design principle by John LeMasney via lemasney.com

Errors are a part of design because designers need to consider that users may try to use their design in unintended ways, and try to offer guidance or reminders about how to use a system correctly.

In general, there are two kinds of errors: Slips and Mistakes.

Slips occur when a user does something out of unconscious habit, such as driving past a turn on a commonly traveled route towards a well-known destination, or visiting a website that they visit all the time, when trying to get to a new one. An example of a preventable slip in software is when you use the word attachment in your Gmail, but don’t add an attachment, Gmail reminds you that you may want to add the attachment before sending.

Mistakes, however, occur when a user makes a conscious mistake, like driving too far into a parking space and bumping the front of your car. Cars can prevent this kind of issue with alarms that let you know when you are about to run into something while parking or backing up.

In this illustration, I created an error dialog that makes the user admit that they are sure that they want to remove a lot of potentially precious data.

 

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Resources for Staff Day Training at Woodbridge Public Library

An important distinction
An important distinction (Photo credit: lemasney)

Today, I’m presenting on behalf of Library Link NJ on the topics of eBook borrowing and the Basics of Graphic Design.

In this session, we are going to look at using Overdrive to borrow eBooks, a very common method in libraries today. We will spend the rest of the time looking at the basics of Graphic Design concepts, like inspiration, font choice, layout and visual branding. The materials that I am distributing are below.

The graphic design presentation is here.

The eBooks handout (Brisbin, Lemasney, 2014) is here.

A complete list of all of my presentation materials is here.  

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35 of 365: Development Cycle design principle

35 of 365 - Development Cycle design principle by John LeMasney via lemasney.com
35 of 365 – Development Cycle design principle by John LeMasney via lemasney.com

The Development Cycle is a studied and recognized series of actions in a design process that tend to lead to more successful production outcomes.

The Requirements part of the process is a discovery process, where stakeholders are given a formal way of reporting their needs through codified inquiry. Simply asking what someone “likes” or “needs” may result in a less effective response than a form that asks qualifiable, reliable questions about the product in question.

The Design part of the process is where the requirements are turned into actions in the design. Stakeholder requirements drive the answers to the key questions of the design.

Development is where the real product is produced, incorporating all the requirements and design.

Testing is where the product is used, reviewed, and benchmarked. If needs arise at any stage in the development cycle, they are reincorporated at the next cycle. After a few cycles, a product may stabilize.

 
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34 of 365: Entry Point design principle

34 of 365 - entry point design principle by John LeMasney via lemasney.com
34 of 365 – entry point design principle by John LeMasney via lemasney.com

The entry point design principle is about making your entry point a place for your user to get past, then enter the deeper space of your place, product, or site. There are a few things to keep in mind in designing a good entry point: Low barriers to entry, incentives to drive users past the entry point, and strong clues about intended navigation or navigation options. A prime example of a great physical entry point is a store that does not interrupt your entry with any sensory interruption, like high traffic between users and the space, or lemonade-stand style interruptions as you enter. Navigation cues should be especially easy to figure out in a store or web site, and should not compete with advertisements or other distractions. There should be incentives for the user to go deeper, such as reminders of popular products or services, and invitations to use them.

In my illustration, I decided to show how entry point theory is applied at lemasney.com.