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Design of Everyday Things
Design of everyday things
- 2 most important characteristics of good design:
- Discoverability: What actions are possible?
- Understandability: How is the product supposed to be used?
- Human Psychology
- Thinking logically: Engineers are tend to think logically, so they assume everyone thinks like that
- A lot of human behaviour is unconscious, therefore a lot of our beliefs about how people behave including ourselves are wrong
- Positive emotionL Ideal for creative thought, but is not very well suited for getting things done
- Failure should be replaced with learning experience
- If everything works perfectly, little is learned. Learning occurs when there are difficulties
- Design Psychology
- There needs to be collaboration between person and device.
- If something goes wrong, the device should help person to solve the issue
- It is the role of the designer to ensure the behavior of machines is understandable to the people who interact with them
- Take help from external knowledge which is already present in the world
- Don’t count on much being retained in short term memory
- Controls should be activity-centric instead of device-centric when spatial mapping is not possible Mapping
- eg: All switches in auditoriums can be clubbed together based on activity it performs (lecture, computer room etc.) instead of device-oriented (fans, lights, etc.)
- Best way to design for everyone: Flexibility
- There needs to be collaboration between person and device.
- Fundamental principles of design
- Affordances
- Relationship b/w the properties of an object and the capabilities of the agent
- Determines what action are possible
- Eg: Chair affords sitting
- Potential actions that are possible
- Signifiers
- Communicates where the action should take place
- Can use sounds as a signifier
- Mapping
- Exploit natural mapping
- eg: Switches in a room
- Feedback
- Must be immediate and informative
- Should not get in the way
- Should not be too much or too little
- Discoverability
What is possible? - Conceptual models
- They do not have to be accurate as long as they lead to the correct behaviour in the desired situation
- Constraints
- Physical, cultural, semantic and logical
- Interlock
Operation must take place in proper sequence - Lock in
Preventing from pre maturely stopping - Lockout
Prevents from entering a space
- Affordances
- How people do things?
- Gulf of execution: Figure out how the product works
- Bridge through Signifiers, constraints, Mapping
- Gulf of evaluation: Figure out what happened
- Bridge through Feedback and conceptual models
- Designer should bridge this gap
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- Gulf of execution: Figure out how the product works
- 3 levels of processing
- Visceral
- Fast and completely subconscious
- Sensitive to current state of things
- Behavioural
- Action is associated with expectation
- This is the level where it leads to frustration/anger or happiness
- Reflective
- Conscious cognition, deep understanding develops
- Reasoning and decision making
- Visceral
- Knowledge of: Declarative knowledge
- facts and rules
- use rules of discrimination: coins have different sizes
- Knowledge how: Procedural knowledge
- Learned by practice and taught by demonstration
- Types of errors
- Slips
- Person intends to do something but ends up doing something else
- Action performed is not the same as action intended
- Types: Action based slip or memory lapse slip
- Slips can occur because of distraction or that the action performed is already very well learned that it can be done without conscious attention
- Mistakes
- Wrong goal is established or the wrong plans are followed
- Types: Rule based, Knowledge based, Memory lapse
- Cause: Sequence of action interrupted
- How to combat?
- Minimize the number of steps
- Provide vivid reminders of steps needed
- Slips
- How to avoid erros?
- Reward safety, put it above economic pressures
- Add constraints to block errors
- Undo
- Confirmation and error messages
- Put the knowledge required to operate the technology in the world
- Use the power of Constraints
- Our technologies may change, but fundamental principles of interaction are permanent