Wolter 1 Afton Wolter IS 392: Media & Psychology Professor Richards March 7, 2016 Design Psychology Importance of Design Psychology What makes a design successful? Why are we attracted to certain designs over others? What role does psychology play in the creation of designs? Questions such as these inspired me to research how the human brain developed the capability of determining what constitutes good versus bad art. This inspiration quickly led me to the psychological principles that affect the success of a design. According to Stephen Anderson, expressionist painter and creator of the Get Mental Notes card deck, “To be a good designer in today’s society, you need to have an understanding of psychology, human behaviour, and the little shortcuts, the little quirks, in the way people operate… Then you can use them to make it easier for people to engage with your products.”1 By incorporating psychology into the design process, the ultimate product is a design that helps humans avoid thinking. Similarly, Simon Norris, the managing director of Nomensa, a design consultancy that combines psychological insight with design, states that, “Great design requires great psychology… Psychology is the science of behaviour and the mind. When design and behaviour match, the design will be superior.”2 A successful design is accomplished by the designer leading viewers the exact way they want them to perceive the piece. By understanding how the intended audience will read and react to a design before beginning work, a designer will save time and be more effective. The remainder of this paper will discuss how various psychological principles, scientific research, and emotion can affect the success and appeal of a design, as well as strategic elements that designers can use to implement these principles. The Eye of Design Before considering how psychology plays a role in design, we first must examine how our eyes interpret images. The human eye operates like a camera. The rods and cones located in the retina of our eyes translate light rays and send those translations to the brain, much like the lens of a camera sending images to a memory card. The colors and images our eyes interpret depend primarily on light rays and the object those rays are reflecting off. The way our eyes interpret and transform light into color is important to design because designers must be aware of how different individuals will read a design depending on the amount of light and color present. In design, color choices are extremely important because they influence the viewer’s choices and feelings. Thus, it is vital to be sensitive and aware of how to use light in design and photography. Jo Whaley, a well-known painter and photographer, believes that color palates change with each historical period depending on what technology becomes available. Additionally, she states that color is all about seduction, which means persuading someone to perform an act through 1 Taylor, Anna Richardson. "The Psychology of Design Explained - Features." Digital Arts. IDG, 2014. Web. 11 Feb. 2016. 2 Taylor, Anna Richardson. "The Psychology of Design Explained - Features." Digital Arts. IDG, 2014. Web. 11 Feb. 2016. Wolter 2 tempting or attractive visuals.3 Designers must understand whom the primary audience will be in order to choose the most appropriate color palate. For example, children are attracted to primary colors, while a corporate audience would prefer darker, more neutral colors. Often times, advertisers will use very bright colors in order to stand out because most landscapes are neutral. Overall, the human eye is greatly affected by saturation, hue, value, color balance, and color correction. Thus, it is important to determine what idea and to what audience you are trying to communicate in order to determine the best color palate. The Emotion of Design4 The usability, aesthetics, and practicality of a design affect the overall emotion of the work. Three different levels of the brain, visceral, behavioral, and reflective, determine the effectiveness of these characteristics. The visceral level of the brain is the automatic or prewired layer. In relation to design, the visceral level involves the appearance, touch, and emotion. The success of the design at this level is dependent on the current feelings or experiences of the viewer, as well as the look, feel, and sound of the image. Next, the behavioral level of the brain includes the brain processes that control everyday behavior. At this level, the function, performance, and usability of a design are most important. Design success is determined by pleasure, effectiveness of use, enhancement, and innovation. Finally, the reflective level of the brain is the contemplative part. At this point the viewer considers the rationale and intelligence of the design. The viewer will be satisfied at this level if the design reflects their personal selfimage or memories. In order for a design to be successful, it must excel at all levels of the brain or attack the level of the brain that is best for the intended audience. After examining the various levels of the brain, it is clear that human cognition and emotion are interwoven. Everything we do and think involves emotion, thus guiding the way we think and behave. Without emotion, our lives would be incomplete, lacking fun, pleasure, joy, excitement, anxiety, anger, fear, and rage. Emotion is a conscious experience of affect, which means that we are aware of and can identify the causes of our emotions. Due to this, emotion changes the way the human mind thinks and solves problems. In order for a design to affect a viewer’s emotional state, a designer must consider the aesthetics, attractiveness, and beauty of the design. Aesthetics have the power to change a human’s emotional state. If we can create designs that have a significant personal association or bring pleasant and comforting memories to the viewer, that design will be successful. Shocking or abrupt memory associations can cause discomfort for the viewer, but can draw attention and be very memorable. Additionally, emotion must be considered in regards to the designer as well. When we feel positive and relaxed, we are better at brainstorming and examining alternatives. Also, our thought processes expand, which allows us to become more creative and imaginative. However, if a designer feels anxious they will be more focused and pay special attention to detail. It is important to obtain a balance between the cognitive and affective component of the design process. Designers must be relaxed and creative, as well as focused and detailed. A way to best achieve this balance is through designing, testing, and redesigning a product. Ultimately, designs 3 Films for the Humanities & Sciences (Firm), Films Media Group, and San Mateo County Community College District. Photography and the Brain. New York, N.Y.: Films Media Group, 2006. 4 Norman, Donald A. Emotional Design: Why We Love (or Hate) Everyday Things. New York: Basic, 2004. Print. Wolter 3 that are liked today may not be liked tomorrow because human emotions ever-changing. By designing with a clear vision and knowledge of the target audience, most often a successful design will result. Psychological Principles5 Many psychological principles have been developed in relation to creating designs. In order to create a successful design, a designer must understand the audience he or she is designing for at a psychological level. The following is a list of ten different psychological principles that have proven effective in design creation. 1. Visceral Reactions Visceral reactions mean that the human brain reacts faster than conscious thought, thus our behavior is not thought-out and preplanned. These reactions originate from the central nervous system and are rooted in our genetic makeup, which means that they are fairly consistent across all cultures, genders, and demographics. In relation to design, this means that designers should use elements that could represent survival, threat, or reproductive opportunities. For example, a designer could use aqua blues that are similar to the color of water or open designs similar to the environment. 2. Cost-Benefit Analysis Cost-benefit analysis is the breakdown of behavior based on the difficulty of a task in relation to the perceived reward. Seeking opportunities and avoiding threats regulate human behavior. Additionally, if a task requires high energy, it must provide high reward. Thus, a design must offer a benefit to the viewer and can’t be mentally exhausting. 3. Hick’s Law Hick’s Law states that exposure to more options results in a longer decision making process and the longer the decision making process the more likely the viewer is going to move on. Designs must be simple and have a clear message; otherwise viewers will become discouraged and continue on to the next design or product. 4. Gestalt Psychology German psychologist developed the Gestalt theories in the 1920s. The theories state that the brain self-organizes information in an orderly, regular, symmetrical, and simple manner. We assume unification or relatedness to visuals based on proximity, similarity, continuance, and figure ground perceptions. Due to the human brain organizing visual elements into groups, we often view the whole as greater than the individual parts. By following the rules of the Gestalt theories, designs become more visually interesting and create a more memorable message. 5. Pattern Matching The way we process everything we see is called pattern matching. We subconsciously hunt for anything similar to the current stimuli that we have experienced in the past and stimuli that we are unable to recognize feels foreign and often unsettling. However, different visuals are more memorable than common visuals. For design, it is important for creations to be unique, while still pleasing previously experienced stimuli. 6. Facial Recognition 5 Johnson, Ross. “10 Psychological Principles to Design With.” 10 Psychological Principles to Design. 3.7 Designs, 2012. Web. 15 Feb. 2016. Wolter 4 In order to identify others and determine facial expressions, we are drawn to the human face. Designs that include faces set the tone of the entire piece because that is where viewers are immediately drawn. 7. Social Influence Various approaches exist in attempting to influence viewers toward desired actions. Some of the approaches include reciprocation, authority, commitment, scarcity, liking, and social proof. If the goal of a design is to convince the viewer to follow through on an action, the designer should implement one of these methods. 8. Selective Disregard & Change Blindness In order to conserve energy, our brains disregard change unless it is significant. We often miss many changes happening around us because it is impractical to process every visual in our peripheral vision. Designs must be clear and follow conventions matching the viewer’s expectations in order to attract attention. 9. Progress Disclosure Viewers want to absorb information easily and without expending much effort. Successful designs present information in small portions, while still offering a way to learn more if desired. 10. Dual-Coding Theory The Dual-Coding theory explores the relationship between memory and learning through verbal and non-verbal channels. This involves two cognitive systems: verbal stimuli and image processing. Humans learn and retain information best when presented both verbal and image stimuli. Thus, designs should incorporate stimuli for both cognitive systems to digest. The Design Process6 Many people believe that designs are created without thought and vision. However, designs are planned, visual organizations of elements that involve many guidelines. Before any design procedure, a designer must consider the goals, stylistic requirements, physical limitations, and solutions of the design. After determining the content of the design, or the information that the design seeks to communicate, the designer can begin the form of the design, which includes the manipulation of the various elements and principles of design. In artistry, content is what artists want to say and form is how they say it. Form consists of many stylistic concepts, such as: 1. Unity Unity is the presentation of an integrated image, or in other words, the harmony of an image. Unity is achieved through the composition, or organization of a design. The entirety of a design must be predominant over the parts. In relation to Gestalt’s theory, our brains want to see organization and unity, not confusion or chaos. Due to this, our brains automatically relate and group objects. In order to achieve unity, designers focus on proximity, repetition, continuation, and continuity of objects. A way to achieve unity with variety is by repeating shapes in different sizes or repeating colors in different values. 2. Emphasis & Focal Point Focal point is an emphasized element that can attract attention and encourage the viewer to look further. In addition, accents are secondary points of emphasis that have less attention 6 Pentak, Stephen, Richard Roth, and David A. Lauer. Design Basics. Boston, MA: Wadsworth, Cengage Learning, 2013. Print. Wolter 5 value than the focal point. Ways for designers to achieve emphasis are through contrast, such as light versus dark colors, vertical versus horizontal lines, small versus large objects, or round versus rectangular shapes. Focal points have the power to destroy a design if not utilized properly. When a focal point is too emphasized, it jeopardizes the unity of the design. Additionally, when every element of a design is emphasized, nothing becomes emphasized. On the other hand, a design that lacks a focal point can attract attention because it is very unusual. 3. Scale & Proportion Scale is the size of an element of design, whereas proportion is the relative size of the element compared to the standard. Scale has the ability to attract a viewer’s attention in different ways and convey different emotions and meanings. For example, hieratic scaling is a process used to establish the focal point and conceptual status of a ruler. Additionally, unusual or unexpected scale is arresting and attention getting, both large and small. Some artists, especially surrealists, use scale changes to intentionally intrigue or mystify us. In order to achieve standard proportion in a design, artists use a concept called the golden ratio, which means that width is to length as length is to length plus width. 4. Balance As humans, we desire balance and imbalance disturbs us. Balance in design can be achieved in a variety of ways, including symmetrical balance, value, color, shape, texture, or eye direction. When we see a design, we expect to see visual weight distribution. Other more unusual forms of balance in design include asymmetrical balance, which is balance achieved through dissimilar objects having equal visual weight or equal eye attraction, or radial balance, which means that all elements radiate from a common central point. 5. Rhythm Rhythm is the repetition of elements that are the same or only slightly modified. Just as in music, design rhythm can have different paces. Legato rhythm of objects is slow and connecting, whereas staccato rhythm of objects is abrupt with a dynamic contrast. Alternating rhythm is when elements alternate consistently with one another to produce a regular sequence. Next, progressive rhythm is the repetition of a shape that changes in a regular manner, such as size, color, value, or texture. Lastly, kinesthetic rhythm occurs when a visual experience actually stimulates one of our other senses. This is achieved when a design resonates with memories or associations, such as an image of eating ice cream on a hot summer day. 6. Line A line is a minimum statement of design, made quickly with minimum effort, but seemingly able to convey all sorts of moods and feelings. With few strokes, an artist can describe and identify shapes so that viewers understand the image. Although minimal, various types of lines exist. The first is a standard, actual line, which can vary in weight, character, and other qualities. An implied line is created by positioning a series of points so that the eye tends automatically to connect them. Lastly, a psychic line isn’t a real line, but we feel a line or a mental connection between two elements. Whether actual, implied, or psychic, line direction can be created horizontally, vertically, or diagonally and each adds a different feeling to the design. A horizontal line implies quiet and repose, a vertical line implies potential and activity, and a diagonal line implies motion. Line quality, which involves boldness and technique, can draw attention to specific parts of an image or produce emotional and Wolter 6 expressive qualities. Even though a line is considered a minimal element of design, it has the capability of creating large and expressive statements. 7. Color As mentioned previously, the colors of objects are dependent on light waves. Therefore, colors are constantly changing depending on the amount of light present. However, as humans we have created the color constancy effect, which means our mind insists on every object having one defined color. For example, although the grass may look similar the color black at nighttime, our minds still insist that the grass is always green. Additionally, our perception of color changes according to surrounding elements. For example, if a designer places a yellow box inside a black square, the yellow box will look brighter than if it were placed inside a white box. Designers can manipulate color to create emphasis, balance, and depth. Color properties that are most often altered are hue, or the name of the color, value, which is the lightness or darkness of the hue, and intensity, which is the brightness of the hue. Conclusion Throughout this paper, I have determined that designs involve much thought and analysis before the creation process can begin. Designers must consider human thought processes, emotions, and psychological biases in order to create a successful design. Much research has been conducted to create guidelines that break down these human attributes. By following these guidelines, designers can attack viewers’ brains at the visceral, behavioral, and reflective levels. Overall, a designer must know the psychological needs of their target audience before beginning any design. Wolter 7 Works Cited Films for the Humanities & Sciences (Firm), Films Media Group, and San Mateo County Community College District. Photography and the Brain. New York, N.Y.: Films Media Group, 2006. Johnson, Ross. “10 Psychological Principles to Design With.” 10 Psychological Principles to Design. 3.7 Designs, 2012. Web. 15 Feb. 2016. Norman, Donald A. Emotional Design: Why We Love (or Hate) Everyday Things. New York: Basic, 2004. Print. Pentak, Stephen, Richard Roth, and David A. Lauer. Design Basics. Boston, MA: Wadsworth, Cengage Learning, 2013. Print. Taylor, Anna Richardson. "The Psychology of Design Explained - Features." Digital Arts. IDG, 2014. Web. 11 Feb. 2016.
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