Welcome to the Low Touch Economy
Human behavior and attitudes are changing due to COVID-19. Some of these will be driven by the organizations’ response to the crisis and others will be driven by changing customer habits. Instead of asking, “Is there a reason to do this online?” we’ll be asking, “Is there any good reason to do this in person?” Fantastic research by @BoardofInnovation has published and it shows which fundamental shifts are here to stay, how will they turn industries upside down, and which strategic options do you have to go on offense.
How Netflix uses psychology to perfect their customer experience
Decoding the science behind the features that keep you binging.
If there’s a company that’s synonymous with a seamless customer experience, it’s Netflix. It has become the defacto entertainment source for many. So much so that 15% of the world’s web traffic goes to Netflix. But when your experience is industry-leading, how do you evolve it without disappointing customers? The answer lies in experimentation, built on proven psychological principles.
How People Read Online: New and Old Findings
Summary: Looking back at findings from a series of eyetracking studies over 13 years, we see that fundamental scanning behaviors remain constant, even as designs change. We recently published the 2nd edition of our How People Read Online report, almost 15 years after the 1stedition was published. Looking back over the findings from the 5 eyetracking studies conducted for these editions, we can trace how online reading behaviors have changed (or not)
Psychology, games and UX with Celia Hodent
Celia Hodent used the concept of affordance as an example. This is essentially when an object offers prompts that give users cues on how to use it.
"In product design -- I have a mug right in front of me. That mug has a handle. That handle is an affordance for me to be able to just grab it with three or four fingers and lift it. That's helping me use that object without burning my fingers if there's something warm in [the mug].
"In video games, many times we don't manipulate physical objects, so the affordances are what you call cognitive affordances or just signifiers. But the idea is that just by looking at something in a game, can I understand what it's for and how I can use it."
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