Title: The Psychology of Everyday Actions
1The Psychology of Everyday Actions
Shyh-Chii Tzeng (Sept. 26, 2007) Department of
Learning and Digital Technology Fo Guang
University
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- Why does an object keep on moving?
- Which path does the ball take?
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- Mental model, our conceptual models of the way
objects work, events take place, or people
behave, result from our tendency to form
explanations of things. - Mental models are often constructed from
fragmentary evidence with but a poor
understanding of what is happening, and with a
kind of naïve psychology that postulate causes,
mechanisms, and relationships even where there
are none.
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- People tend to assign a causal relation whenever
two things occur in succession. - People tend to blame themselves for failure with
everyday objects. - It seems natural for people to blame their own
misfortunes on the environment and to blame other
peoples misfortunes on their personalities.
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Goals What we want to happen
Evaluation Comparing what happened with what we
wanted to happen
Execution What we do to the world
THE WORLD
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Goals
An intention to act so as to achieve the goal
The actual sequence of actions that we plan to do
The physical execution of that action sequence
THE WORLD
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Goals
Evaluation of the interpretations with what we
expected to happen
Interpreting the perception according to our
expectations
Perceiving the state of the world
THE WORLD
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Goals
Evaluation of interpretations
Intention to act
Interpreting the perception
Sequence of actions
Perceiving the state of the world
Execution of the action sequence
THE WORLD
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- The gulf of execution the difference between the
intentions and the allowable actions. One measure
of the gulf is how well the system allows the
person to do the intended actions directly,
without extra effort.
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- The gulf of evaluation reflects the amount of
effort that the person must exert to interpret
the physical state of the system and to determine
how well the expectations and intentions have
been met. The gulf is small when the system
provides information about its state in a form
that is easy to get, is easy to interpret, and
matches the way the person thinks of the system.
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How Easily Can One
- Determine The Function
- of the Device
- Tell What Actions Are Possible?
- Determine Mapping from Intention to Physical
Movement? - Perform the Action?
- Tell if System is in Desired State?
- Determine Mapping from System State to
Interpretation? - Tell What State the System is In?
12User-Centered Design
Shyh-Chii Tzeng (Sept. 26, 2007) Department of
Learning and Digital Technology Fo Guang
University
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- A philosophy based on the needs and interests of
the user, with an emphasis on making products
usable and understandable.
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- Design should
- Make it easy to determine what actions are
possible at any moment (make use of constraints). - Make things visible, including the conceptual
model of the system, the alternative actions, and
the results of actions.
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- Design should
- Make it easy to evaluate the current state of the
system. - Follow natural mappings between intentions and
the required actions between actions and the
resulting effect and between the information
that is visible and the interpretation of the
system state.
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- Use both knowledge in the world and knowledge in
the head. - Simplify the structure of tasks.
- Make things visible bridge the gulfs of
execution and evaluation. - Get the mapping right.
- Exploit the power of constraints, both natural
and artificial.
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- Design for error.
- When all else fails, standardize.
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- Three conceptual models
- The roles of manuals
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- Be aware of the limitations of attention, short-
and long-term memories. - Use technology to make tasks simpler.
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- Four major technological approaches
- Keep the task much the same, but provide mental
aids. - Use technology to make visible what would
otherwise be invisible, thus improving feedback
and the ability to keep control. - Automate, but keep the task much the same.
- Change the nature of the task.
21The design model is the designers conceptual
model. The users model is the mental model
developed through interaction with the systems.
The system image results from the physical
structure that has been built (including
documentation, instructions, and labels). The
design expects the users model to be identical
to the design model. But the designer doesnt
talk directly with the user-all communication
takes places through the system image. If the
system image does not make the design model clear
and consistent, then the user will end up with
the wrong mental model.
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- Let people know what is possible and how actions
should be done by making things visible on the
execution side of an action . - Let people can tell the effects of their actions
by making things visible on the evaluation side .
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- Make sure people can decide the relationships
between - intentions and possible actions
- actions and their effects on the system
- actual system state and what is perceivable by
sight, sound, or feel - the perceived system state and the needs,
intentions, and expectations of the user
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- Use constraints so that the user feels as if
there is only one possible thing to dothe right
thing.
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- Try to support, not fight, the users responses.
Allow the user to recover from errors, to know
what was done and what happened, and to reverse
any unwanted outcome.
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- Ex. typewriter, keyboards, traffic signs,
symbols, units of measurement, calendars, etc. - The timing of standardization is important.
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- Ex.
- Hide critical components make things invisible.
- Use unnatural mapping for the execution side of
the action cycle so that the relationship of the
controls to the things being controlled is
inappropriate or haphazard.
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- Make the actions physically difficult to do.
- Require precise timing and physical manipulation.
- Do not give any feedback.
- Use unnatural mapping for the evaluation side of
the action cycle so that system state is
difficult to interpret.
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- Ex. Surfboard, ice skates, parallel bars, etc.
- Many simple devices is capable of a wide
repertoire of actions with few controls.
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- Complexity of appearance seems to be determined
by the number of controls, whereas difficulty of
use is jointly determined by the number of
finding the relevant controls and difficulty of
executing the functions. - How do we make things easy to use and look like
they are easy?
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- Complexity of appearance seems to be determined
by the number of controls, whereas difficulty of
use is jointly determined by the number of
finding the relevant controls and difficulty of
executing the functions. - How do we make things easy to use and look like
they are easy?
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- ???????????
- ??Emotion design Attractive things work better
- Motivation principles
33References
- Norman, D. A. (2002). The design of everyday
things. New York Basic Books.