Web Design News 08/06/10

This week: A psychologist’s view of web design, a gaggle of usability testing posts, the need for speed and inspiration kills.

A psychologist’s view of web design

As you will have gathered from last week’s show and our interview with Stephen Anderson, there is a lot of excitement about the impact of psychology on web design at the moment.

Human Brain

This week alone we have 3 great posts on the subject…

The Psychologists view of UX design is an informative rundown of how the human mind influences our behaviour on the web. Topics include…

  • People don’t like to work or think more than they have to.
  • Human memory is complicated.
  • People create mental models.
  • People crave information.
  • Most mental processing occurs unconsciously.

There is a similar article about the psychology of web design on the Web Designers Depot. This post covers topics such as…

  • Building trust.
  • Familiarity and pattern recognition.
  • Colour psychology.
  • Focus.
  • Reading patterns.

Finally there is a brilliant video on emotional design featuring Aral Balkan’s talk at Future of Web Design. According to twitter this was the highlight of the conference and is definitely worth checking out.

Whether you are a web designer or website owner it would appear that psychology has a lot to teach us and we need to start paying attention.

Inspiration kills

Talking of FOWD, one of the things I said in my presentation was how we spend far too much time looking at inspiration galleries.

Interesting the same issue has resurfaced this week in a post entitled ‘Inspiration Kills.’

My argument against inspiration galleries was that they are sinkhole for your time. That the time spent paging through endless ‘cool’ designs would be better spent learning something new.

Inspiration Gallery

The ‘Inspiration Kills’ post takes a different tact arguing that inspiration galleries replace creativity with other people’s work…

I think though that there is a darker side to inspiration galleries. This darker side is the thing that sucks up your imagination and fills the gaps with other people’s work.

However great other people’s designs are, by following their lead you surrender your opportunity to innovate and create original work.

For me the author sums up the best approach beautifully when he writes…

If you do go out to seek inspiration, don’t look for it in the usual places, the countless galleries and showcases displaying work of your fellow designers. Going this route will ensure your originality gets killed. Look for it elsewhere, in nature and in designs unrelated to your subject.

As I have said before, I am increasingly turning to subjects areas like physiology, marketing or business for inspiration. Not all design inspiration has to be visual and it certainly doesn’t have to be web based.

A gaggle of usability testing posts

First we had a plethora of physiology posts, now we have a gaggle of usability articles.

This week I have found 3 posts on usability testing that I just can’t help but mention.

The first is A List Apart article on quick and dirty remote user testing.

The idea of remote user testing has become increasingly popular thanks partly to advocates like Steve Krug who spoke about it recently on this show.

Remote testing is a viable alternative to conventional testing and although it is not as effective as face to face, it is cheaper and easier. If you run a website and have previous considered user testing too time consuming or expensive then read this article.

Talking of Steve Krug, he has released a video demonstrating just how easy it is to run a usability test session. If you feel you need an expert to run test sessions and that is stopping you from testing then watch this video. I challenge you to find something in here you couldn’t do yourself.

The final post is from UXBooth and focuses on encouraging negative feedback during user testing.

User struggling to be honest in a test session

Konstantin Chagin, Shutterstock

It can be surprisingly hard to get users to be honest about their experiences when testing. They fear offending you or looking stupid so they are often guarded about being negative. Its therefore great to see an article tackling how best to encourage people to be honest.

The need for speed

Our final news story for the day is another post by Gerry McGovern. This week, Gerry is talking about the “Need for Speed“.

The post focuses on users obsession with speed. He sums it up best at the end when he writes…

Time is the most valuable resource, and it will only become more and more precious. Those who relentlessly focus on saving the customer time will have a truly future-proof strategy. Those who waste their customers’ time with disruptive marketing and advertising, confusing menus and links and smilely people images will ultimately end up as road kill on the information superhighway.

Setting aside his reference to the information superhighway (really Gerry? Who uses that term anymore?), he makes a good point.

It is easy to build websites that are too slow and insist on communicating information the user just doesn’t care about.

Gerry quotes Google…

“We may be the only people in the world who can say our goal is to have people leave our homepage as quickly as possible.”

He then goes on to write…

It’s counterintuitive, isn’t it? Get them off your website as quickly as possible having done what they came to your website to do. It’s truly the opposite philosophy to sticky websites or sticky marketing.

Although I disagree with his definition of sticky websites (for me it is a site that users return to rather than stay on a long time), I do agree that we should be helping users complete their tasks as quickly as possible.

Google’s decision to factor in speed into its search algorithm is not down to an illogical obsession on their part. They know users want to complete tasks as quickly as possible and Google want to help them.

Stephen Anderson on emotional design

A chef in a restaurant wants his food to be more than edible, he wants it to be delicious. As designers we should want our websites to be more than usable. Stephen Anderson shares techniques for delighting our users and ensuring they love our sites.

Paul: So joining me today is Stephen Anderson. Good to have you on the show Stephen.

Stephen:Thank you. Good to be here.

Stephen Anderson

Paul: So I heard you at SXSW this year and thought I have to get this guy on the show. You gave a brilliant talk . How would you describe it? How would you say that it was about?

Stephen:Well the phrase that I’ve started using is the title of the talk, and it’s actually caught on, is “Seductive Interactions”. It’s actually caught on in conversations where people have started saying “Oh yeah. He’s the guy that’s started talking about seductive interactions.”. as if it’s a different type of a thing. It was really just the title of the talk but it’s becoming a phrase that people are using. Basically what I’m interested in is what motivates people to take certain actions online. So if you look up the definition of seduction it’s encourage people to take up a certain behaviour. There’s a second half to that definition and it’s frequently sexual in nature but I just ignore that part and cross it off. [Laughter] But the way I talk about seduction, it’s things that happen both online and offline. They happen anywhere there are humans are involved where we have a real good time; we get seduced by whatever it is. This can be a first date which is the analogy I use in my presentation. Or It could be going going to Disney World or a good concert, any number of experiences.

Paul: So how did you get attracted to this? What’s your background? How did you end up looking at this as a subject?

Stephen:So my background if you go back about 12/15 years, I started off as a web & graphics designer. Of course there’s that period of maturity where you start thinking more about what people want to do on their site, can they find their way around the site. You start to think about usability, information architecture and those things. Then you start to think about product strategy, business goals and what we are trying to achieve here from a business perspective. Eventually where this journey has lead me is to a fascination to psychology. What makes people make certain decisions or behave in certain ways. In many ways this is full circle for me because before I started off as a designer, I was a high school English teacher, teaching in gifted and talented classrooms. At that time I really got fascinated by some of the burly brain science and some of the learning theories. Particularly around what can help students remember things or retain knowledge, what can get their attention. If you’ve got a classroom of 9th graders for 90 minutes you really need to figure out how to motivate them and how to keep them engaged. So I guess I had a trial by fire early one with young kids. But now I’m applying a lot of those things to the web context.

Paul: So this seems to be becoming a growing area in popularity. I’m seeing more written about the role of psychology in web design. How do you see it fitting into the equation alongside things like usability for example? Because it isn’t a usability issues. It’s more of an engagement issue.

Stephen: Yeah, an engagement issue or a motivation issue. In fact I draw a pyramid I called the User Experience Hierarchy of Needs Model.

Design hieratchy of needs

It’s kind of gripping on what Maslow did. I talk about how there’s basically six stages. The first is you have this great idea: something that’s functional and works. The example I used to explain this is the development of mobile phones. So you look back to the original Motorola phone, it’s this big giant brick but everyone’s jumping up and down because you don’t have to have lines; you can walk around freely. And then over time it moves up and you’ve got to work on the reliability. Let’s make the cell network more reliable. Eventually people start to think about usability It makes sense for engineers but let’s make this make sense for most people. So you start thinking about form factories, you start thinking about usability and things like that. So that’s all the bottom half of the pyramid Then the top half is the part that I’m really fascinated by. There’s often a shift from making things usable, removing the problems, removing the barriers to making it convenient. The distinction I draw there is if something;s convenient it works a lot more like I think. A clear example of this would be Google Maps. Prior to that you had Map Quest. Map Quest was a perfectly usable product but then Google Maps comes along and you can drag it, you can resize, you don’t have to click arrows. You can do all these things that are much more natural. So that’s an example of moving from a perfectly usable map system to one that’s more convenient. And then of course the highest levels are the ones that I really enjoy talking about, what makes something pleasurable. That’s where we start to engage people on an emotional level, a seductive level and make things fun. The highest level of course isn’t one that you can cause or create but it’s one that you can design the conditions for and that’s meaning. Actually designing products that add meaning to people’s lives. So if you look and go back to that mobile phone example. We had the original Motorola brick that people carried around. Then you have some efforts for making things more usable You have Sony Ericsson, a design company and an engineering company coming together to create what’s supposed to be a more usable, a more friendly phone. But there’s a point at where you have to switch from what’s the task we are trying to do to what’s the experience we are trying to create. I would roll the clock back a little bit before the iPhone and look at the original Motorola Razor and although it didn’t revolutionize the actions, it was the first mobile phone where someone said “This is the industrial design. This is the form factor I want to create. Let’s make the engineering confirm to this form factor.” So they were starting with the aesthetic experience of holding this phone, opening this phone and it was an enormous success for Motorola and then the iPhone comes redefining interactions, setting the bar for those. Of course that’s a very meaningful device for people. It’s a lot more than a phone. It’s a mobile computer device that we’re all tied too. Anyway, that’s kind of my framework and how I think about all these things. And of course when you talk about psychology and motivation, that upper half of the pyramid where you’re making things fun, meaningful, engaging, playful. All these things appeal to us on an emotional level.

Paul: So let’s talk about that idea of motivating users. Obviously most websites have a call to action, whatever that might be. What kind of techniques are you talking about here to motivate users.

Stephen: There’s definitely a lot of things that I talk about in the presentation that are more of the presentation vent. But there’s also things like how can we leverage psychology to make the message easier to understand or easier to comprehend or understand why it’s important to me. So I tried to cover all of those things. There’s easy things that people do already like testimonials. Lots of sites have testimonials and that’s an example of social proof. Where we see these big brands or familiar names or we see a lot of people endorsing something. That just puts us at easy and let’s us know I feel safer giving this entity, the site, my personal information. So that’s an easy example. I’m interested in the more playful things where you create I wouldn’t call it a game but you create a game-like experience or create something that’s very playful. The example that I use in the seductive interactions presentation is the music site iLike. There’s a little game that I’ll mention in a minute but when you are signing up on the registration process it’s pretty routine until you get to the part where they want to know what kind of music you like. If you’ve signed up for any number of music sites there’s a pretty familiar pattern or a pretty familiar point you reach in the registration where you get the familiar empty form field where it says “list you favourite bands or artist, separated by comma.” So we have to recall from memory who are our favourite bands that we like. Or we might list 5 bands and then continue on. iLike does something very different where instead of giving you the empty form field they splash up a screen of randomly selected bands and they say “Click on the ones you like.” First of all it’s a very surprising or unexpected interaction so it’s getting my attention as it wasn’t what I expected. I’m seen all these pictures of bands, most of them I recognise. Even if I don’t care for the music, I recognise the music and I don’t have to recall anything from memory. It’s just very fun. My hand doesn’t leave the mouse. Instead of going to the keyboard I can just click on things that I like. So I start doing that and there’s about 3 bands out of the 35 that I click on the first page and I get to the bottom where it asks “Do you want to see more or are you done with registering?”. Of course I haven’t clicked my favourite bands yet so of course I want to see more. End of story, I recount that I went through ten pages of clicking more they basically didn’t give me the option to continue. But it was lot of fun just doing that. Seeing what they would splash up next and would the results on page 5 be better than page 3, when they see that I’m not clicking any bands from a certain genre. So there’s not a game per say to that but it’s very playful and game like in it’s engagement. So that’s an example I use. The flip side of that, I talk about having a fun time and I think I clicked on 35 bands, the flip side of that is the business goals where these music sites really want to know what your personal tastes are. For them the gold mine is your data – what you like. So if you compare business results for a site like that versus many of these other music sites, I offered up 35 bands I like where on other sites I might only offer 4 or 5. It’s a win/win. I had a great time and they got more data out of me.

iLike Rate Artists

Paul: This issue of game like playfulness. It’s something that’s been coming up again and again recently. A lot of people are looking to the computer or video games industry for inspiration. Do you feel that there’s a difference between making a website game like and making it playful and fun?

Stephen: Absolutely. In fact I draw a distinction between game and game-like. I’m currently giving a similar talk called “Serious Play”. It’s really about how I can bring a lot of these ideas that I talk about to more traditional business applications like a college enrolment form or filling out your tax returns. These things that we traditionally consider kind of boring business apps.

Paul: Yeah because when a lot of people think about their website they think “Well there’s no way I can introduce game features into filling out a tax return”.

Stephen: Correct. Well there are actually ways you can do things like that but I what think a lot of people are doing is looking at the success of things like FourSquare and GoWalla or the site StackOverflow, which is a knowledge sharing site for programmers and developers, and they are saying “Great. How can we make our sites more game-like?” They’ll point to Four Square and say “Yeah, we want badges and we want levels. We want points. We want all these things.” I think you are seeing right now a whole wave of sites that are throwing in these very basic game mechanics: points, levels, scoreboards, achievements and so on. The comment I make is that if you are building a game, even the best game in the world, games often have an unlimited duration. So you think about that new Xbox game you get in the mail on Friday afternoon and you hibernate over weekend playing the game and you emerge Sunday night or Monday morning having completed it. There are obviously other games like FarmVille where there’s this idea of an appointment mechanic where they want you to keep coming back in short bursts over a sustained period of time. Even that, when you talk t FarmVille fans, after 3 or 4 months can get a bit tiring. That’s just one reason that I tend to shy away from making things a pure game. The other reason is that I find it kinda cheap and easy to use game mechanics. What I’m more interested in is why any of these work in the first place. Why did I care that I got a badge from FourSquare for checking in 50 times. Why is this important to me? Or more to the point the awful idea of mayorship in FourSqaure where I become the mayor of a place I check into frequently. OK It’s kind of a nice perk. I’m the mayor here because I’ve checked into a place more than anyone else but there’s a point at which someone else checks in and ousts you as the mayor and suddenly you have to drive back and go to that restaurant or go to that bar to try and reclaim your mayorship. I’m fascinated by why these work in the first place. So rather than talk about things like levels and mayorship or points, I talk about things like appropriate challenges which have universally gone back thousands of years. We love challenges. Variable rewards. The most baltant example of that being slot machines. Pattern recognition, curiosity, reputation status, social proof. These are all things that are timeless that motivate us. So if we can start with that as our basis, I think we’ll come up with creative things like mayorship rather than just copying those things. Mayorship is an example where, if you go to psychology there’s this idea of loss subversion. Once we have ownership of something we really don’t want to lose it. it’s also tied into this idea of endowment effect where we may not have valued it before we had it but now we have it we value it much more than we probably should. It may be mayorship on the surface but they are tied into these deep psychology principles.

Paul: Yeah. Are there people out there that you feel are doing this particularly well at the moment? Are there examples of sites that are particularly using these psychology principles?

Stephen: Oh yeah. I mentioned iLike and there was a second half to the iLike story where they literally created a game. A music playing game where you have to identify a song within a certain amount of time. One of the clever things there is that they introduced this idea of status by way of your best streak. When we say status a lot of the time we think of how we are standing relative to other people but status also means how you are standing relative to yourself. So if you look at the classic video games, Pac-Man, Q-Bert and things, it was “Can I beat my high score?”. For the really good people there was a leaderboard – could you be on the top 10? But for most of us it was “Can I get better than I was before?”. Which is tied back into the status. I’ve recently began using MailChimp quite a bit. I had an example or two in my presentation but I hadn’t really been a user until about a month ago. I started using their service and they have just got so many playful things built in across the site. One of these is that at the top of the page, no matter where you are at, there’s always their chimp, or their monkey, or their mascot. There are these random phrases that he says. Sometimes it’s a random phrase and he says “I kissed a chimp and I liked it”. You know, little funny things in reference to pop culture, music. Other times it’ll be links to just funny, non-secular videos like who would win in the challenge between Chuck Norris and Iron Man. It’s a link and you click to it and there’s a YouTube video where someone has the Iron Man action figure and a Chuck Norris action figure and there are fighting it out. It’s just fun stuff not really tied to the task you are doing on the site. But what MailChimp is that people using the site, doing these tasks that are not necessiarly the most enjoyable things in the world but they are smiling, in a good mood while they are using this. People have talked about “I was doing my newsletter and I looked up and saw the chimp and I just smiled. It just made me feel better.” And the interesting thing there is that there’s quite a bit of psychology around our emotions and how we are more relaxed or in a happy state of mind where we are more likely to find workarounds to troubling situations. Dan Norman talks about this in his book called Emotional Design. Talks about an ATM study where the more attractive ATM was perceived as easier to use. The interesting thing is that you can go back to studies in the forties and there’s a very famous study where they ask people to… it was a creative problem challenge where you had to figure out how get a box of matches stuck to a wall or hold up a candle to the wall. I’m getting fuzzy on the details but basically what they found from that was that people that we agitated and of a foul disposition where much less likely to find the solution compared to those that were in a more relaxed state of mind. We see this in other areas such as brain storming. Part of the reason why it’s good to get everyone relaxed and comfortable at the beginning of a brain storming session is so that our brains are able to make those connections. All these ideas are really human principles that can be applied any place a humans involved whether it’s online, offline or whatever the interaction may be.

Get Mental Notes Resources

Paul: Some of these things almost feel a little counter-intuitive when you’ve come from that school of usability. For example, you talked at once stage about making things challenging and actually from a usability perspective that’s the last thing you want to do. You want to make things easier. Then on the other hand you talked about MailChimp and about how they put a link to a video to outside of the work flow of what they are doing. They are actually distracting users from what they are doing at any particular time. There’s a bit of a balance here I’m guessing.

Stephen:Yeah there’s definitely a balance. You’ve got to evaluate everything based on what the context is. But there are some things that are, as you say, counter-intuitive For example, putting in constraints where you might put in a restraint on a review that you can write about someone. It might see counter-intuitive to do so but that introduction of scarcity, in this case character scarcity, actually encourages people to respond because they feel like “OK so 400 characters. That’s easy it won’t take more than 5 minutes of my time.” The site I’m referring to is a site called Ripple. If I wrote to my peers and said “Hey. Give me a review of how I’m doing” our instant response is “I don’t have time for this” or “It’s going to take a lot longer than I have”. But if it’s limited to 400 or 200 characters then it’s a trivial task. So there are those examples. I talk about curiosity and how actually plain hard to get, to go back to the data analogy actually encourages or increases interest, participation or engagement. The fundamental idea of curiosity is that you’re teasing people with specific details that intice them to want to know more. A great online example is LinkedIn where if you roll the clock back on LinkedIn a one point there was this big brick wall where they say “If you sign up, pay our monthly fee, here are all the great things you can get.” So traditional value pitch. Then you have all the personal stuff that you can see what’s freely available. They kind of moved that wall over a bit and they started teasing people with little details. So for example someone at Apple looked at your profile this week. Or a CEO in the gaming space looked at your profile this week. So they are giving you very specific details that are specific to you but if you want to know who in Apple looked at your profile or what CEO in what gaming company was looking at you, you’ve got to pay to get full access to that information. So that’s a great example of using curiosity Definitely some of this is counter-intuitive or seems like it would run contrary to what we know. With the gaming conversations one thing a lot of people would say about gaming is, and to a certain extent playfulness, is that these are definitely less efficient ways of doing things but by trading off efficiency you get more engagement and more involvement A simple example that I saw on a site a few weeks ago… I don’t know how to describe it. It’s in the mall or the shopping centre that you might go to and there are these funnels where you can put a penny or a quarter in and watch the coin spiral down over a period of 20 or 30 seconds. It gets faster and faster till it goes into a bucket. It’s just a playful experience but it’s fun to watch a coin spiral around. But if you peel away the playfulness of that experience part, all you are doing is pulling a coin out of your pocket and throwing it in a bucket. But if people put the bucket in the middle of the shopping centre, no-one would do it. So they are adding this playfulness, adding this inefficiency.

Paul: I think sometimes we tend to forget that we’re not mindless automatons. We’re not robots as human beings. We don’t always do things in the most efficient way and we don’t desire to do things in the most efficient way. I think that a lot of the time with the usability background that we have, and the way that we have been approaching web design for years, it’s all about taking off the rough edges. It’s all about making that process as simple as possible but perhaps we dehumanise it a little bit in the process.

Stephen: Absolutely and I think we with usability you definitely want to remove the barriers in the UI or the interaction. But I think there’s this idea that the interaction or the experience needs to be easy. What we know from all different realms, from cognitive science to psychology, is that where it’s easy, people get bored and aren’t engaged. In fact the all refining is where people really learn or really can devote to hours or days of their time is when you create an interesting challenge or interesting problem or put out a curious question. Those are the kinds of things that our brains reform and in response to those we get a little bit of a high from solving a difficult challenge. So something that we biologically crave is these challenges. Nothing too difficult though or else we’ll give up. But nothing to easy or we’ll get bored. So I think the trick is to use that appropriate challenge that increases people’s interest and engagement. There was a study with I think it was kindergartener’s I think it was elementary grade school. The teacher would present the children with an interesting question or challenge in one test case. In the other test case the teacher just presented the raw facts. In the case where it was presented as a question that the students had to figure out the answer to a good percentage of the students, the majority of them, actually worked through their recess time to solve the problem. So I think wow! If you can look at elementary kids who are giving up recess and time to go outside on the playground to solve this geography problem or whatever it was, I can’t remember. That’s powerful stuff.

Poetpainter.com

Paul: Absolutely. You played this little mind game on your audience at South By. Because you teased us. Right at the end of the session you gave out these mental note cards and you gave us a little sample of them. I’ve been champing at the bit waiting for the actual ones to be released. Tell us a little bit about those. I just think it’s such a brilliant idea and I really would encourage everyone to get their hands on them when you release them. Explain what they are.

Stephen: So I’ve been mentioning all these principles from psychology and again my background is design. I’m a designer. I don’t have a degree in congitive science or psychology But as I started reading a lot of these research papers or these business texts. Some are just popular best sellers like Predictably Irrational. Things on influence like Robert Cialdini’s book on influence and persuasion As I started reading these I started taking notes on things that they were talking about with the idea of: How can I use this on my next project, my next website or my next iPhone app? How could I use whatever the finding was from this research on this project? I think there’s a very real problem where we come across all these great ideas but then we get into the project we focus on the basic usability things; we’re just getting the project done on time. We don’t leave time and we forget about all these really creative things that make our work exciting. And so out of that I started putting each idea on a separate index card and ended up with a stack of these ideas and cards. I would pull them out whether I was in the middle of a project or beginning a new project. The idea was basically how can we use or leverage this idea from psychology? This thing we know from human behaviour to accomplish a particular behavioural or business goal. So the example I use is let’s say you are trying to get my more people to sign up on the home page. That’s your goal. You need more people to click on that. It could be anything. To get people to come back again. Whatever your business goals are. I translate that to a behavioural goal if it’s not one already. What do you we want people to do on the site? Then the idea is that you pull out one of these cards and say “How can we use curiosity to get more people to register?”. Or “How could we social proof to get more people to register”. The card will offer the definition of that idea and then list some suggested application ideas to get things going. But the idea is that you would draw one of these cards and you would, as a group or by yourself, sit on it for a good 10/15 minutes brainstorming different ways you could apply that principle. A great example, I mentioned social proof earlier on and I mentioned testimonials, and that’s a very clichÈ almost over used way to leverage social proof, but you look at something like There was a campaign about six months ago to fix Outlook basically. When you have to do emails where you basically have to custom write code for Outlook. You can’t just use CSS or standard mark-up So the campaign was designed to get more people involved and promote this petition against this. They used social proof in a really clever way where when you went to the site, they had the message front and centre in a floating box but the entire background was comprised of these avatars from people who had

Paul: Oh yeah. I remember seeing this.

Stephen: yeah, yeah. The thing is that this wallpaper of avatars, you saw a thousand faces staring at your, was refreshing every 10 or 15 seconds. If you hovered over a face you could actually see or read their comment. it was a very powerful and very visual way of literally being able to see the social proof, to see that lots of people are engaged and behind them, supporting this campaign. I don’t know if they said “How can we use social proof?” or how they came about that idea but the idea of the cards is that you would be able to come up with ideas like that. By focusing on one principle, one thing we know about human behaviour and saying how can we use it to solve this very specific problem.

Paul: So when are these cards going to be out? When are we going to be able to get our hands on them?

Stephen: I’m wrapping up the work right now and I’m shipping off to the printer late next week.

Paul: Oh excellent.

Stephen: It’s coming along. Print time and the packaging and all that, they’ll be wrapped up at the end of May and they’ll be shipping the first week of June. So my year and a half long journey on these cards is nearing the end, or the beginning depending on how you want to look at it. I’m quite excited to get my hands on those. I have been able to test pilot at some workshops I’ve done. I’ve just been blown away by the response.

Paul: Absolutely. Even with that little preview set that you gave out, we’ve been using them. They’ve been immensely useful. You can find out more about those at http://www.getmentalnotes.com. At the moment you can pre-order them for $38. So if you are quick and get it in before they actually come out you’ll get it at a discounted price. You get 50 in a pack is it?

getmentalnotes.com

Stephen: 52.

Paul: 52. Of course.

Stephen: A lot of people give me a hard time of calling it a deck and not having 52 cards so, hey, I went in and few in a few extra cards.

Paul: That’s good. So for people that are impatient and can’t be bothered to wait for the cards. They want to get into this now. They feel all inspired by what you are saying. Are they any resources that you can recommend? Places that they can go to read up a little bit more on psychology I know you are intending to write a book yourself. Is that correct?

Stephen: That is correct. There’s been a lot of interest in this seductive interaction talk that I give. There’s a lot more ideas than 45 minutes allows to share. I’ve turned that presentation that you’ve seen at SXSW into an all day workshop. That of course that workshop is helping me refine and feed into a book that I’m writing that should be out in time for next year’s SXSW.

Paul: So how about in the meantime? Where can people go? is there a lot of content on the web about this or is it under represented?

Stephen: There is content but it’s just highly fragmented. Again one of the things that I found is that there is always different fields that aren’t talking to each other or aren’t even aware of each other. You don’t see a lot of connections. So a lot of my work isn’t going deep enough. I’m just looking broadly across these different fields. Cognitive science, behavioural economics, neural science, psychology, game design. So one thing I’ve started to do, and it’s still pretty basic, I’ve got a resources section on the Get Mental Notes sites.

Paul: Oh yeah. So you do. You know I didn’t notice that.

Stephen: It’s new. So I’m listing some of the general resources I’ve got through there. My plan with the cards is also to release those online in a wiki format. What I’ll do is for every card will get it’s own page. The goal when that’s released is that people will share ways they use that principle on their project or examples in the wild that people have found. I think that’s key as you only have two or three ideas that you can put on a card. Those ideas are already out of date before the cards have even go to printing. The principles are timeless but the applications are the things that I hope to see a conversation start up around. That’s been the fun part with the workshop. I’ve put out these ideas. I issue a creative design challenge and then I see what comes back. I’ve just been blown away by the ideas that people come up with. There’s some great start up ideas that have come out of some of these workshops.

Paul: That sounds absolutely superb.

Stephen: I’ll just point people to that resources section because I’ve started listing books.

Paul: Yeah I can see. I’m looking at it now.

Stephen: That would be a good single place to start.

Paul: You’ve got two books in there that I instantly that are Made To Stick and None. There are loads of good stuff. I think I’ve mentioned those two on the show but I don’t think I’ve mentioned any of the others. It’s great to check out – http://www.getmentalnotes.com/resources/. Thank you so much Stephen. That was brilliant. Really good to have you on the show. It’s an area that I’m absolutely fascinated by and I can see myself spending a fortune on all the books in your resources section [Laughter].

Stephen: I’ve spent a fortune on them myself.

Paul: I’ll make sure that I keep some back for your book when it comes out as well. Thank you very much for coming on the show. I would very much like to get you back on some point in the future as well.

Stephen: It would be fantastic. So thank you Paul.

Paul: Thank you.

Thanks goes to Lee Theobald for transcribing this interview.

If you recognise that the mobile web is important and you need help deciding on a strategy, then book a mobile consultancy clinic.

Book a consultancy clinic or contact Rob about a more in-depth review.

5 'New' Skills that Every Web Designer Needs to Know

What does it mean to be a web designer? The chances are its a lot more than you think. As the web becomes increasingly complex so do our clients demands.


The world of web design is changing at a scary rate. Where once all we needed was Photoshop and Frontpage [joke], now we have to endure list posts like this one telling us to learn more than ever. It is kind of depressing really.

Of course one option is to specialise. You can intentionally limit your expertise to one area and turn down work outside of that specialism. Although there are a lot of advantages to this approach it is not an option for most web designers.

Many of us are not able to turn away work even if we wanted. What is more our clients tend to presume we know ‘everything about the web’.

For the majority of us we have to continue being generalists. This involves expanding our knowledge into ever more diverse areas.

From my perspective there are 5 skills you would not traditionally associated with the role of web design that are becoming increasingly important. These are…

  • Marketing
  • Copywriting
  • Contextual awareness
  • Strategy
  • Psychology

Let us look at each in turn.

1. Marketing

Increasingly website owners are grasping that their online marketing strategy has to be about more than their website. The ‘build it and they will come’ mentality has gone and they realise that their website is the hub for a broader strategy.

 

businessman drawing a website schema in a whiteboard

Helder Almeida, Shutterstock

Understanding SEO

At the most basic level clients expect us to have an understanding of SEO. Unfortunately their expectations in this area are often unrealistic (“I need to be number one on the term ‘Internet’”). It is our job to educate them about the reality of SEO.

Of course to do that we need to understand the area ourselves. What is best practice within SEO? What impacts does SEO have on usability, accessibility and copy?

However, SEO is not the only consideration. Increasingly clients are recognising the power of social media.

Advising on Social Media

An increasing number of website owners are looking to engage their target audience through the use of social media. They see their target audience gravitating towards services like Youtube, Facebook and Twitter so wish to reach them there.

However as with SEO their knowledge is limited. Often when they try they make horrendous mistakes. Even big brands have suffered from this problem as is apparent from the recent Skittles and Nestle incidents.

Once again they need help and so turn to us. We need to have a clear understanding of community engagement. We need an understanding of how to deal with conflict, encourage participation and spur users into action.

2. Copywriting

Probably the most important new skill we need to learn as designers is copywriting. Let’s face it, most websites have crappy copy.

The majority of that copy is down to the client and so we tend to wash our hands of it. However, not all of it is the client’s responsibility.

Who writes those little pieces of microcopy that appear across the websites we design? You know, the error messages, section headings, instructional text and button labels. Normally it is the web designer.

The problem is that the words we use can have a massive impact on usability, comprehension and conversion. Take for example 404 pages. Other than web designers who the hell knows what a 404 page is?

404 error page from Wufoo.com

It is not just us that needs to learn to write better copy. The client does as well. The question is who will teach them? Once again the burden falls to us.

Setting aside the issue of whether a designer is the best person to teach copywriting (an issue I address later), often there is nobody else. We therefore need to understand the principles of writing for the web and indeed more general copywriting techniques. In particular I think we need to help the client establish consistency and tone in their copy. After all we have worked hard to project the right tone in our design.

3. Contextual awareness

There was a time when you could make certain assumptions about how somebody was accessing a website. The chances were they used a desktop computer and sat at a desk.

However, things have changed. Now they could be using a netbook on the sofa or a mobile phone at the bus stop. This has a profound effect on how we design websites. We need to be contextually aware. We need to understand how both environment and device alters the way people interact with a website.

Child using her phone to access the web on a train

JJ pixs, Shutterstock

The impact of environment

Do you take time to consider the environment in which users are likely to be encountering your website? Do you understand how these environmental differences could impact behaviour?

For example a mother with a new born baby may be accessing the web from a home computer. However, her environment could well be far from perfect. Her child could be crying. She may be sleep deprived. These things impact how easily she can use your website.

The impact of the device

With a growing number of devices accessing the web we need to consider a greater number of factors that influence the users interaction. Screen size, functionality and input devices are just three examples.

When a user could be using a touch screen, a keyboard or a mouse to interact with your website, it makes designing the user interface much harder.

If we are to survive in this multi-device, multi-environment age we need to better understand how these contexts alter the user’s interaction. For example, when was the last time you did user testing that happened in the users normal environment or navigate a website with just a keyboard.

Of course your clients may not want to invest in supporting multiple devices or users who access the web ‘on the road’. They maybe right when they say that it doesn’t justify the investment. On the other hand they might be missing the bigger picture. In which case it is down to you to help.

4. Strategy

So many clients do not really know why they have a website or how to measure its success. They hire you without understanding that the website should be apart of a broader strategy. Often it falls to us to guide them through the process.

 

Vision Success From Goal and Idea in 3d kentoh, Shutterstock

This means we need to brush up on our business strategy skills. We need to be able to help our clients:

  • set business objectives,
  • identify target audiences,
  • establish success criteria,
  • decide on calls to action

It strikes me as insane that many organisations do not already have these things defined. However, they do not.

The question is do you feel prepared to guide users through the process? Are you confident in talking about market segmentation or business analysis? If not then it is time to broaden your horizons.

5. Psychology

My final skills may well be the most important of all (yes I know I said that about copywriting). It is certainly the skill you will use more than any of the others.

In order to be effective web designers these days, we need a good understanding of psychology.

For a long time psychology has been a part of our job. Designing usable websites requires an understanding of how users think and complete tasks. However, it is no loner enough to create websites that are merely usable. Increasingly we are looking to create sites that make users passionate and engaged. That takes a deeper understanding of what makes people tick.

Selective focus on the word psychology. Mark Poprocki, Shutterstock

A good grasp of human psychology goes further than just design and usability. If you understand how people think it can also help with building and engaging communities. It allows you to write better copy, promote your services and win more pitches.

Our role almost exclusively involves understand and engaging with people. Whether users, clients or colleagues, if we understand how they think we can motivate them into taking action. We can convince and persuade, nudging them in the direction we wish to go.

To survive in the modern world of web design we need to really understand the human condition so we can use it to our advantage.

How do I learn all this stuff?

By this point you are probably feeling somewhat overwhelmed. How the hell do you get your head around all of this new stuff on top of everything else.

It’s a fair question and I have no easy answer. However, I would suggest one thing: Do you really need to read yet another CSS article or watch another Photoshop tutorial? Do you need to attend a conference about the latest jQuery techniques or would your time be better spent broadening your horizons.

I rarely read anything about HTML, CSS or Javascript anymore. I do enough to keep up-to-date but other than that my reading is not normally web design related.

I read books on business theory, follow blogs on customer service and listen to audiobooks about marketing.

The problem is that the web design community (like any community) can become very isolated by all talking to one another and regurgitating the same old stuff. If we want to meet the needs of our clients, we must start looking further afield for our education.

Is this unreasonable?

You may suggest it is unreasonable to expect one individual to learn all of this. The answer is yes it is. However, that does not change the reality that this is what our clients want and expect.

Clients are looking for a one-stop-shop. They are not looking to deal with multiple suppliers and the associated work of managing different companies. Obviously this is a generalisation and I am not arguing against specialising.

I am however saying that we all need a broad knowledge in todays marketplace.

Does that mean we need a deep knowledge of marketing or copywriting? No it does not. However, it does mean we need to know enough to point our clients in the right direction. Sometimes that might be us suggesting solutions, sometimes it might be us recommending an expert. However, without some knowledge on our part we cannot make those judgements.

So if you want to delight your clients and deliver above and beyond what they get from the competition, it is time to broaden your knowledge.

Nudge your users in the right direction

We all want our users to do something. Unfortunately we cannot force them. However, we can give me a nudge in the right direction.

Porn! (I knew that would get your attention.)

Apparently we can all learn a lot from porn sites. The porn industry is often at the cutting edge of web design. However when it comes to persuading people to do something they are hesitant to do, there is nobody better than charities.

The secret tricks of charities

Charities – more cunning than a “fox what used to be professor of cunning at Oxford University but has moved on, and is now working for the UN as the High Commission of International Cunning Planning.” (Don’t you love Blackadder)

You know what I mean…

Sir, can I ask you a quick question? Would you like to save a dying child in Africa?

How can you say no to that?

Whether it is in the high street, via a mailshot or over the phone, charities have become experts at encouraging us to give.

However, I think they do some of their most subtle work online.

The great thing is, you can use these same techniques on your website.

Disclaimer: Use your powers for good

Of course charities use these techniques to encourage us skin flints to give generously. However, these same techniques could be used for nefarious purposes. Be careful, this will come back to bite you.

Once somebody overcomes the mental hurdle of giving away their cash they almost always feel good about it. When polled the vast majority of us want to give to charity. We just never manage to actually do it.

However, if you use these techniques to trick a person into signing up for a spam newsletter then eventually they are going to be very unhappy.

Always use these techniques to nudge a user in the ‘right direction’ that ultimately helps them do what they actually want to do.

Anyway, enough disclaimers. Lets look at some of the clever things charities do to encourage us to give.

Nudge 1: Set good defaults

We humans are lazy creatures. We don’t like to think too much and generally prefer to be told what to do (yes I know I am old and cynical). One example of this is choice. We hate choosing. In fact research shows that given too great a choice we just give up.

Imagine then how hard it is for us to decide how much to give to charity. After all the choice is only limited by the amount in our bank account.

Look at how the World Wildlife Fund overcomes this problem…

World Wildlife Fund website

As you can see they limit the number of options. However more importantly, they set a default. This default effectively makes the decision for the user.

Default settings cannot be under estimated. The vast majority of users go with the default even when it is not their preference were they to think about it.

Take for example organ donation. 90% of the UK population say they wish to donate their organs and yet only 25% are on the register. If the government simply made organ donation opt out rather than opt in they could increase the number of donors by 65%.

What about your own site? Are users required to make choices? What default options could you provide to help them make the right decision.

Remember we are not talking about the default ticking of that ‘spam me’ checkbox. We are talking about default settings that make it easier for users to do what they already want to do.

For example, what about those remember me checkboxes? Is it ticked by default? The vast majority of users would prefer you to remember them. Perhaps it is time to change the default.

Nudge 2:  Make it tangible

Another thing a lot of charities do well is make the abstract more tangible. Giving money is a very abstract way to engage. What happens to the money you give? What is my money worth to the charity? How does it help?

In order to make the act of giving financially more tangible many charities go to great lengths to make those gifts feel more real.

Save the Children's website

Save the Children do an excellent job at making the abstract tangible by explaining what different levels of donation will buy. You are much more likely to make a donation of £10 instead of £3 when you see that £3 buys is a mosquito net while £10 treats 50 babies for life threatening diarrhoea.

By describing donations in tangible terms it engages us in a way numbers cannot.

Many of us fallback on using dull facts and figures when there are more exciting ways to engage our users.

Take for example, a recent campaign to fix outlook. Instead of simply quoting how many people had signed up in support, they instead showed their twitter avatars’ as a background image.

Outlook's broken campaign

Are there ways you can make your dry facts and figures more engaging? Data visualisation does not need to be boring.

Nudge 3: Delay consequences

As I mentioned earlier one of the big problems faced by charities is that people say they want to give to charity but never actually do. The primary reason for this is that people feel they cannot afford to give “right now” and put it off until later.

This is a common problem with homo-sapiens. Our rational minds know something is good for us (for example having an injection against flu) but the reptilian part of our brains shy away from the pain involved.

One way charities circumnavigate this problem is by delaying the pain. This allows our rational brian to make a clear decision without getting caught up in the short term loss.

They achieve this through “give tomorrow campaigns”. The idea is that users can create direct debits that do not begin giving immediately but instead activate at some point in the future. They can also be setup to gradually increase the amount to be given over time in order to further ease the pain.

This is also a tactic commonly used by retailers selling expensive items. For example when buying a car there are a variety of payment plans which spread the pain or delay it entirely.

Time management concept. Alarm clock on bear trap.

z576, Shutterstock

When thinking about your own website it is worth asking whether you can adopt a similar approach. It might not be in terms of payments but could be applied to time. Do you need a user to fill in their entire profile before they can start using the service? Could that painful experience be put off until later?

On the web time is the ultimate commodity and anything you can do to delay a user having to spend their valuable time will help them commit to your website.

Nudge 4: Encourage little steps to a bigger goal

When looking at charity websites, there is one thing often absent – there is very little mention of legacies (leaving money in your will). Sure it might be mentioned in passing but that is not the main focus of the site. The emphasis is placed on one off or direct debit donations.

In some ways this is surprising. After all for most charities legacies are the primary source of income. Charities realise that they need to encourage as many people as possible to leave money in their will.

Actually, it is not surprising that charity websites do not focus heavily on legacies. Charities know that most legacies are left by people with whom they have an established relationship. In other words the person has either volunteered or given to the charity for some considerable time.

That is why Charities focus on encouraging people to start giving or volunteering. They realise this is the first small step towards a bigger objective.

Redcross website - Priority 1: Get them giving. Priority 2: Keep them giving. Priority 3: Leave a legacy

There are a couple of lessons to be learnt from this as website owners. The first is the importance of nurturing a long term relationship with our users. The second is the need to guide users gradually towards the end objective.

For example many homepages go immediately for the hard sell when a better approach would be to grab the users interest and encourage them to take a small inconsequential step.

Too often we are in a hurry to convince users and pressure them to the point that they eventually leave. Remember the saying…

Slowly, slowly, catchy monkey.

Nudge 5: Use the power of social pressure

My final observation is probably the most important of all. Charities make good use of the power of social pressure. They do this in two ways…

First they use celebrities to campaign for them. They use our desire to be like our celebrity heroes, to encourage us to give. If we see somebody we admire supporting a particular charity we are more likely to do so ourselves.

Second, charities continually emphasis how ‘people like us’ are giving to them. Have you ever heard a charity telesales person tell you how many people in your neighbourhood have given? Have you ever been told what the ‘average’ donation is? All of these things play off of our desire to fit in and conform with those around us.

Social pressure is a powerful tool and one we often overlook in web design. However, there are people doing it well. Take for example the Greenpeace website…

Greenpeace website

The Greenpeace homepage is continually loading updates about people who have made a donation or signed a petition. This is a great way of using social pressure.

The Outlook campaign I mentioned earlier does a similar thing with their Twitter background.

What about your own website? Could you highlight every time somebody signs up for your newsletter or tweets about your product? Could you emphasis just how many people are subscribed to your RSS feed or attended your last event.

What about celebrity endorsements? Admittedly you might not be able to attract A list stars, but do you highlight when an industry figure says something nice about your product?

Conclusions

Of course all of the techniques I have mentioned here are used much further afield than charities. However, that is not the point of this post. The point is to encourage you to think about more than making your website usable and to start looking for ways to motivate users into action and nudge them in the direction you need them to go.

Admittedly you would not want to trick users into doing something they do not want to do, but you can spur them into taking action now rather than putting it off or forgetting entirely.

Web Design News 11/05/10

This week: Engaging and helping your users, the power of habits, why business writing is so awful and things to do at the beginning of each project.

Engaging and helping users

For the longest time usability was the mantra of the web design community. However simply making our websites usable is not enough. We also need to make them engaging too. We need to build a relationship with our users so they are passionate enough to spread the word.

However, engaging and motivating users is still in its infancy and has proved a learning process. This is beautifully demonstrated by three posts this week.

If you are new to the idea of engaging and enthusing users I recommend you start with Simple Strategies for Engaging Your Visitors. This post on six revisions lays out the basic principles of engaging visitors. In particular it looks at…

  • The ability of great content to engage
  • Engagement through giving users status
  • The power of letting your personality shine through
  • The use of humour
  • The need to communicate regularly
  • And the importance of usability

Although a great article it does not delve very deeply into the subject and has relatively superficial suggestions. However, Mashable has released a post entitled HOW TO: Cultivate Your Brand’s Super Users that delves a little deeper.

Image of a lego man streaking

Image Source: balakov

Instead of asking the question “How can get users to pay more attention” it suggests…

[We] flip that traditional marketing question around and ask, “How can we pay more attention to our users?”

The post then goes on to give four example case studies of websites that have done exactly that.

However according to Kathy Sierra in her recent talk at Business of Software 09, even that is not the right question. She proposes we should be focusing instead on how to empower users by creating sites that allow them to do things better, faster and smarter.

It’s a superb presentation that I recommend it to anybody with a desire to service their customers/clients/users better. If you don’t have the time to watch the entire presentation at least  read the summary on Konigi.

The power of habit

My second news item this week isn’t really directly related to web design even though it appears on A List Apart. Habit Fields is a fascinating post about how we form habits around objects. Here is how the author explains it…

Every object emits a habit field. When we sit down at the desk in our office to work, we shape its habit field into a productive one. When we sit down in a lounge chair to watch our favorite TV program, we nudge the chair’s habit field toward relaxation and consumption. The more we repeat the same activity around an object, the stronger its habit field gets. And the stronger its habit field gets, the easier it is for us to effortlessly fall into that mode of behavior the next time we’re around the object.

He goes on to explain how this can be problematic for a productive working environment especially in regards to computers. Its easy for you to ‘nudge’ the habit field of your computer so that you associate it with checking email, IM and tweeting rather than actually getting stuff done.

All of this sounds a little fanciful but the article does suggest some useful ways of controlling your environment in order to generate more productive habits.

Although it is an interesting article from a productivity perspective, it also got me thinking about how users form habits around our websites. Consequently small changes and decisions we make can nudge those habits in different directions. We certainly need to be careful when changing an existing site. Yet more evidence that large design changes are not always a good idea. Beyond that I don’t have any great insights but the article was certainly inspiring.

Have a read and let me know in the comments below whether you can see parallels with site design too.

Why is business writing so awful

It would appear that Jason Fried of 37Signals is jumping on the content bandwagon with a couple of posts on the subject.

The first is for Inc. Magazine and is entitled “Why is Business Writing so Awful?” His conclusion – because it all sounds the same. He writes…

When you write like everyone else and sound like everyone else and act like everyone else, you’re saying, “Our products are like everyone else’s, too.” Or think of it this way: Would you go to a dinner party and just repeat what the person to the right of you is saying all night long? Would that be interesting to anybody? So why are so many businesses saying the same things at the biggest party on the planet — the marketplace?

He then goes on to highlight some great examples of well written copy.

He concludes with this…

I can already hear some of you saying, “Sounds great. But I can’t write.” So hire a writer.

I have said it before and I will say it again, it amazes me why businesses invest so much in design and so little in copy.

Tired woman are sleeping and holding cup. Laptop is situated on the table.

Tokar Dima, Shutterstock

Of course writing isn’t just limited to website copy. It also applies to the emails we write in response to user enquiries. On the 37Signals blog Jason gives an example of how important it is to be positive when saying no to a customers question. He concludes by saying…

Tone makes all the difference in the world.

I couldn’t agree more.

Things to do at the beginning of each project

I want to end today with a nice little checklist from Leah Buley at Adaptive Path. “Things to do at the beginning of each project” does exactly what it says on the tin with a list of things to remember when starting work on a new project.

Photo of the A Team

This is a worthwhile read for both web professionals and website owners. Although written from an agency perspective the list is applicable from both sides of the fence.

Some of my favourite items include…

  • Plan for a mid-point triage period. Even if you think things will go swimmingly, you’ll need it. Treat this as unstructured time for resolving lingering design questions. If possible, this should be face-to-face time when you get the the whole team together (including clients) and poke a stick at the designs (in the interest of making them better, of course!).
  • Create “this week” and “next week” signs. Pick a prominent spot on the wall and put up 2 signs: one that says “this week,” and one that says “next week.” As the weeks roll on, put whatever you’re supposed to be working on this week in the “this week” spot. And put whatever you’re supposed to be working on next week in the “next week” spot. When you feel overwhelmed by the amount of work left to be done, look at the “this week” sign and feel calm.
  • Communicate a lot. Use the back channel. Call people up and ask them how they think it’s going. If you have important information, try to think of everyone who will be impacted by it, and then try to share it, in whatever form is appropriate. Give senior or influential people previews before any “big reveals” to avoid unpleasant surprises during the Big Presentation.

Do you have a project checklist like this? If not it is definitely worth creating one. Rolling out a web project is extremely challenging and complex. It is not the kind of thing you can easily hold in your head. Make a list!

Web Design News 23/03/10

This week: IE9 is revealed, a new web design resource is launched, visual hierarchy is explained and we apply some phycology to our sites.

Microsoft reveal Internet Explorer 9

The big news of the week is Microsoft giving us a glimpse of IE9 at the MIX conference. This has been followed up with more details on the IEblog and the release of the IE9 Platform Preview.

The focus of the new browser seems to be on performance, standards support and improved font rendering. All good news for web designers.

http://ie.microsoft.com/testdrive/

The response has been generally positive with Zeldman writing:

The reported web standards improvements are encouraging, and better type rendering in IE is a consummation much to be desired.

Roger Johansson was equally enthusiastic when he wrote:

I’m still amazed at how few IE8 problems related to CSS 2.1 I have run into. If IE9 can deliver that level of support for HTML5, DOM, CSS3, and SVG… yay!

Unsurprisingly this announcements have further fanned the flame of anti-IE6 hatred. However, over at Sitepoint there is an interesting article that points out that we will never be happy with users choice of browser.

So will the end of IE6 make you, me, and everyone else happy? Ten years ago we were calling for Netscape 4 to die (if you thought IE6 was bad, NS4 would have appalled you!). IE6’s death may be imminent, but will we then start demonizing other browsers?

There is just no pleasing some people!

New web design resources

There is an interesting new web design blog on the block this week.

You might be asking why we need yet another web design blog? This is a perfectly valid question. However, Relpost is different.

As the site says…

Relpost diggs deep to bring you fresh content from the hottest web designers and the coolest blogs serving you juicy, related goodness.

In other words it hand picks some of the best web design posts out there and collates them into one handy place. Useful if you have given up on keeping on top of your RSS feeds.

Relpost

Another random resource I wanted to mention is Mark Boulton’s book “Designing for the Web.”

This book that provides an excellent introduction to good design has been around for a while. The reason I am mentioning it now is because it has just been re-released for free!

If you’re a designer, developer, or content producer, reading this book will enrich your website and plug the holes in your design knowledge.

I highly recommend it.

Visual hierarchy & weight explained

While on the subject of design principles can I suggest you check out two posts on 52 Weeks of UI. These posts tackle both visual hierarchy and visual weight, and are excellent reading for anybody interested in understanding better how design works.

The posts not only explain what hierarchy and weighting are but why they are important. For example when talking about hierarchy the author writes:

The best visual hierarchies lead users to take the action confidently. They have a clear, obvious order in which to view and act on things, with the most important things first.

http://52weeksofux.com/post/443827835/visual-weight

These are actually great posts for non-designers because it explains the things designers do intuitively but can rarely explain well.

Bring psychology to web design

If it was possible to have a single theme for a conference as diverse as SXSW, this year it would have been psychology. From Andy Budd’s talk on persuasive design to Stephen Anderson who looked at the art and science of seductive interaction, it was all about understanding what motivates users.

The one thing that grabbed my attention the most in Stephen Anderson’s talk was his ‘Mental Notes‘ cards.

Get Mental Notes

Although not currently available he did hand out preview packs to all attendees and they are truly awesome (as the american’s would say).

Each one of the 50 cards highlights some characteristic of human psychology. It then suggests ways you can use that characteristic to improve your website. For example…

Curiosity – When teased with a small bit of interesting information, people will want to know more!

This is the kind of tip that helps shape the design of your site.

There was a real feeling at SXSW that subjects like usability, accessibility and standards should be taken for granted. Instead the conference seemed to focus on nuances that take your website to the next level.