Gentle Experience Design and narratives can shape how our target audience perceives visual elements, and whether or not they should adapt their behaviors accordingly "We must design for the way people behave, not for the way we wish them to behave." - Don Norman. This was a statement I came across on the Nielsen Norman Group website earlier this week, while studying healthcare UX—a domain I am greatly interested in. I also came across another statement on the same website: "Watching users' actual behaviour helps us gain insights to improve the user behaviour." When I read these statements, I thought, "We are designing based on the users' existing behaviour, not designing to improve their behaviour, are we?" When we design an experience based on existing human behaviour—derived from sufficient and comprehensive research, we keep mental models in mind so our users can quickly familiarise themselves with our system's functionality. However, if w...
If possible, include moments in your storytelling that slow down the narrative and induce a feeling of serenity upon the reader I was searching through Pinterest when I came upon this particular page from the manga Horimiya: Page from Horimiya by HERO and Daisuke Hagiwara (Square Enix) In the example above, we see the two characters — Souta and Yuna — walking beside one another in the first panel, glancing away as if unsure of what to say or do next. The absence of other artistic elements draws our eyes to the pair alone. The vertical panel arrangement on this page then guides us downward to a close-up of Souta’s hand slowly taking hold of Yuna’s. This close-up conveys the tenderness of the gesture. Because these panels contain few artistic elements that may otherwise be distracting, the reader’s attention lingers on the moment, thereby creating a sense of warmth. Notice how the middle two panels move at a slow pace, allowing us to both see and feel the softness of the hand-holding. Th...