Minggu, 18 Januari 2009

Design of Everyday Things

Agenda
Discuss Norman’s views on HCI & design

Discussion
What did you take away from DOET book

Daily Challenges
How many of you can use all the functionality in your
VCR
Digital watch
Copy machine
Stereo system
Plumbing fixtures
Fun Examples
Leitz slide projector
To move forward, short press
To move backward, long press

What happens when you get frustrated?
Fun Examples
Fun Examples

Changing Ringer Volume
Press “Program”
Press “6”
Set volume
Low - Press “1”
Medium - Press “2”
High - Press “3”
Press “Program”

Important Concepts
Affordances
Visibility
Conceptual models
Mapping
Feedback
Constraints
Visual Affordances
Perceived and actual fundamental properties of an object that determine how it could be used
Chair is for sitting
Ball is for throwing
Button is for pushing
Yikes!
Mantra
Complex things may need explanation, but simple things should not
If a simple thing requires instructions and pictures, it is likely a failed design
Designing for People
Norman’s 2 main principles
Provide a good conceptual model
Make things visible
Conceptual Models
People build their own systems of how things work
Example - car

Designer can help user foster an appropriate conceptual model
Appearance, instructions, behavior...
Visibility
When functionality is hidden, problems in use occur
Occurs when number of functions is greater than number of controls
When capabilities are visible, it does not require memory of how to use
Remind person how to use something
Simple Example
Simple Example
Bathroom faucets
Two functions
Hot/cold
Pressure
Bathroom Faucets 1
Bathroom Faucets 2
Bathroom Faucets 3
Two Important Principles
Mapping
Feedback
Mapping
What does this means
Relationship between two objects, here, between control and action/result
Good:
Car, various driving controls
Mercedes Benz seat adjustment example
Bad
Car stereo - Knob for front/back speakers
Stove
Yikes!
Why Not Design Better
Stove


Speakers
Feedback
Let someone know what just occurred
Can be sound that’s made
Can be change in physical state

Constraints
Limitations on what can be done
Physical - keys
Semantic - menu graying
Cultural - Colors
Logical - When all above don’t apply
Individual Differences
Whom do you design for?
Everyone? Impossible
Average? Excluding half audience
95%? Still may miss a lot

Can’t accommodate everyone
Individual Differences
Designers are not representative of the user population for whom they are designing
Don’t expect users to think or act like you
People vary in both physical attributes and mental/cognitive attributes
Example
Why Design is Hard
Number of things to control has increased dramatically
Displays are more virtual/artificial
Marketplace pressure
Adding operations cheaper (computers)
Adding controls expensive (real estate, cost)
Errors are becoming increasingly serious
Try and Try Again
Norman thinks that it often takes 5 or 6 tries to get something “right”
Simply may not have that luxury in a competitive business environment

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