Fall 2002CS/PSY 67501 Design of Everyday Things Agenda Discuss Norman’s views on HCI & design Discussion What did you take away from DOET book.

Slides:



Advertisements
Similar presentations
AV Controls in the Conference Rooms Trying to Navigate the Changes.
Advertisements

Understanding Your Laptop A scavenger hunt designed to help you get to know your new computer.
Computer Basics Hit List of Items to Talk About ● What and when to use left, right, middle, double and triple click? What and when to use left, right,
University of Connecticut MECHANICAL ENGINEERING “The design of everyday things” “The design of future things” D. Norman Design for the human factor.
Don Norman Worked for industry (Apple) Professor First published in 1988 Does not focus on computer interfaces Coined: user-centered design Goal: Motivate.
HCI 특론 (2007 Fall) Conceptual Models & Interface Metaphors.
Design of Everyday Things Chapter One
Copyright 1999 all rights reserved The HCI Design Process n User Interfaces are not just built by sitting down and drawing up designs for them n Just like.
2-May-15 GUI Design. 2 HMI design There are entire college courses taught on HMI (Human-Machine Interface) design This is just a very brief presentation.
Annoy Your Users Less Session 202 Philip Wolfe, Lead Developer Farm Credit Services of America.
CISB213 Human Computer Interaction Design Principles
SIMS 213: User Interface Design & Development Marti Hearst Thurs, Feb 10, 2005.
Before usability CS 147: Intro to HCI Dan Maynes-Aminzade After 1 st Usability Review.
Design of Everyday Things
SIMS 213: User Interface Design & Development
‘The Design of Everyday Things’. Donald A. Norman.
Everyday Things Donald Norman. You would need and engineering degree to figure this out? What devices have tried that were not easy to use? – Watches.
Design of Everyday Things
April 19, 2004“Design of User-Friendly Systems” DLC, Physical and Logical constraints Physically constrain possible operations Rely upon properties.
SIMS 213: User Interface Design & Development Marti Hearst Tues, Feb 10, 2004.
User-Centered Design Good design The user says “Yes, I see” or “Of course”. A simple explanation is sufficient. Bad design The user says “How am I going.
Design of Everyday Things Don Norman on Design & HCI.
Introduction to HCI Marti Hearst (UCB SIMS) SIMS 213, UI Design & Development January 21, 1999.
© 2000 Franz Kurfess Cognitive Models 1. © 2000 Franz Kurfess Cognitive Models 2 Norman’s Cognitive Model [ Seffah ]
SIMS 213: User Interface Design & Development Marti Hearst Tues, Feb 11, 2003.
Conceptual Models & Interface Metaphors. Objectives By the end of this class, you will be able to… Define conceptual model Identify instances where the.
Creating Successful PowerPoint Presentations Created by the Instructional Technology Center.
Computer Terminologies and Concepts COMPUTER HARDWARE TECHNOLOGY F 1020.
DOET Chapter 1 Models, Modes, Execution and Evaluation ITEC4130 Dr. Jim Rowan.
Mestrado em Informática Médica SIntS 13/14 – T5 Design Concepts Miguel Tavares Coimbra.
Elementary Campuses. Mouse on mouse pad Chair pushed in neatly Keyboard straight Logged off Helping hand on left side Headphones neatly setting on right.
Designing for the Real World Material from /525 Human Computer Interaction Dr Steve Jones.
User Interface Design Session 11- LBSC 790 / INFM 718B Building the Human-Computer Interface Cartoon removed.
Design of Everyday Things - Donald Norman CS A470.
JENNIFER WONG CHAPTER 7: USER – CENTERED DESIGN. The point of the book was to advocate a user- centered design which is a philosophy that things should.
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.
Fall 2002CS/PSY Design. Fall 2002CS/PSY System-Centered Design Focus is on the technology  What can be built easily using the available tools.
Chapter 2.2 Game Design. CS Overview This introduction covers: –Terms –Concepts –Approach All from a workaday viewpoint.
1 3132/3192 User Accessibility © University of Stirling /3192 User Accessibility 2.
More on Design of Everyday Things. Turn it up, or shut it down?
Presentation on Presentations Dr. Dave Shattuck Dept. of Electrical and Computer Engineering University of Houston.
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.
Design of Everyday Things. Agenda Questions? Project Part 1: Now what? Test review One last bit on prototyping Design of Everyday Things.
Chapter 1: What is interaction design?. Bad designs From:
1 ITM 734 Introduction to Human Factors in Information Systems Cindy Corritore This material has been developed by Georgia Tech HCI faculty,
Interaction design Xiangming Mu.
Human-Computer Interaction
POWER POINT PRESENTATION BROUGHT TO YOU BY SANDRA PHILLIPS BROUGHT TO YOU BY SANDRA PHILLIPS.
Theories and Practice of Interactive Media 13 October 2003 Kathy E. Gill.
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.
Copyright 1999 all rights reserved Evaluating Paper Prototypes n How do you do this? –What are the considerations? –What are the steps? ?
Part 1: The Psychopathology of Everyday Things
DOET Chapter 1 Models, Modes, Execution and Evaluation
Digital media & interaction design
More on Design of Everyday Things
Interface Design Human Factors.
CEN3722 Human Computer Interaction Knowledge and Mental Models
The Design of Everyday Things
Design : Agenda Design challenges Idea generation Design principles
COMP444 Human Computer Interaction Design Principles
Design of Everyday Things
Design of Everyday Things
Design dilbert Fall 2002 CS/PSY 6750.
Norman Chapter 1 Psychopathology
Design of Everyday Things - Donald Norman CS A470.
Presentation transcript:

Fall 2002CS/PSY Design of Everyday Things Agenda Discuss Norman’s views on HCI & design Discussion What did you take away from DOET book

Fall 2002CS/PSY Daily Challenges How many of you can use all the functionality in your  VCR  Digital watch  Copy machine  Stereo system  Plumbing fixtures

Fall 2002CS/PSY Fun Examples Leitz slide projector  To move forward, short press  To move backward, long press What happens when you get frustrated?

Fall 2002CS/PSY Fun Examples Doors One in this room!

Fall 2002CS/PSY Fun Examples Phones How do you - transfer a call - change volume - store a number -...

Fall 2002CS/PSY 67506

Fall 2002CS/PSY Changing Ringer Volume Press “Program” Press “6” Set volume  Low - Press “1”  Medium - Press “2”  High - Press “3” Press “Program”

Fall 2002CS/PSY Important Concepts Affordances Visibility Conceptual models Mapping Feedback Constraints

Fall 2002CS/PSY Visual Affordances Perceived and actual fundamental properties of an object that determine how it could be used  Chair is for sitting  Ball is for throwing  Button is for pushing

Fall 2002CS/PSY Yikes!

Fall 2002CS/PSY Mantra Complex things may need explanation, but simple things should not  If a simple thing requires instructions and pictures, it is likely a failed design Designing for People Norman’s 2 main principles  Provide a good conceptual model  Make things visible

Fall 2002CS/PSY Conceptual Models People build their own systems of how things work  Example - car Designer can help user foster an appropriate conceptual model  Appearance, instructions, behavior...

Fall 2002CS/PSY 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  Remind person how to use something

Fall 2002CS/PSY Simple Example What if both sides were “big” and you had to remember which side the “small” one went into? Electric plugs

Fall 2002CS/PSY Simple Example Bathroom faucets  Two functions Hot/cold Pressure

Fall 2002CS/PSY Bathroom Faucets 1 Can you figure out how to use it? Are two functions clear and independent?

Fall 2002CS/PSY Bathroom Faucets 2 Can you figure out how to use it? Are two functions clear and independent?

Fall 2002CS/PSY Bathroom Faucets 3 Can you figure out how to use it? Are two functions clear and independent?

Fall 2002CS/PSY Two Important Principles Mapping Feedback

Fall 2002CS/PSY Mapping What does this means Relationship between two objects, here, between control and action/result  Good: Car, various driving controls Mercedes Benz seat adjustment example  Bad Car stereo - Knob for front/back speakers

Fall 2002CS/PSY Stove Which controls which?

Fall 2002CS/PSY Yikes!

Fall 2002CS/PSY Why Not Design Better Stove Speakers Physical, monetary, convenience, etc., constraints dictate otherwise

Fall 2002CS/PSY Feedback Let someone know what just occurred  Can be sound that’s made  Can be change in physical state

Fall 2002CS/PSY Constraints Limitations on what can be done  Physical - keys  Semantic - menu graying  Cultural - Colors  Logical - When all above don’t apply

Fall 2002CS/PSY Individual Differences Whom do you design for?  Everyone? Impossible  Average? Excluding half audience  95%? Still may miss a lot Can’t accommodate everyone

Fall 2002CS/PSY Individual Differences Designers are not representative of the user population for whom they are designing Don’t expect users to think or act like you People vary in both physical attributes and mental/cognitive attributes

Fall 2002CS/PSY Example Scissors Affordances - Insert something into holes Constraints - Bigger hole for several fingers, small for thumb Mapping - How to insert fingers into holes suggested by visible appearance Conceptual model - Suggested by how parts fit together and move

Fall 2002CS/PSY Why Design is Hard Number of things to control has increased dramatically Displays are more virtual/artificial Marketplace pressure  Adding operations cheaper (computers)  Adding controls expensive (real estate, cost) Errors are becoming increasingly serious

Fall 2002CS/PSY Try and Try Again Norman thinks that it often takes 5 or 6 tries to get something “right” Simply may not have that luxury in a competitive business environment