Intent-Driven
A research deep-dive into what makes successful user-centric products.
Abstract.
This project was a long-running cross-discipline research effort I led and performed into the psychology of intent-driven human behavior. Additionally, it was a deep dive into different non-healthcare business segments to better understand the commonalities of highly successful user-centric products. The following information was used to help Availity kick off a company-wide product transformation initiative in 2021. The total time was about 30 days / 1200 hours from start to finish.
Disclaimer.
This work was designed for Availity, my previous employer, and had been infused with many applications and takeaways for them. As such you may see redacted items on some of the research pieces as I was asked to not disclose any statistical or relevant numerical information that applied specifically to Availity. With that said there is still plenty to see, but more than half of the full body of work, the rich analysis, cannot be shown.
Description.
I chose these games because the final results best showcase the extremes of readability and usability in game design and how that affects the overall player experience in a multitude of ways.
I conducted this readability test by looking at Gestalt Principles, the Aesthetic-Usability Effect, Hick’s Law, Miller’s Law, Von Restorff Effect, the Law of Proximity, Heuristic Principles, Information Architecture, Task Priority, Decision Priority, Linguistic Directionality, Accessibility, and more. What I found was a mixed bag of good, bad, and ugly.
Here are some of the highlights:
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