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CCT 333: Imagining the Audience in a Wired World. Class 3: Norman’s Principles. Admin. Parts of Turkle book available on Google Books – enough to give you a glimpse of the topic and style of narrative Narratives due two weeks from now – consider topics
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CCT 333: Imagining the Audience in a Wired World Class 3: Norman’s Principles
Admin • Parts of Turkle book available on Google Books – enough to give you a glimpse of the topic and style of narrative • Narratives due two weeks from now – consider topics • Labs tonight – Jan Chipchase and cell phone design
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? • 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” box - earnest, deferential, responsive, satisfying • Convivial technology (Illich) - designing technologies for human use and exploration towards human goals
Gamestorming! • Forced Analogy
Next week… • Further principles to consider – moving into cognitive psychology and effects on design thinking