Norman Chapter 1 Psychopathology

Slides:



Advertisements
Similar presentations
Design of Everyday Things Chapter One
Advertisements

CISB213 Human Computer Interaction Design Principles
Fall 2002CS/PSY Design of Everyday Things Agenda Discuss Norman’s views on HCI & design Discussion What did you take away from DOET book.
Review for Midterm Spring 2015 Jeff Offutt SWE 205 Software Usability and Design.
Design of Everyday Things
Mental Models and Affordances Lecture #5 - February 12th, : User Interface Design and Development.
Design of Everyday Things Don Norman on Design & HCI.
Mental Models and Affordances Professor: Tapan Parikh TA: Eun Kyoung Choe
Don Norman’s DOET Jim Rowan Georgia Gwinnett College ITEC 4130.
Mestrado em Informática Médica SIntS 13/14 – T5 Design Concepts Miguel Tavares Coimbra.
Design of Everyday Things - Donald Norman CS A470.
Review Paul Ammann SWE 432 Design and Implementation of Software for the Web.
Software Engineering Experimentation Software Metrics Jeff Offutt
Design of Everyday Things. Grade summaries Assignments 1-4 (out of 10) P0 (out of 10) P1 group grade (out of 100) P1 individual grade (out of 50) Midterm.
The Design of Everyday Things Darn these hooves! I hit the wrong switch again! Who designs these instrument panels, raccoons?
Interaction Design John Kelleher. Interaction Design “Designing interactive products to support people in their everyday and working lives” Software.
1 ITM 734 Introduction to Human Factors in Information Systems Cindy Corritore This material has been developed by Georgia Tech HCI faculty,
Human Factors. Jakob Nielsen “User Advocate” Principal, Nielsen Norman Group, user experience consultants The web’s “Usability Czar”
The Design of Everyday Things Design Psychology (POET) Psychopathology.
TRAINING PACKAGE The User Action Framework Reliability Study July 1999.
The Design of Everyday Things Donald A. Norman. The psychopathology of everyday things Doors Doors Light switches Light switches Taps Taps Telephones.
Design CSE 403. Announcements Design How do people interact with computers? Tremendous flexibility in designing/building interactions Look at physical.
Part 1: The Psychopathology of Everyday Things
[The Design of Everyday Things, Don Norman, Ch 7]
Paul Ammann & Jeff Offutt
Conceptual Models & Interface Metaphors
Software Engineering Experimentation
DOET Chapter 1 Models, Modes, Execution and Evaluation
ARTS 144 Digital Arts Jenn Karson
Paul Ammann & Jeff Offutt
Introduction to Software Testing Chapter 3.5 Logic Coverage for FSMs
Interface Design Human Factors.
User Interface Design and Development
Norman Chapter 4 Knowing What To Do
Krug 8 Dialog Boxes Toolbars
The Design of Everyday Things
Design and Implementation of Software for the Web
Software Engineering Experimentation
MAPPINGS AND AFFORDANCES
SWE 205 Software Usability Analysis and Design
Human Capabilities: Mental Models
Introduction to Software Testing Chapter 3, Sec# 3.5
COMP444 Human Computer Interaction Design Principles
Krug Chapter 6 B: Flow in UIs
Introduction to Software Testing Chapter 3.5 Logic Coverage for FSMs
CS294 Software Engineering Software Usability
Chapter 1 Cognitive psychology concepts
Design of Everyday Things
Norman 7 B: Improving Data Entry
Norman Chapter 2 Psychology of Everyday Actions
Norman 7 A: User-Centered Design
Review for Midterm Spring 2018
Norman Chapter 1 Psychopathology
Norman Chapter 2 Psychology of Everyday Actions
Chapter 1 Jeff Offutt Chapter 1.1, Concept 1 The 7  2 rule.
Krug Chapter 3 Billboard Design 101
Cooper Part II Making Well-Behaved Products Different Needs
Norman Chapter 6 Krug Chapter 7 D: Undo
Chapter 2 Foundations of usability
Krug Chapter 5 Omit Needless Words
Krug Chapter 2 How We Really Use the Web and Web Site Design
SWE 205 Software Usability Analysis and Design
User-Centered Design Data Entry CS 4640 Programming Languages for Web Applications [The Design of Everyday Things, Don Norman, Ch 7]
Krug Chapter 12 Accessibility
Krug Chapter 6 Street signs and Breadcrumbs
Software Usability and Design
Software Usability and Design
Krug 4 Animal, Mineral, or Vegetable
User-Centered Design Data Entry CS 4640 Programming Languages for Web Applications [The Design of Everyday Things, Don Norman, Ch 7]
Design of Everyday Things - Donald Norman CS A470.
Presentation transcript:

Norman Chapter 1 Psychopathology Jeff Offutt, edited by Paul Ammann https://www.cs.gmu.edu/~pammann/ SWE 205 Software Usability and Design

Psychopathology Huh ? Anybody know what that means? the study of mental illness or mental distress the manifestation of behaviors and experiences that may be indicative of mental illness or psychological impairment Translation: Everyday designs have pathologies 18-Apr-19 © Jeff Offutt

Basic Concepts Well designed objects are simple to interpret and understand They match our expectations Visibility : The correct parts to any object must be visible and must convey the correct message Door handles should not be hidden Mapping : How what you want to do maps to what you can do Think about the mapping for the class seating chart 18-Apr-19 © Jeff Offutt

Basic Concepts (2) Affordance : The properties of an object in relation to an agent (user)—especially the fundamental properties that determine how it can be used What can the specific user do with the object? Affordances vary by user! A typical chair is for sitting, although perhaps not by very small children We say, “This chair affords sitting (by adults)” A chair is also for moving from place to place, but perhaps not by a frail person Glass affords seeing through (for an agent with sight) 18-Apr-19 © Jeff Offutt

A UI that requires a user manual has already failed Basic Concepts (3) Signifier : Communicates what action should take place The vertical bar on the door signifies an affordance: an agent can pull the door open. “In design, signifiers are more important than affordances.” (page 19) False signifiers abound (this is usually bad…) A UI that requires a user manual has already failed 18-Apr-19 © Jeff Offutt

A UI that requires a user manual has already failed Basic Concepts (4) Correlation : Two things happen at the same time Causality : One thing causes the other Humans naturally mix these No, cold weather does not give us colds ! Conceptual model : A mental simulation of how something works A UI that requires a user manual has already failed 18-Apr-19 © Jeff Offutt

Basic Concepts (5) Mental model : How the user expects something to behave If the UI does not match the mental model … fail Natural mapping : Using physical analogies and cultural standards to map the UI to the implementation Feedback : Telling the user that something happened, and what 18-Apr-19 © Jeff Offutt

Why is Designing UIs Hard ? Good UIs take time to design Many programmers are lazy Designing a good UI requires thinking like the user instead of an engineer Engineers often think they are users Different users want different things Engineers love features They want to do everything the technology allows! 18-Apr-19 © Jeff Offutt