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Design Psychology: The Design of Everyday Things . CS 5115 Fall 2012. Agenda for today. Quick walkthrough of Design of Everyday Things Project brainstorming Final admittance. Design of Everyday Things.
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Design Psychology: The Design of Everyday Things CS 5115 Fall 2012
Agenda for today • Quick walkthrough of Design of Everyday Things • Project brainstorming • Final admittance
Design of Everyday Things • Based on knowledge of human capabilities, Don Norman offers principles for creating usable designs
Design of Everyday Things • Based on knowledge of human capabilities, Don Norman offers principles for creating usable designs
Seven Stages of Action Goals Evaluation of the interpretations Intention to act Interpreting the perception Sequence of actions Execution of the action sequence Perceiving the state of the world The World
Gulfs of Execution & Evaluation Goals Evaluation of the interpretations Intention to act GULF OF EXECUTION Interpreting the perception GULF OF EVALUATION Sequence of actions Execution of the action sequence Perceiving the state of the world The World
The Gulf of Execution • Does the system provide actions that correspond to the user’s intentions? • The difference between intentions and allowable actions is the Gulf of Execution
The Gulf of Evaluation • Does the system provide a physical representation that can be readily perceived and interpreted in terms of the user’s intentions and expectations? • The Gulf of Evaluation reflects the amount of effort that the person must exert to interpret the physical state of the system and determine how well the intentions have been met.
The Seven Stages as Design Aids Ask yourself how easily can the user: Determine the function of the system? Tell if the system is in the desired state? Tell what actions are possible? Determine a mapping from system state to interpretation Determine a mapping from intention to physical action? Perform the action? Tell what state the system is in?
Determine the function of the system? “The Big Picture” http://www.peachpit.com/articles/article.aspx?p=1216150
… principles for good design • Conceptual models • Visibility and affordances • Mappings • Feedback Causality • Constraints • Knowledge in the world • Standardization • Designing for error
Conceptual Model • People are explanatory creatures – we will come up with models of how things work • Rule 1 of interface design – an interface is well designed when it behaves exactly as users think it will • Put it another way: the designer’s job is to make it easy for users to create the right model of the system
Design Model User Model System Image Designer and user models Goal: user model and design model should be identical Communication from designer to user is via the system image So system image must lead user to acquire a user model equal to the design model Designer User System
So how does a designer help users acquire the right model? • Visibility and Affordances • Mappings • Feedback Causality • Constraints • Knowledge in the World • Standardization • Designing for Error
Affordances in GUIs? • Does a button icon afford clicking? Does a scrollbar afford scrolling? • Maybe… but what does the click mean? • Meaning is arbitrary, and is assigned by designers • Norman: “‘I put an affordance there… I wonder if the object affords clicking…’ affordances this, affordances that. And no data, just opinion. Yikes! What had I unleashed upon the world?” • Bottom line – affordances aren’t as useful in GUIs as in physical design
Mappings Examples • Cup lids • Stove: which dial controls which burner? • Light / Ceiling Fan
Example: turning on burners on a stove • Which dial controls which burner?
Why don’t all stoves use this design? • Is it ugly? More expensive? Less safe? …?
Put knowledge in the world • So users don’t have to keep it all in their heads • Menus, toolbars • Agendas • Graphical workspaces • Provide memory aids • so users don’t have to remember information between screens
Knowledge: in the head vs. in the world • Retrieval • Learning • Efficiency of use • Ease of first-time use • Aesthetics
Knowledge In The World Recognition, not Recall Partial, “good enough” descriptions stored
To err is human… • Slips – errors in automatic actions: easy to detect • Capture errors • Description errors • Data-driven errors • Associative action errors • Loss of activation errors • Mode errors • Mistakes – errors in intention or logic: hard to detect
Preventing errors • Avoiding slips • Different things should look different • Consistent confirmation is not useful • Immediate confirmation may not be useful • Simplify tasks • Make task structure narrow or shallow