1 / 43

Design of Everyday Things

Design of Everyday Things. Grade summaries. Assignments 1-4 (out of 10) P0 (out of 10) P1 group grade (out of 100) P1 individual grade (out of 50) Midterm (out of 100) Quizzes 1-3 (out of 10). Part 2 reminder. Due in 2.5 weeks! Plan of responsibilities due Wednesday

Download Presentation

Design of Everyday Things

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Design of Everyday Things

  2. Grade summaries • Assignments 1-4 (out of 10) • P0 (out of 10) • P1 group grade (out of 100) • P1 individual grade (out of 50) • Midterm (out of 100) • Quizzes 1-3 (out of 10)

  3. Part 2 reminder • Due in 2.5 weeks! • Plan of responsibilities due Wednesday • Choose one design and design it! • Decide on features, platform, input/output, layout, etc. etc. • Create an interactive prototype of the design • Will not necessarily cover whole design • Must have user be able to “interact” • Report: describe design, screenshots, scenarios of use, as well as evaluation plan

  4. Summary Darn these hooves! I hit the wrong switch again! Who designs these instrument Panels, raccoon?!

  5. Don Norman • Professor at Northwestern and Principal of Nielsen Norman group • Previously Professor at UCSD, senior positions at Apple & HP • ACM/CHI Lifetime Achievement Award • Prolific author • http://www.jnd.org/

  6. Discussion • What did you take away from DOET book so far?

  7. Here are some • Affordances are important • Minimize the gulf of interpretation and gulf of execution • Use natural mappings • Make state visible • Use a conceptual model that makes sense • Provide feedback

  8. Daily Challenges • How many of you can use all the functionality in your • VCR • Digital watch • Copy machine • Stereo system • Plumbing fixtures

  9. Hall of Shame Example • Leitz slide projector • To move forward, short press • To move backward, long press • What happens when you get frustrated?

  10. Fun Examples Phones How do you - transfer a call - change volume - store a number - ...

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

  12. Much better…

  13. Important Concepts • Affordances • Visibility • Conceptual models • Mapping • Feedback • Constraints

  14. Affordances • Perceived and actual properties of an object that determine how it could be used • Chair is for sitting • Button is for pushing • Door handle is for …. • Scroll arrow is for … • Icon is for …

  15. Door Opening Affordances • Which doors are easy to open? • Which doors are hard to open? • Why? 1 2 3 4 5 6 7

  16. Affordances in interfaces • Interfaces are virtual and do not have ‘real’ affordances like physical objects • Interfaces have ‘perceived’ affordances • Learned conventions of arbitrary mappings between action and effect at the interface • Some mappings are better than others

  17. Mantra • Complex things may need explanation, but simple things should not • If a simple thing requires instructions, it is likely a failed design • Norman’s 2 main principles • Provide a good conceptual model • Make things visible • Affordances is part of this

  18. Conceptual Models • People build their own mental systems of how things work • Example - thermostat • Designer can help user foster an appropriate conceptual model • Appearance, instructions, behavior...

  19. Conceptual Models • Mental models are not always right • Two Classes: • Functional model • Stimulus - response • “Press the accelerator once, then turn the key” • At surface or superficial level • Structural model • Deeper sense of why it happens, not just what happens • “Press the accelerator to engage the automatic choke on a carburetor”

  20. 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 • Recognition over Recall • in the world vs. in the head

  21. Simple Example • Bathroom faucets • Two functions • Hot/cold • Flow

  22. Bathroom Faucets 1 Can you figure out how to use it? Are two functions clear and independent?

  23. Bathroom Faucets 2 Can you figure out how to use it? Are two functions clear and independent?

  24. Bathroom Faucets 3 Can you figure out how to use it? Are two functions clear and independent?

  25. My parent’s microwave

  26. My microwave

  27. About that VCR… • That old joke - “how many of you have a VCR that is blinking 12:00?” :-) • Still true today :-(

  28. Mapping • Relationship between control and action/result in the world • Take advantage of physical analogies or cultural understandings • Good: • Car, various driving controls • Mercedes Benz seat adjustment example • Bad • Car stereo - Knob for front/back speakers

  29. Which is better? or

  30. Mapping Example: Euros • Size::value

  31. Mapping Example: Stove Which controls which?

  32. Why not this?

  33. Why Not Design Better • Stove • Speakers Physical, monetary, convenience, etc., constraints dictate otherwise

  34. Feedback • Sending information back to the user about what has been done • Includes sound, highlighting, animation and combinations of these • e.g. when screen button clicked on provides sound or red highlight feedback: “ccclichhk”

  35. Execution-Evaluation cycle Norman (DOET, p. 46) Gulf of Execution User Goals Physical System Gulf of Evaluation

  36. Goals, Execution, Evaluation Goals What we want to happen Execution What we do to the world Evaluation Comparing what happened with what we wanted to happen (Gulf of Execution) (Gulf of Evaluation) Physical System

  37. Execution Goals What we want to happen An intention to act so as to achieve the goal The actual sequence of actions that we plan to do The physical execution of that action sequence Physical System

  38. Evaluation Goals What we want to happen Evaluation of the interpretations with what we expected to happen Interpreting the perception according to our expectations Perceiving the state of the world Physical System

  39. Seven Stages - All Together Goals What we want to happen An intention to act so as to achieve the goal Evaluation of the interpretations with what we expected to happen The actual sequence of actions that we plan to do Interpreting the perception according to our expectations The physical execution of that action sequence Perceiving the state of the world Physical System

  40. Implications – Which Gulf does these Address? • Make current state and action alternatives visible • Need good conceptual model with consistent system image • Interface should include mappings that reveal relationships between stages • User should receive continuous feedback • Provide affordances

  41. Gulf of Execution Conceptual model Affordances Natural mappings Gulf of Evaluation Make state visible Feedback Goal: Minimize Gulfs

  42. 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

More Related