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Course Introduction; Principles of Good Design

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Title: Course Introduction; Principles of Good Design


1
Course IntroductionPrinciples of Good Design
  • Professor Larry Heimann
  • Carnegie Mellon University
  • 88-272 Lecture Notes Fall 1999

2
Agenda
  • Course Introduction Overview
  • The Problems of Design
  • The Psychology of Users
  • Principles for User-Centered Design
  • Why Designers Go Astray

3
Course Business
  • Welcome to 88-272
  • Introduction of Professors
  • Professor Peter Muhlberger
  • Professor Larry Heimann
  • Course Policies
  • complete listing of course policies at website
  • http//www.andrew.cmu.edu/course/88-272/index.html
  • print out syllabus and first lab instructional
    material

4
Course Expectations Overview
  • Course Expectations
  • What is this course supposed to be?
  • What this course is not supposed to be
  • Course Overview
  • Begin with design and interface issues
  • Spend time on database issues and SQL
  • Move to web development via ASP and CGI
  • Return to usability and software processes

5
The Problems of Design
  • The frustration of everyday life
  • my problems using our cordless phone
  • using my digital watch as a stop watch
  • opening doors
  • The need for good conceptual models
  • my solution to the door opening problem
  • example of freezer/refrigerator

6
Freezer/Refrigerator Controls
NORMAL SETTING C AND 5 COLDER FRESH FOOD C
AND 6-7 COLDEST FRESH FOOD B AND
8-9 COLDER FREEZER D AND 7-8 WARMER FRESH
FOOD C AND 4-1 OFF (FRESH FD FRZ)
0
1 SET BOTH CONTROLS 2 ALLOW 24 HOURS TO
STABILIZE
A B C D E
7 6 5 4 3
FREEZER
FRESH FOOD
7
A Conceptual Model of F/R
Freezer (w/ thermostat)
Fresh Food (w/ thermostat)
Freezer Control
Fresh FD Control
Cooling Unit
Cooling Unit
8
Correct Conceptual Model of F/R
Thermostat
Control A
Freezer
Cooling Unit
COLD AIR
Fresh Food
Control B
9
The Problems of Design
  • The frustration of everyday life
  • my problems with using our cordless phone
  • using my digital watch as a stop watch
  • opening doors
  • The need for good conceptual models
  • my solution to the door opening problem
  • example of freezer/refrigerator
  • conceptual models guide user actions wrong
    conceptual models leads to inexplicable errors

10
Design Problems (continued)
  • The principle of mapping
  • relationship between two things in this case,
    between the controls and results
  • natural mapping takes advantage of physical
    analogies and cultural standards (e.g., sound
    volume control)
  • artificial mapping schemes may be necessary when
    no obvious natural mapping scheme exists (e.g.,
    gas range)
  • The principle of feedback
  • let users know condition of task in progress or
    whether it has been successfully completed
  • good feedback reduces user frustration and/or
    confusion

11
Trade-offs in Knowledge Location
12
The Psychology of Users
  • Falsely blaming yourself
  • usability testing runs into problems no one
    likes to be watched because it makes them feel
    clumsy or stupid
  • If an error occurs on a task that appears simple,
    people tend to blame themselves -- not the design
  • Misconceptions of everyday life
  • Blaming the wrong cause
  • Learned and taught helplessness
  • people experience failure at a task assume it
    cant be done
  • with poor design, its as if we teach people to
    be helpless

13
Errors Users Make
  • Slips -- typically occurring when we are
    distracted, tired, or stressed
  • capture errors (driving a familiar route rather
    than correct route)
  • description errors (throwing dirty clothes in
    garbage, not hamper)
  • mode errors (digital watch in wrong mode for
    action)
  • data-driven errors (dialing phone number of room
    Im in)
  • loss-of-activation errors (forgetting why I went
    to kitchen)
  • Selective attention and the problem of focus

14
Errors (continued)
  • Errors in different task structures
  • wide and deep structures (chess)
  • shallow structures (choosing ice cream flavor)
  • narrow structures (cookbook)
  • Social pressures and errors in judgment
  • example of KAL 007 shot down over Soviet air
    space
  • better design can sometimes (but not always!)
    help reduce this type of error
  • forcing functions may also be effective solutions

15
Execution and Evaluation
  • The Action Cycle explained
  • begin with goals what we want to see happen
  • execution what we do to the world
  • evaluation comparing what happened to what we
    wanted
  • back to goals step should they be revised?
  • The gulf of execution -- the difference between
    intentions and allowable actions.
  • The gulf of evaluation -- the amount of effort
    needed to determine how well results meet
    expectations.

16
Principles of User-Centered Design
  • Use both knowledge in world and in head
  • Simplify task structures
  • Narrow gulfs of execution evaluation
  • Get mappings right
  • Exploit the power of constraints
  • Design for error
  • When all else fails, standardize

17
Why Designers Go Astray
  • Ignorance
  • Put aesthetics first
  • Worship complexity
  • Designers forget they are not typical users
  • Identify the wrong group of users
  • Designers give way to creeping featurism
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