DESIGN AESTHETICS AND HUMAN PERCEPTIONS Mr. Badrul Azmi Abdul Holed School of Manufacturing Engineering 11th. August 2008 Perceptual Information for User-Product.

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DESIGN AESTHETICS AND HUMAN PERCEPTIONS Mr. Badrul Azmi Abdul Holed School of Manufacturing Engineering 11th. August 2008 Perceptual Information for User-Product Interaction

How perceptional information could best be designed to facilitate user-product interaction? Product designers need to deal carefully with possible interaction problems between users and product interfaces. Three categories of perceptional information: 1. Behavioral Information 2. Assemblage Information 3. Conventional Information

1. Behavioral Information The form of the object shows how the object can be operated, and it is directly related to the users’ physical abilities. For example, in Figure 1, the part marked with a rectangle shows the front of a digital camera, and users can see that their right hand would work better. Figure 1 The physical properties of the product parts serve as information that is directly perceived and operated on by users with their body parts and are termed Behavioral Information, which indicates the operability of the parts. The size, shape, and relationship to other elements help users to easily understand their correct functions.

2. Assemblage Information Aside from the relationship between physical properties and the body parts, it is necessary to consider the assembling-physical relationship among the product parts as well. For example, take the mapping between the top of a cup and its lid that shows where the cover should be placed on the top of the cup. Assemblage Information indicates the assembly-ability of two individual parts and helps users to understand how to operate the object properly.

3. Conventional Information Conventional Information refers to the signs and texts on products as the perceptual information that aids users in quickly becoming aware of certain operations and functions of products. Designers can use icons on the cover of a product to illustrate its capabilities; and memories and associations in the users’ minds interpret the meanings of the icons. For instance, conventions that users are familiar with can help users to understand what an icon stands for, such as an image of a printer representing “print”. Words or symbols on a button are a kind of “cognitive affordance” and perceiving them may depend on the user’s experience and culture.