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CCT 333: Imagining the Audience in a Wired World. Class 4: Principles of User Experience Design (Part 2). Administrivia. First assignment due today – second coming up
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CCT 333: Imagining the Audience in a Wired World Class 4: Principles of User Experience Design (Part 2)
Administrivia • First assignment due today – second coming up • Workflow analysis assignment – describe the contextual factors of a job and do two flowcharts – one showing problematic procedure, one revised to improve procedure
Visibility Consistency Familiarity Affordances Navigation Control Feedback Recovery Constraints Flexibility Style Conviviality Norman’s Principles (DOET)
Visibility • Is functionality of object evident and observable? • (Or…are there cases where hiding things might be a good idea?) • Examples?
Consistency • Does a given action produce similar results every time? • Is the interface consistent with similar products? • Examples?
Familiarity • Does design leverage existing ideas, concepts, metaphors, expectations? • Examples?
Affordances • Does the design provide intuitive clues on what can or should be done? • Examples?
Navigation • Support for navigating process of use - status, maps, etc. • Notion of mapping in controls • Examples?
Control • How to control object? Who is in control? • Lockton (2008) Architectures of Control (http://architectures.danlockton.co.uk) • Examples?
Feedback • On using object, does the user receive some evident response or result? • Does this response make sense to the user and encourage continued correct interaction? • Examples?
Recovery • What happens when everything goes wrong or user wishes to reverse course? • Examples?
Constraints • Does the system deliberately constrain the user’s potential? • Why would you want to constrain certain paths of action? • Physical, logical and cultural constraints
Flexibility • Allowing multiple manners of use (but within constraints!) • Jack of all trades problem? • Examples?
Style • Aesthetic value - things that look well designed are perceived to be easy to use and effective • Examples?
Conviviality • Pleasant, engaging experience - designing for pleasure • “polite software”- earnest, deferential, responsive, satisfying vs. the alternative • Convivial technology (Illich) - designing technologies for human use and exploration towards human goals
Cornell FSAE example • Requirements determination • Design cycles • Prototyping cycles • Testing/Finalization • Coordination and scheduling issues - design as socially constrained
Variations on Norman Principles • Visibility - irrelevance of dash • Consistency in power curve • Shifter familiarity and consistency • Electronics systems control and feedback • Design for zero error and factor of safety • Minimal flexibility - designed for one course • Quantitative and qualitative feedback • Importance of style and packaging • Convival (to a degree)
(Universal?) Elements of Design • Users and their Requirements • Conceptual Design • Physical Design • Prototyping and Evaluation • Testing and Finalization • Balance of Norman principles throughout
Next Two Weeks • Cognitive Psychology and Design - Ch. 5, 6, 15