! Dos

* Use faces if you want to grab attention
* Put things you want people to focus on (most important information) about 30% from the top and 30% from the left margin
* Provide affordance cues
* Put items you want to be seen as belonging together in proximity
* Use all-caps text only for headlines and when you need to get someone's attention
* Provide meaningful titles and headlines
* Break text up into chunks
* Limit the choices or item to 3 or 4. If that isn't possible try to organize the items into groups and try to limit those to 3 or 4.
* Eliminate memory load wherever possible
* Use progressive disclosure
* Organize information for the audience as much as possible. (4 items rule)
* Provide progress indicator when possible
* To overcome confirmation bias, try to get a small commitment to an action that goes against the confirming belief.
* Make undoing easy
* Enable bulk-processing instead of requiring to perform the same task over and over
* If an event rarely occurs, but needs to be noticed use a strong signal when it happens.
* Assume you have at most 7 to 10 minutes of a person's attention.
* To counter act groupthink, submit group decisions to an outsider's review.
* Tell stories
* When errors could lead to accidents or loss of human life, use a system like HFACS to analyze and prevent errors.
* Resist the impulse to provide your customers whit a large number of choices
* If you want someone to make a habit-based decision, give them littel informatiion
* If you want someone to make a value-based decision, give them more informatiion


! Don'ts

* Don't put animation in the periphal vision if you want users to concentrate on a certain part of the screen
* Don't put task-related information at the edges
* Don't put red+blue or red+green near each other
* Don't use blue or green text on red background
* Don't use red or green text on blue background
* Avoid putting important information in the middle of a presentation.
* Do not rely on people's memory for information which is really important. People always forget.
* Don't let the conceptual model "emerge" from technology, design it purposefully
* Avoid to generalize results from psychology research if you know that the study participants are all from one and the same geographical region

! Facts

* Shading and colors can be used to make it look like some things go together and other's don't
* If you want to grab visual attention quickly, less is more
* There are a lot of color blind people
* A longer line length (80 to 100 characters per line) are better for reading quickly, but shorter length (45 to 72 chars) are prefered by readers.
* Remebering something needs repetion
* Concrete terms/icons are easier to remember than abstract ideas or images
* Information in the middle of presentation is the least likely to be remembered. 
* Do not rely on people's memory for information which is really important. People always forget.
* Making people think or recall something from memory requires the most mental resources
* The best way to change a belief is to get someone to commit to something very small
* People always have a mental models, which they get from past experience. Mental models are individual.
* The better conceptual model matches the mental model of the audience the better the user experience.
* Stories are the natural way people process information. Using them makes information understandable, interesting and memorable.
* People learn best by example
* Focussing attention on one thing is possible, but selective
* People are bad at multitasking, regardless of how old they are or whether or not they like it.
* You can get a lot of attention with food, sex or danger.
* The shorter the distance to the goal, the more motivated people are to reach it. This can even be achieved with an illusion of progress.
* People are motivated to keep seeking information (dopamine system)
* Watching someone else do something influences behavior of watcher
* Don't rely on reading alone if you want people to understand information clearly
* The more cohesive your team is, the more you need to watch out for "groupthink". 
* Information is processed more deeply and remembered longer if it is in story form
* People like pastoral scenes
* Color, font, layout and navigation are critical in making it through the "trust rejection" phase
* Brands are a shortcut
* People hate it when choices they once had are being taken away



! Goals

* Grabbing attention
* Forstering concentration
* Making people focus
* Make items seem as belonging together
* Make stuff for people with non-perfect vision
* Reduce cognitive/memory load 
* Change beliefs / overcome cognitive biases
* Make the conceptual model match the menat models
* Makes information understandable, interesting and memorable
* Influence behaviour
* Anticipate mistakes & errors, prevent them, handle them gracefully
* Help people make good decistions

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Raw notes:

! How people see

* Shading and colors can be used to make it look like some things go together and other's don't
* Don't put animation in the periphal vision if you want users to concentrate on a certain part of the screen
* Use faces if you want to grab attention
* If you want to grab visual attention quickly, less is more
* Put things you want people to focus on (most important information) about 30% from the top and 30% from the left margin
* Don't put task-related information at the edges
* Provide affordance cues
* Put items you want to be seen as belonging together in proximity
* Don't put red+blue or red+green near each other
* Don't use blue or green text on red background
* Don't use red or green text on blue background
* There are a lot of color blind people

! How people read

* Use all-caps text only for headlines and when you need to get someone's attention
* Provide meaningful titles and headlines
* Break text up into chunks
* A longer line length (80 to 100 characters per line) are better for reading quickly, but shorter length (45 to 72 chars) are prefered by readers.

! How people remember

* Limit the choices or item to 3 or 4. If that isn't possible try to organize the items into groups and try to limit those to 3 or 4.
* Remebering something needs repetion
* Eliminate memory load wherever possible
* Concrete terms/icons are easier to remember than abstract ideas or images
* Information in the middle of   presentation is the least likely to be remembered. So avoid putting important information there.
* Do not rely on people's memory for information which is really important. People always forget.

! How people think

* Use progressive disclosure
* Making people think or recall something from memory requires the most mental resources
* The best way to change a belief is to get someone to commit to something very small
* People always have a mental models, which they get from past experience. Mental models are individual.
* Don't let the conceptual model "emerge" from technology, design it purposefully
* The better conceptual model matches the mental model of the audience the better the user experience.
* Stories are the natural way people process information. Using them makes information understandable, interesting and memorable.
* People learn best by example
* Organize information for the audience as much as possible. (4 items rule)
* Provide progress indicator when possible
* To overcome confirmation bias, try to get a small commitment to an action that goes against the confirming belief.
* Avoid to generalize results from psychology research if you know that the study participants are all from one and the same geographical region

! How people focus their attention

* Focussing attention on one thing is possible, but selective
* Make undoing easy
* Enable bulk-processing instead of requiring to perform the same task over and over
* If an event rarely occurs, but needs to be noticed use a strong signal when it happens.
* Assume you have at most 7 to 10 minutes of a person's attention.
* People are bad at multitasking, regardless of how old they are or whether or not they like it.
* You can get a lot of attention with food, sex or danger.

! What motivates people

* The shorter the distance to the goal, the more motivated people are to reach it. This can even be achieved with an illusion of progress.
* People are motivated to keep seeking information (dopamine system)

! People are social animal

* Watching someone else do something influences behavior of watcher
* Don't rely on reading alone if you want people to understand information clearly
* Faking a smile is possible, but in a video it's harder than in a static picture.

! How people feel

* The more cohesive your team is, the more you need to watch out for "groupthink". To counter act this, submit group decisions to an outsider's review.
* Information is processed more deeply and remembered longer if it is in story form
* People like pastoral scenes
* Color, font, layout and navigation are critical in making it through the "trust rejection" phase
* Brands are a shortcut

! People make mistakes
* When errors could lead to accidents or loss of human life, use a system like HFACS to analyze and prevent errors.

! How people decide

* Resist the impulse to provide your customers whit a large number of choices
* People hate it when choices they once had are being taken away
* If you want someone to make a habit-based decision, give them littel informatiion
* If you want someone to make a value-based decision, give them more informatiion

---
Repeated ideas:

* 3-4 Items
* Importance of stories
---
Geons

24 primitive Objekte genügen für alle möglichen Formen.

https://geon.usc.edu/~biederman/publications/Biederman_RBC_1987.pdf