シャドーイング練習: The UX Psychology Behind Apps People Can’t Stop Using - 動画で英語スピーキングを学ぶ

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228 文
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Most apps fail not because they look bad, but because they ignore how people actually think.
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The best designers in the world don't just push pixels.
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They understand psychology.
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And today I'm going to show you 6 psychology principles that will completely change the way you design.
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Every single one comes with the real before and after, so you can see exactly what to do differently.
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Let's go.
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Here's something that sounds obvious, but almost nobody does.
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Stop giving users blank forms.
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Look at this booking screen.
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Five completely empty fields.
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Every single one is a decision the user has to make before anything happens.
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Psychologists call this decision fatigue.
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The more choices you stack on someone at once, the more likely they are to make no choice at all and just leave.
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A study from Columbia University found that when a grocery store displayed 24 jam flavors, only 3 % of people bought one.
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When they showed just six, the purchase rate jumped to 30% more choices doesn't mean better.
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It means harder.
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Now look at this version.
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Same screen, same fields, but everything is pre -filled with the most common choices.
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And the button doesn't just say search.
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It tells you there are already 12 results waiting.
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Here's why this works so well.
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70 to 90 % of users in most products never change to default values.
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That's not laziness.
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It's trust.
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When you provide a smart default, users read it as a recommendation.
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You're saying, this is what most people pick, and that's incredibly persuasive.
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The user's job shifts from fill this out from scratch to scan and adjust what doesn't fit.
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That's a fundamentally easier task.
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So the principle is called smart defaults, and the rule is simple.
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Pre -select the most common choice for every field.
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Don't make users think when you already know the answer.
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This tip will change the way you think about onboarding entirely.
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Researchers at Columbia ran a study at a car wash.
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One group of customers got a loyalty card with 8 empty stamps.
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Fill all 8, get a free wash.
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The second group got a card with 10 stamps, but 2 were already filled in.
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Same 8 washes needed.
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But the group that started with 2 stamps completed the card at nearly double the rate.
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That's the goal gradient effect.
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The closer people feel to finishing something, the faster they move toward it.
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And the critical insight is this.
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You can choose where the starting line is.
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Look at this onboarding screen.
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0 % complete.
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5 empty steps.
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It's telling the user you haven't started and there's a lot ahead.
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That's deflating, even if the actual work is minimal.
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Now this version.
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Same form, same fields.
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But progress already shows 20%.
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The first step is checked off.
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The user can see exactly where they are and how close the finish line is.
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They didn't do any extra work.
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You just reframed account creation as step one instead of treating it as a separate event.
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0 % feels like standing still.
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20 % feels like momentum.
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And that feeling is what separates the users who finish onboarding from the ones who drop off at the second screen.
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LinkedIn does this brilliantly.
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They show you a profile strength meter from the moment you sign up, and it's never at zero.
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The rule?
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Never start a user at zero.
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Find something they've already done and count it.
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That artificial head start creates real motivation.
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If you want to get better at designing onboarding that actually works, Mobbin is genuinely the best resource for it.
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You can study how top teams design onboarding, upgrades, checkouts, and other key flows.
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So instead of guessing what good UX looks like, you can actually see it.
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In fact, one of the first things we do before designing any onboarding flow is go to Mobbin and search for onboarding.
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Instantly, you can see real examples from top products, which makes it much easier to find inspiration and see what good patterns look like in practice.
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It's a simple trick that helps you design better and faster.
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And if you want to try it too, you can get 20 % off using the special link in the description.
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So far we've talked about making things easier or making things urgent.
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But if the user doesn't trust you yet, none of it matters.
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Most apps ask for something before they give anything.
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Sign up to see your results.
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Create an account to continue.
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Enter your email to unlock.
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The user hasn't received a single thing of value and already the app wants something from them.
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Look at the screen.
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The user entered their URL, hit Analyze, waited for the scan, and now the results are blurred out behind a lock.
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Create an account to see your report.
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Think about what that communicates.
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You're holding their results hostage.
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It's like a restaurant asking for your credit card before they show you the menu.
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You'd walk out, and that's exactly what users do here.
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Now this approach.
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The user hits
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Analyze and actually gets a real report.
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Not the full thing, but enough to be genuinely useful.
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Their score, their top issues, what passed.
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They can already see what's wrong with their site and start thinking about fixes.
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And then at the bottom, a simple prompt.
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Want the complete breakdown with step -by -step instructions?
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Save your report.
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The difference in conversion is massive because of a principle called reciprocity.
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When someone gives you something first, you feel a pull to return the favor.
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It's not rational.
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It's one of the deepest human instincts we have.
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Robert Cialdini spent his career studying persuasion and ranked this as the single most powerful driver of human behavior.
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It's why free samples at grocery stores increase purchases by up to 2 ,000%.
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The sample isn't that good, but receiving it creates an unconscious debt.
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Every smart company uses this.
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Costco gives you free samples.
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Spotify gives you 30 days of premium.
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Notion lets you use the entire product before you ever pay.
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They're not being generous.
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They're being strategic.
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The sign -up never feels like a wall because the user already got something worth coming back for.
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Have you ever spent an afternoon assembling IKEA furniture and then thought, actually, this looks pretty good?
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It objectively doesn't look that different from what you'd buy pre -assembled.
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But it feels different because you built it.
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You spent time on it.
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And that labor changed how you value it.
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Researchers actually studied this and gave it a name.
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The IKEA effect.
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When people build something themselves, they value it significantly more than an identical item someone else made.
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There's an even simpler version of this called the endowment effect.
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You don't even have to build something.
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Just feeling like you own it is enough.
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Now think about what most sign -up pages do.
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Email, password, sign up.
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There's nothing on this screen that belongs to the user.
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They haven't created anything.
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They haven't chosen anything.
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Closing the tab is effortless because there's nothing to lose.
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Now look at this approach.
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The user hasn't signed up yet, but they're already building.
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They're choosing their name, their title, their color palette, their card style.
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Every choice makes this feel more like theirs.
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And the button at the bottom doesn't say sign up, it says continue.
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Because by now, leaving doesn't feel like skipping a form.
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It feels like abandoning something they made.
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Duolingo does this brilliantly.
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Before you ever create an account, You've already picked your language, set your goal, and completed your first lesson.
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By the time the signup screen appears, you've invested 10 minutes.
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You're not going to throw that away.
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That's not manipulation.
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That's smart design.
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You're giving people a reason to stay by letting them build something worth staying for.
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Most designers are still learning UX and UI the old way.
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They watch another tutorial on how to recreate a beautiful app screen, add a smooth Figma interaction, or create another glass effect.
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And yes, those things can be useful.
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But they're not what gets you hired at serious product companies.
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Because interviewers are not just looking for someone who can make a screen look nice.
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They want to see how you think.
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They want to see if you understand user psychology, conversion, retention, business impact, and why certain design decisions actually work.
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That's why we created UXPeak+.
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UXPeak Plus teaches the advanced UX and UI skills most designers are missing.
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We break down how top companies design product pages, onboarding flows, pricing pages, mobile apps,
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SaaS products, and high converting experiences.
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So you can understand not just what looks good, but what actually works.
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It's the kind of knowledge you can use in your case studies, portfolio, interviews, and real product work.
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You can start for free at uxpeak .com with a free course.
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And if you decide to join UX Peak Plus, use code UXPEAK20 to get 20 % off with their launch offer.
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You also have a seven -day money -back guarantee.
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So there is no risk.
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Now let's get into the next tip.
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Alright, that was about making users feel invested.
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But what about motivation?
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What makes someone actually act instead of tapping maybe later?
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Daniel Kahneman won a Nobel Prize for proving
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that the pain of losing something is psychologically twice as powerful as the pleasure of gaining the same thing.
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Twice.
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Think about what that means for product design.
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Every time you frame a feature as something users could gain, you're using the weaker motivator.
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Look at this screen.
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A storage app offering a premium upgrade.
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Nice icon.
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Nice feature list.
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Nice button.
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Upgrade now.
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And below it, the world's easiest escape hatch.
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Maybe later.
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There's nothing at stake.
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Nothing changes if the user ignores this.
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The screen has zero psychological weight.
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Now this version.
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Same product, same goal.
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But instead of selling what the user could have, it shows what the user is about to lose their actual files, by name, with a countdown,
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and the dismiss option doesn't let you off easy.
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It says, I'll risk it.
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The first screen is a pitch.
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The second screen is a threat.
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And threat wins every time, because of a concept called the status quo bias.
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Humans are wired to protect what they already have.
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You need to make them feel the cost of inaction.
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So here's the takeaway.
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Whenever you're designing a screen that asks users to act, flip the framing.
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Don't sell what they'll gain, show what they'll lose if they don't.
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Last one is a principle that explains why the exact same price can feel expensive or feel like nothing.
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Look at the screen.
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A protection plan shown on its own page.
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$50 a month.
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The user sees that number in isolation and does a quick mental calculation.
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$600 a year.
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That's a lot.
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They hit no thanks and move on.
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Now look at the same offer in a different context.
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The user just added a $1 ,900 laptop to their cart.
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And directly below the product, the protection plan appears.
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Same $50.
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But now there's a small label next to it.
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Just 2 .6%.
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Nothing changed about the offer.
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Everything changed about how it feels.
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After seeing $1 ,900, dollars, $50 barely registers.
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Your brain isn't doing an absolute evaluation anymore.
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It's doing a relative one.
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And relative to the price you just processed, this is a rounding error.
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This is the contrast effect.
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Your brain evaluates every piece of information relative to the thing it saw immediately before.
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Restaurants use this constantly.
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They put a $90 Wagyu steak on the menu not because many people order it,
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but because it makes the $40 salmon look like a reasonable choice.
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Real estate agents show you a slightly overpriced house first, so the one they actually want to sell feels like a deal.
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For designers, the rule is, don't show a cost in isolation.
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Always control what the user sees first, because that first number becomes the ruler they measure everything else against.
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So those are the six UX psychology principles.
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And if you zoom out, they all share the same insight.
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Your users aren't making logical decisions.
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Defaults feel like recommendations.
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The first number sets the anchor.
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A gift creates a debt.
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Building something makes it yours.
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And progress, even a fake one, creates real momentum.
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The designers who get this build products people can't stop using.
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The ones who don't build products people forget exist.
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Thanks for watching.
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We'll see you in the next one.

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このレッスンの語彙とスピーキングのポイント

このスピーキングレッスンは、動画「The UX Psychology Behind Apps People Can’t Stop Using」を教材にしています。 繰り返し出てくる語は次のとおりです:user, screen, product, onboarding, create。 この動画には、シャドーイング用の文が228文、単語が2068語あります。 音声の長さは11:32です。 話す速さは1分あたり約179語で、日常会話に近い自然なペースです。 単語の84%は英語の頻出3,000語に含まれます。残りは練習の前に確認しておきましょう。

この動画の重要語彙

動画に出てくる覚えておきたい単語15語を、発音と意味つきで紹介します。

単語発音意味
designer 名詞/dɪˈzaɪnɚ/デザイナー, 設計士
principle 名詞/ˈpɹɪn.sɪ.pəl/原理, 原則
psychology 名詞/saɪˈkɑ.lə.d͡ʒi/心理学, サイコロジー
default 名詞/dɪˈfɔlt/デフォルト
relative 名詞/ˈɹɛl.ə.tɪv/親戚, 身内
stamp 名詞/stæmp/印鑑, 印章
ignore 動詞/ɪɡˈnɔː/無視する, 忽略する
invest 動詞/ɪnˈvɛst/投入する
menu 名詞/ˈmɛn.juː/メニュー, お品書き
conversion 名詞/kənˈvɝʒən/改宗
motivation 名詞/ˈmoʊ.tə.veɪ.ʃən/動機, モチベーション
recommendation 名詞/ˌɹɛkəmɛnˈdeɪʃən/勧告, 推薦
momentum 名詞/ˌmə(ʊ)ˈmɛntəm/運動量
isolation 名詞/ˌaɪsəˈleɪʃən/隔離, 孤立
researcher 名詞/ˈɹiˌsɝ.t͡ʃɚ/研究員, 研究者

動画に出てくる句動詞

単語発音意味
get off 動詞降りる
zoom out 動詞/ˌzuːm ˈaʊt/ズームアウトする, 縮小する

繰り返し練習したい文

動画に出てくる短く完結した文です。日常会話でそのまま使えます。

  • You're holding their results hostage.
  • It's one of the deepest human instincts we have.
  • You don't even have to build something.
  • You're not going to throw that away.
  • It says, I'll risk it.

この動画の文法

話し手がよく使っている文型を、動画の実際の表現とともに紹介します。

文型動画での表現
現在完了形 have/has + 過去分詞 — 過去の出来事が今も関係しているhaven't started · they've already done · we've talked
受動態 be + 過去分詞 — 誰がするかより、何が起きるかに焦点を当てるis called · were already filled · is checked
関係詞節 who / which + 節 — 人や物について情報を加えるones who drop · products, which makes · someone who can

注意したい発音

話し手はdoesn't, don't, you'reなど、短縮形や弱形を47回使っています。聞こえたとおりの短い形で発音しましょう。

  • 「th」の音: smooth /smuːð/, theirs /ðɛɚz/
  • 「sh」と「zh」の音: conversion /kənˈvɝʒən/, motivation /ˈmoʊ.tə.veɪ.ʃən/, recommendation /ˌɹɛkəmɛnˈdeɪʃən/, isolation /ˌaɪsəˈleɪʃən/, contrast /kənˈt(ʃ)ɹæst/
  • 長い単語(アクセントの位置に注意): psychology /saɪˈkɑ.lə.d͡ʒi/, motivation /ˈmoʊ.tə.veɪ.ʃən/, genuinely /ˈd͡ʒɛn.ju.ɪn.li/, recommendation /ˌɹɛkəmɛnˈdeɪʃən/, momentum /ˌmə(ʊ)ˈmɛntəm/

日本語話者が苦手な音:

  • /r/ と /l/ の区別 — /l/ は舌先を歯茎につけ、/r/ はどこにもつけない: principle /ˈpɹɪn.sɪ.pəl/, relative /ˈɹɛl.ə.tɪv/, incredibly /ɪŋˈkɹɛdɪbli/, differently /ˈdɪf.ə.ɹənt.li/, rational /ˈɹæʃ(ə)nəl/
  • /v/ — /b/ にならないように、上の歯を下唇に当てる: relative /ˈɹɛl.ə.tɪv/, invest /ɪnˈvɛst/, conversion /kənˈvɝʒən/, motivation /ˈmoʊ.tə.veɪ.ʃən/, evaluation /ɪˌvæljuˈeɪʃn̩/
  • /f/ — 「フ」ではなく、上の歯と下唇で出す: default /dɪˈfɔlt/, furniture /ˈfɝ.nɪ.t͡ʃɚ/, artificial /ˌɑː.tɪˈfɪʃ.əl/, differently /ˈdɪf.ə.ɹənt.li/, flip /flɪp/

この動画での練習方法

  1. まず声を出さずに動画を最後まで聞き、知らない単語をメモします。
  2. まず0.75倍速で一文ずつシャドーイングし、慣れてきたら通常の速度に戻します。
  3. 自分の声を録音して元の音声と比べます。designer, principle, psychologyなどの単語に特に注意しましょう。

シャドーイングとは?英語上達に効果的な理由

シャドーイング(Shadowing)は、もともとプロの通訳者養成プログラムで開発された言語学習法で、多言語習得者として知られるDr. Alexander Arguelles によって広く普及されました。方法はシンプルですが非常に効果的:ネイティブスピーカーの英語を聞きながら、1〜2秒の遅延で声に出してすぐに繰り返す——まるで「影(shadow)」のように話者を追いかけます。文法ドリルや受動的なリスニングと異なり、シャドーイングは脳と口の筋肉が同時にリアルタイムで英語を処理・再現することを強制します。研究により、発音精度、抑揚、リズム、連音、リスニング力、そして会話の流暢さが大幅に向上することが確認されています。IELTSスピーキング対策や自然な英語コミュニケーションを目指す方に特におすすめです。

シャドーイングのやり方: ステップ別の完全ガイドを読む →