Flag

We stand with Ukraine and our team members from Ukraine. Here are ways you can help

Get exclusive access to thought-provoking articles, bonus podcast content, and cutting-edge whitepapers. Become a member of the UX Magazine community today!

Home ›› Design ›› Change Blindness

Change Blindness

by Michael Grossman
2 min read
Share this post on
Tweet
Share
Post
Share
Email
Print

Save

What are you paying attention to, and what are you missing?

Change Blindness

Depending on what we focus on, our brains can be completely blind to obvious changes going on around us. This is called “change blindness,” and it is unnerving when you observe it. Below are a few examples of this in action.

This first video is an experiment conducted at Harvard where 75% of the people in the test don’t notice that the man in front of them has turned into a different person. This was conducted in a formal test setting. The people involved were interviewed after the experiment to better understand their perception of events.

This next video shows change blindness being used as more of a parlor trick. Magician Derren Brown exploits this blind spot in a much more dramatic way. Changing clothes, race, and gender doesn’t seem to matter to these people on the street. This demonstration isn’t as controlled, but is a lot of fun to watch.

The last video is an “Awareness Test” that has been around for a while. You can run this test on yourself and on others.

The concept of change blindness highlights a potential problem for UX professionals. Most of the time, user researchers and UX architects begin their research with specific goals in mind, and are focused on a specific aspect of the product. But with this focus comes the risk that they will be blind to other aspects of the user’s experience. What are we failing to capture when observing people using the products we design? We need to reserve space in our work for uncovering those things that we don’t know we don’t know, and make it an official part of the process. We will observe more of the moonwalking bears that teach us valuable lessons about our users and our products.

post authorMichael Grossman

Michael Grossman

Michael merged his skills in graphic design and multimedia into a career in User Experience Design after graduating with a B.S. in Jazz in 1989. He has delivered projects for clients including Kenneth Cole, Merrill Lynch, Apple, Time Warner, NFL Properties, AOL, Toshiba and W&R Grace. He has spent the last 20 years designing great experiences. Visit his UX Blog, his website, or follow him on Twitter.

Tweet
Share
Post
Share
Email
Print

Related Articles

Real engagement is about designing experiences that people want to have. Here are some things that games do well that most apps don’t.

Article by Montgomery Singman
Gamification 2.0. Beyond Points and Badges: Designing for Players, Not Metrics. Conclusion
  • Most apps use gamification as a manipulation layer to drive metrics, but people engage with things that are truly worthy of their time, not points or streak guilt.
  • Apps that people stick with do this by designing for intrinsic motivation, making the experience itself rewarding.
  • The true measure of success is whether users feel more capable, accomplished, and enriched for having used your app.
Share:Gamification 2.0. Beyond Points and Badges: Designing for Players, Not Metrics. Conclusion
8 min read

For researchers, AI tools are making the move from advising to building easier than ever. But the real obstacle was never technical. Meet the researchers who allowed themselves to create — and what the cost was.

Article by James Lang
The New Makers
  • The article says that becoming a maker as a researcher is less about learning new tools or skills and more about giving yourself a new identity, and that without fixing the internal permission structures that define your swim lane, even the most democratized AI tools won’t turn a researcher into a maker — you don’t have a founder; you have a frustrated advisor with a prototype.
Share:The New Makers
20 min read

Learn why authentic gamification is rooted in game genres rather than just collecting badges.

Article by Montgomery Singman
Gamification 2.0. Beyond Points and Badges: Designing for Players, Not Metrics. Chapter 5: Implementation
  • The article says that successful gamification is picking a game genre that fits your app’s core activities and user psychology, building satisfying intrinsic loops before adding extrinsic rewards, and iterating nonstop, and that without these foundations, you don’t have gamification; you have a progress bar that has a terminal point.
Share:Gamification 2.0. Beyond Points and Badges: Designing for Players, Not Metrics. Chapter 5: Implementation
5 min read

Join the UX Magazine community!

Stay informed with exclusive content on the intersection of UX, AI agents, and agentic automation—essential reading for future-focused professionals.

Hello!

You're officially a member of the UX Magazine Community.
We're excited to have you with us!

Thank you!

To begin viewing member content, please verify your email.

Get Paid to Test AI Products

Earn an average of $100 per test by reviewing AI-first product experiences and sharing your feedback.

    Tell us about you. Enroll in the course.

      This website uses cookies to ensure you get the best experience on our website. Check our privacy policy and