From ec0a8a99efbafbca784f9b1c67ded13dc4a6c288 Mon Sep 17 00:00:00 2001 From: Kamran Ahmed Date: Mon, 27 Mar 2023 03:04:24 +0100 Subject: [PATCH] Add content to UX roadmap --- .../frameworks/100-bj-frogg-behavior-model.md | 8 +++++++- .../101-stephen-wendell-create-action-funnel.md | 6 +++++- .../frameworks/102-spectrum-of-thinking-interventions.md | 9 ++++++++- .../frameworks/103-dual-process-theory.md | 6 +++++- .../ux-design/content/100-human-decision-making/index.md | 7 ++++++- .../ux-buzzwords/100-nudge-theory.md | 8 +++++++- .../ux-buzzwords/101-persuasive-technology.md | 8 +++++++- .../ux-buzzwords/102-behavior-design.md | 8 +++++++- .../ux-buzzwords/103-behavioral-science.md | 8 +++++++- .../ux-buzzwords/104-behavioral-economics.md | 4 +++- .../100-human-decision-making/ux-buzzwords/index.md | 2 +- .../classifying-behavior/100-bj-frogg-behavior-grid.md | 2 +- .../content/101-behavior-change-strategies/index.md | 4 +++- 13 files changed, 67 insertions(+), 13 deletions(-) diff --git a/src/data/roadmaps/ux-design/content/100-human-decision-making/frameworks/100-bj-frogg-behavior-model.md b/src/data/roadmaps/ux-design/content/100-human-decision-making/frameworks/100-bj-frogg-behavior-model.md index ed07e79a8..cf218b362 100644 --- a/src/data/roadmaps/ux-design/content/100-human-decision-making/frameworks/100-bj-frogg-behavior-model.md +++ b/src/data/roadmaps/ux-design/content/100-human-decision-making/frameworks/100-bj-frogg-behavior-model.md @@ -1 +1,7 @@ -# Bj frogg behavior model \ No newline at end of file +# Fogg's Behavior Model + +BJ Fogg's Behavior Model is a framework that helps UX designers understand and influence user behavior. According to the model, three elements must converge at the same moment for a behavior to occur: motivation, ability, and a trigger. Motivation refers to the user's desire to perform the behavior, ability refers to the user's ability to perform the behavior, and a trigger refers to the cue that prompts the user to perform the behavior. UX designers can use this framework to design interfaces and interactions that increase motivation, improve ability, and provide effective triggers, ultimately leading to desired user behaviors. + +- [How to Understand and Influence Behavior](https://cs.fyi/guide/how-to-understand-and-influence-behavior) +- [Understanding Fogg behaviour model](https://uxdesign.cc/understanding-fogg-behaviour-model-dd2cc78e4a2) +- [Effective notifications using fogg’s behaviour model](https://uxmag.com/articles/effective-notifications-using-foggs-behaviour-model) \ No newline at end of file diff --git a/src/data/roadmaps/ux-design/content/100-human-decision-making/frameworks/101-stephen-wendell-create-action-funnel.md b/src/data/roadmaps/ux-design/content/100-human-decision-making/frameworks/101-stephen-wendell-create-action-funnel.md index 5b1accc26..ffbed0191 100644 --- a/src/data/roadmaps/ux-design/content/100-human-decision-making/frameworks/101-stephen-wendell-create-action-funnel.md +++ b/src/data/roadmaps/ux-design/content/100-human-decision-making/frameworks/101-stephen-wendell-create-action-funnel.md @@ -1 +1,5 @@ -# Stephen wendell create action funnel \ No newline at end of file +# Wendel's CREATE Action Funnel + +Steve Wendel's CREATE Action Funnel is a behavior design framework that helps UX designers create user experiences that promote behavior change. The acronym CREATE stands for the six stages of behavior change: cue, react, evaluate, ability, time, and encouragement. The framework emphasizes the importance of providing clear cues that prompt users to perform a desired behavior, designing interactions that make the behavior easy to perform, and providing timely feedback and encouragement. UX designers can use the CREATE Action Funnel to design interfaces and interactions that promote behavior change and help users achieve their goals. + +- [Steve Wendel's CREATE Action Funnel](https://www.prodify.group/blog/behavioral-science-crash-course-steve-wendels-create-action-funnel) \ No newline at end of file diff --git a/src/data/roadmaps/ux-design/content/100-human-decision-making/frameworks/102-spectrum-of-thinking-interventions.md b/src/data/roadmaps/ux-design/content/100-human-decision-making/frameworks/102-spectrum-of-thinking-interventions.md index cdd448111..dec6f1b33 100644 --- a/src/data/roadmaps/ux-design/content/100-human-decision-making/frameworks/102-spectrum-of-thinking-interventions.md +++ b/src/data/roadmaps/ux-design/content/100-human-decision-making/frameworks/102-spectrum-of-thinking-interventions.md @@ -1 +1,8 @@ -# Spectrum of thinking interventions \ No newline at end of file +# Spectrum of Thinking Interventions + +In UX design, thinking interventions help designers and researchers to approach problems from different perspectives and generate creative solutions. Divergent thinking interventions such as brainstorming, mind mapping, and SCAMPER are used to explore a broad range of ideas and possibilities. Convergent thinking interventions, such as prioritization, decision-making, and A/B testing, help to evaluate and refine ideas, and ultimately make data-driven decisions. By utilizing a range of thinking interventions, UX designers can create user experiences that are both innovative and effective. + +To learn more about thinking interventions, check out the following resources: + +- [Design Itnerventions](https://medium.com/@careyhillsmith/design-interventions-76a8d1827ad7) +- [5 Stages in The Design Thinking Process](https://www.interaction-design.org/literature/article/5-stages-in-the-design-thinking-process) diff --git a/src/data/roadmaps/ux-design/content/100-human-decision-making/frameworks/103-dual-process-theory.md b/src/data/roadmaps/ux-design/content/100-human-decision-making/frameworks/103-dual-process-theory.md index 114490f05..e0d8a93b2 100644 --- a/src/data/roadmaps/ux-design/content/100-human-decision-making/frameworks/103-dual-process-theory.md +++ b/src/data/roadmaps/ux-design/content/100-human-decision-making/frameworks/103-dual-process-theory.md @@ -1 +1,5 @@ -# Dual process theory \ No newline at end of file +# Dual Process Theory + +Dual Process theory is a psychological theory that describes how people make decisions. It is based on the idea that people use two distinct modes of thinking: System 1 thinking and System 2 thinking. System 1 thinking is associated with intuitive and automatic processing, while System 2 thinking is associated with deliberate and analytical processing. By understanding how users switch between these modes of thinking, UX designers can create interfaces that are easy to use and intuitive, while also providing the necessary information and options for more deliberate decision-making. + +- [Dual Process Theory](https://en.wikipedia.org/wiki/Dual_process_theory) \ No newline at end of file diff --git a/src/data/roadmaps/ux-design/content/100-human-decision-making/index.md b/src/data/roadmaps/ux-design/content/100-human-decision-making/index.md index 70f6f7f33..5092c86b4 100644 --- a/src/data/roadmaps/ux-design/content/100-human-decision-making/index.md +++ b/src/data/roadmaps/ux-design/content/100-human-decision-making/index.md @@ -1 +1,6 @@ -# Human decision making \ No newline at end of file +# Human Decision Making + +Human decision-making is crucial in UX design as it determines how users interact with a product or service. By understanding how people make decisions, what factors influence those decisions, and how emotions and biases come into play, UX designers can create interfaces and interactions that are intuitive, engaging, and effective, leading to greater user satisfaction and business success. + +- [Human Decision Making in UX Design](https://cs.fyi/guide/human-decision-making-in-ux) +- [The Psychology of UX Design](https://uxtools.co/blog/the-psychology-of-user-decisions) \ No newline at end of file diff --git a/src/data/roadmaps/ux-design/content/100-human-decision-making/ux-buzzwords/100-nudge-theory.md b/src/data/roadmaps/ux-design/content/100-human-decision-making/ux-buzzwords/100-nudge-theory.md index 3ca87f5f1..9a805847e 100644 --- a/src/data/roadmaps/ux-design/content/100-human-decision-making/ux-buzzwords/100-nudge-theory.md +++ b/src/data/roadmaps/ux-design/content/100-human-decision-making/ux-buzzwords/100-nudge-theory.md @@ -1 +1,7 @@ -# Nudge theory \ No newline at end of file +# Nudge Theory + +Nudge theory is a psychological theory that describes how people make decisions. It is based on the idea that people are more likely to make decisions that are in their best interest when they are given the opportunity to make those decisions themselves. By understanding how users make decisions, UX designers can create interfaces that are easy to use and intuitive, while also providing the necessary information and options for more deliberate decision-making. + +- [Nudge Theory](https://en.wikipedia.org/wiki/Nudge_theory) +- [Using nudge theory to achieve a competitive advantage with your UX](https://www.freshegg.co.uk/blog/digital-strategy/using-nudge-theory-to-achieve-a-competitive-advantage-with-your-ux/) +- [Design the Nudges](https://uxplanet.org/digital-nudge-design-process-48086f16595c) \ No newline at end of file diff --git a/src/data/roadmaps/ux-design/content/100-human-decision-making/ux-buzzwords/101-persuasive-technology.md b/src/data/roadmaps/ux-design/content/100-human-decision-making/ux-buzzwords/101-persuasive-technology.md index 0a228f597..7ebf579f8 100644 --- a/src/data/roadmaps/ux-design/content/100-human-decision-making/ux-buzzwords/101-persuasive-technology.md +++ b/src/data/roadmaps/ux-design/content/100-human-decision-making/ux-buzzwords/101-persuasive-technology.md @@ -1 +1,7 @@ -# Persuasive technology \ No newline at end of file +# Persuasive Technology + +Persuasive technology refers to the use of technology to influence human behavior and decision-making. In the context of UX, it involves designing interfaces and interactions that encourage users to perform a desired behavior or take a specific action, using techniques such as gamification, social proof, and scarcity. However, it is important to use persuasive technology ethically and responsibly, being transparent about its use and avoiding manipulative or deceptive practices. + +- [The secrets and pitfalls of designing persuasive technologies](https://uxdesign.cc/the-secrets-and-pitfalls-of-designing-persuasive-technologies-8fdea2a5a6ba) +- [The Ethics of Persuasive Design](https://uxdesign.cc/the-ethics-of-persuasive-ux-design-50fe34d7e16c) +- [Pixels of Influence: Breaking Down Persuasive Design Principles](https://www.toptal.com/designers/ux/persuasive-design-principles) \ No newline at end of file diff --git a/src/data/roadmaps/ux-design/content/100-human-decision-making/ux-buzzwords/102-behavior-design.md b/src/data/roadmaps/ux-design/content/100-human-decision-making/ux-buzzwords/102-behavior-design.md index da2db89c2..9916ec210 100644 --- a/src/data/roadmaps/ux-design/content/100-human-decision-making/ux-buzzwords/102-behavior-design.md +++ b/src/data/roadmaps/ux-design/content/100-human-decision-making/ux-buzzwords/102-behavior-design.md @@ -1 +1,7 @@ -# Behavior design \ No newline at end of file +# Behavior Design + +Behavior design is the practice of designing user experiences that promote behavior change, by leveraging principles of psychology, human decision-making, and persuasive technology. Behavior design involves understanding user motivations, designing interfaces and interactions that make desired behaviors easy to perform, and providing timely feedback and encouragement. By using behavior design techniques, UX designers can create interfaces and interactions that help users achieve their goals and promote positive behavior change. + +- [Behavioral Design is the Future of UX](https://designli.co/blog/behavioral-design-is-the-future-of-ux/) +- [10 Behavior Patterns for UX Design](https://uxdesign.cc/10-essential-cognitive-behavior-patterns-for-ux-design-7f0cc2e00d31) +- [How behavioural design creates the best user experiences](https://www.widerfunnel.com/blog/how-behavioural-design-creates-the-best-user-experiences/) \ No newline at end of file diff --git a/src/data/roadmaps/ux-design/content/100-human-decision-making/ux-buzzwords/103-behavioral-science.md b/src/data/roadmaps/ux-design/content/100-human-decision-making/ux-buzzwords/103-behavioral-science.md index 2ccc5313e..aacc6aebd 100644 --- a/src/data/roadmaps/ux-design/content/100-human-decision-making/ux-buzzwords/103-behavioral-science.md +++ b/src/data/roadmaps/ux-design/content/100-human-decision-making/ux-buzzwords/103-behavioral-science.md @@ -1 +1,7 @@ -# Behavioral science \ No newline at end of file +# Behavioral Science + +Behavioral science is the application of scientific principles and research from fields such as psychology, sociology, and neuroscience to design user experiences that are intuitive, effective, and engaging. Behavioral science involves understanding how users think, feel, and behave, and using that knowledge to design interfaces and interactions that are tailored to their needs and preferences. By incorporating behavioral science principles into UX design, designers can create more effective and user-friendly products and services that meet the needs of their users. + +- [Behavioral Science Has a Place in UX](https://www.uxbooth.com/articles/behavior-science-has-a-place-in-ux/) +- [5 Ways to Use Behavioral Science to Create Better Products](https://www.interaction-design.org/literature/article/5-ways-to-use-behavioral-science-to-create-better-products) +- [How to Use Behavioral Science to Influence User Behavior in Design](https://uxplanet.org/how-to-use-behavioral-science-to-influence-user-behavior-in-design-581dc0805f7c) \ No newline at end of file diff --git a/src/data/roadmaps/ux-design/content/100-human-decision-making/ux-buzzwords/104-behavioral-economics.md b/src/data/roadmaps/ux-design/content/100-human-decision-making/ux-buzzwords/104-behavioral-economics.md index 1e78ba7c5..e77b286cd 100644 --- a/src/data/roadmaps/ux-design/content/100-human-decision-making/ux-buzzwords/104-behavioral-economics.md +++ b/src/data/roadmaps/ux-design/content/100-human-decision-making/ux-buzzwords/104-behavioral-economics.md @@ -1 +1,3 @@ -# Behavioral economics \ No newline at end of file +# Behavioral Economics + +Behavioral economics involves applying insights from economics, psychology, and neuroscience to design user experiences that encourage desired behaviors and decision-making. It involves understanding how users make decisions, what biases and heuristics influence their choices, and how to design interfaces and interactions that nudge users towards certain actions. By leveraging behavioral economics principles such as framing, social norms, and default options, UX designers can create interfaces that are more effective at achieving their intended outcomes and more satisfying for users. \ No newline at end of file diff --git a/src/data/roadmaps/ux-design/content/100-human-decision-making/ux-buzzwords/index.md b/src/data/roadmaps/ux-design/content/100-human-decision-making/ux-buzzwords/index.md index bd9cbc09d..8665dd076 100644 --- a/src/data/roadmaps/ux-design/content/100-human-decision-making/ux-buzzwords/index.md +++ b/src/data/roadmaps/ux-design/content/100-human-decision-making/ux-buzzwords/index.md @@ -1 +1 @@ -# Ux buzzwords \ No newline at end of file +# UX Buzzwords \ No newline at end of file diff --git a/src/data/roadmaps/ux-design/content/101-behavior-change-strategies/classifying-behavior/100-bj-frogg-behavior-grid.md b/src/data/roadmaps/ux-design/content/101-behavior-change-strategies/classifying-behavior/100-bj-frogg-behavior-grid.md index 664e7e9ce..cafcf890e 100644 --- a/src/data/roadmaps/ux-design/content/101-behavior-change-strategies/classifying-behavior/100-bj-frogg-behavior-grid.md +++ b/src/data/roadmaps/ux-design/content/101-behavior-change-strategies/classifying-behavior/100-bj-frogg-behavior-grid.md @@ -1 +1 @@ -# Bj frogg behavior grid \ No newline at end of file +# BJ Fogg's Behavior Model \ No newline at end of file diff --git a/src/data/roadmaps/ux-design/content/101-behavior-change-strategies/index.md b/src/data/roadmaps/ux-design/content/101-behavior-change-strategies/index.md index 71e5b1922..ab752878f 100644 --- a/src/data/roadmaps/ux-design/content/101-behavior-change-strategies/index.md +++ b/src/data/roadmaps/ux-design/content/101-behavior-change-strategies/index.md @@ -1 +1,3 @@ -# Behavior change strategies \ No newline at end of file +# Behavior Change Strategies + +Behavior change strategies involve designing interventions and techniques that encourage individuals to adopt new behaviors or modify existing ones. These strategies draw on principles from fields such as psychology, behavioral economics, and social science, and may include techniques such as goal-setting, feedback, rewards, and social support. In UX design, behavior change strategies can be used to create interfaces and interactions that promote positive behavior change, such as encouraging users to exercise more, eat healthier, or save money. By using behavior change strategies, UX designers can help users overcome barriers to behavior change and improve their overall well-being. \ No newline at end of file