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Pablo Rodriguez

Understand Human Factors

Psychology is a big deal in UX design. Nearly everything is designed to fit humans, from pants pockets to electric cars, but that wasn’t always the case.

Before World War I

  • The objective was to fit the human to the machine
  • No consideration of human variables in design

World War I

  • Planes started being used in war
  • Suddenly, untrained soldiers had to learn how to fly
  • Aviation psychology was introduced
  • An attempt was made to mold the machine to fit the human
  • Unfortunately, technology wasn’t good enough yet

World War II

  • The sheer number of men and women needed made it impossible to choose specific people for specific tasks
  • Aviation design had to consider human factors (pilots’ varying skill levels)
  • We finally had the technology to adapt the plane to the pilot
Key Insight

If we were robots, some computer genius could just program us to be expert fliers. But we’re only human, and not everyone flying a warplane was an ace pilot.

The human factor describes the range of variables humans bring to their product interactions.

The most common human factors that inform design include:

  • Impatience - users want things quickly
  • Limited memory - can’t remember everything
  • Needing analogies - relate new concepts to familiar ones
  • Limited concentration - attention spans are finite
  • Changes in need - requirements evolve over time
  • Needing motivation - require encouragement to continue
  • Prejudices - bring existing biases
  • Fears - have concerns about outcomes
  • Making errors - humans make mistakes
  • Misjudgment - can make wrong assessments

The business email shorthand TL;DR (Too Long; Didn’t Read) demonstrates human factor consideration:

  • Appears at the start of very long emails
  • Provides a short, succinct summary with only the highlights
  • Accounts for multiple human factors:
    • Impatience - don’t want to read long content
    • Limited concentration - can’t focus on lengthy text
    • Need for motivation - need clear value to continue reading
    • Limited memory - need condensed information to retain

Mental models are internal maps that allow humans to predict how something will work.

Example: When you face a door, your mental model tells you:

  • The door can be opened
  • Once opened, you’ll be able to leave the room
  • The process of opening leads to leaving the room

A mental model breaks when expectations aren’t met (like opening a door to find a brick wall behind it).

Feedback loops refer to the outcome a user gets at the end of a process.

Example: Entering a dark room and flipping a light switch

  • Positive feedback - the light comes on
  • Negative feedback - nothing happens

The more positive feedback a user gets when completing an action, the more they will expect the outcome to be positive. The same is true with negative feedback.

Despite all the limitations the human factors put on UX designers, they also give us opportunities to create even better user experiences.

Sometimes well-known brands revert their product packaging back to original designs to connect with users’ sense of nostalgia:

  • Potato chip companies reissuing classic bag designs from the ’80s
  • Century-old soda companies creating replicas of bottles from decades ago

In these cases, designers use nostalgia to connect with users - something they couldn’t use to connect with robots.

When UX designers turn limitations into opportunities, the human factor isn’t so limiting after all. The key is designing with empathy and understanding of human psychology, using these insights to create better experiences rather than exploit users.