The Yerkes-Dodson Law states that an average level of arousal enables the best performance in many cases. If the level of arousal is too low, motivation decreases, while if it is too high, stress and overload quickly occur. This is referred to as an inverted U-shaped relationship between the level of arousal and performance.

Origin

The law was established in 1908 by psychologists Robert M. Yerkes and John D. Dodson, who observed in animal experiments how the level of arousal affects learning and reaction behavior.

  • Yerkes, R. M. & Dodson, J. D. (1908). The relation of strength of stimulus to rapidity of habit-formation. Journal of Comparative Neurology and Psychology, 18, 459–482.

 

Yerkes-Dodson Law

 

Application in UX and UI design

In UX and UI design, the Yerkes-Dodson Law helps to understand that moderate challenge or stimulation of users makes sense. This can be applied to many areas. A game that is too easy does not challenge the players and they lose interest. If the level of difficulty is too high, on the other hand, the players feel overwhelmed and prefer to devote themselves to other things. The situation is similar with a user interface: if it is too banal, it offers little incentive and boredom and disinterest quickly set in. If, on the other hand, it is too complex, many users feel overwhelmed and break off the process.

A balanced design is therefore recommended, in which the interface elements are visually stimulating but do not require too much cognitive effort. Clear user guidance, a step-by-step introduction of new functions and subtle animations can help to keep the level of arousal in the optimal range.

Critics point out that the Yerkes-Dodson Law is a simplified representation of human behavior and varies depending on personality, prior knowledge and situation. Nevertheless, the principle provides a good basis for avoiding digital products that seem too monotonous or overwhelming.

A practical example would be a gamification approach in an educational app, in which learning content is presented in an easy-to-master, but not overwhelming, sequence so that motivation remains continuously high.

Impact on the User Experience

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Further information