Title: Course Introduction; Principles of Good Design
1Course IntroductionPrinciples of Good Design
- Professor Larry Heimann
- Carnegie Mellon University
- 88-272 Lecture Notes Fall 1999
2Agenda
- Course Introduction Overview
- The Problems of Design
- The Psychology of Users
- Principles for User-Centered Design
- Why Designers Go Astray
3Course 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
4Course 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
5The 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
6Freezer/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
7A Conceptual Model of F/R
Freezer (w/ thermostat)
Fresh Food (w/ thermostat)
Freezer Control
Fresh FD Control
Cooling Unit
Cooling Unit
8Correct Conceptual Model of F/R
Thermostat
Control A
Freezer
Cooling Unit
COLD AIR
Fresh Food
Control B
9The 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
10Design 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
11Trade-offs in Knowledge Location
12The 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
13Errors 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
14Errors (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
15Execution 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.
16Principles 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
17Why 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