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Designing Everyday Things

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Car. VCR. Watches. Doors. Relatively few computing examples. CS 4750 ... Chair provides support for holding something off of the ground. Chair affords sitting ... – PowerPoint PPT presentation

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Title: Designing Everyday Things


1
Designing Everyday Things
  • 20,000 ??? !!!

2
Agenda
  • Questions
  • Project parts 0 1
  • Reactions to DOET 1-2
  • Important concepts

3
Project part 0
  • Comments grades from the TA
  • A few people did not do certificationdo it or
    your grades on later project parts will be
    affected
  • No topic yet? Pick one!

4
Project part 1
  • Start working on it (due September 17)
  • Short presentation (September 13)
  • Know thy user
  • Task analysis
  • Larger system (there is always one)
  • Usability criteria
  • Techniques used
  • Implications of what you learned

5
Don Norman
  • Northwestern University
  • Nielsen Norman Group
  • Formerly
  • HP
  • Apple
  • UCSD
  • ACM/CHI Lifetime Achievement Aware
  • Writes a lot!

6
Your thoughts
  • Initial impressions

7
Reflections
  • Good examples
  • Car
  • VCR
  • Watches
  • Doors
  • Relatively few computing examples

8
Important concepts
  • Natural mapping
  • Visibility
  • Perceived affordance
  • Feedback
  • Mental models / conceptual models
  • 7 stages of action

9
Mapping
  • The relationship between two things
  • Y F(X)
  • Relationship between controls their movements
    and the results in the world

10
Mapping
11
Natural mapping
Why not?
12
Visibility
  • Make capabilities perceivable and interpretable
  • Counteracting factors
  • Features
  • Aesthetics
  • Abstractions

13
Visibility
  • Examples?

14
Visibility
  • When functionality is hidden, problems in use
    occur
  • Occurs when number of functions is greater than
    number of controls
  • When capabilities are visible, it does not
    require memory of how to use
  • Recognition over recall
  • In the world vs. in the head

15
Feedback
  • Sending back to the user information about what
    action has actually been done, what result has
    been accomplished
  • i.e., let someone know what just occurred
  • Can be sound thats made
  • Can be change in physical state

16
Affordance
  • Perceived and actual properties of a thing
  • Fundamental properties that determine just how a
    thing could possibly be used
  • How does this apply to design?
  • Complex things may need explanation, but simple
    things should not
  • If a simple thing requires instructions, it is
    likely a failed design

17
Affordance
  • Chair provides support for holding something off
    of the ground
  • Chair affords sitting
  • Button affords pushing
  • Door handle affords

18
Lack of affordance
19
Now with an affordance
20
Too many affordances ?
  • Different properties may afford different uses

21
Conceptual models
  • People build their own understanding of how
    things work
  • But how? What factors contribute to a users
    conceptual model of a system?
  • Visibility
  • Affordances
  • Constraints (e.g., scissors, floppy disk, keys)
  • Mappings

22
Conceptual models
  • How do you think it works?
  • Thermostat
  • Walk button
  • Mental models are not always right

23
People are explanatory creatures
  • User falsely blaming the wrong cause
  • User falsely blaming oneself for errors

24
Foster appropriate conceptual model
  • How does the something actually work?
  • How does the user think the thing works?
  • How should the user conceptualize about (1)?

25
Designing for people
  • Provide clear mappings between controls and
    behaviors
  • Make states possible actions/behaviors visible
  • Afford the intended use
  • Provide feedback of actions/behaviors
  • Foster appropriate mental models
  • Designers are not users

26
Goals, execution, evaluation
Goals What we want to happen
Execution What we do to the world
Evaluation Comparing what happened with what we
wanted to happen
(Gulf of Execution)
(Gulf of Evaluation)
Physical System
27
In more detail
  • 7 stages of action

Goals What we want to happen
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
Physical System
28
Goal minimize gulfs
  • Gulf of execution
  • Conceptual Model
  • Affordances
  • Natural mappings
  • Gulf of evaluation
  • Make state visible
  • Feedback
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