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The Design of Everyday Things

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Presentation on theme: "The Design of Everyday Things"— Presentation transcript:

1 The Design of Everyday Things
Darn these hooves! I hit the wrong switch again! Who designs these instrument panels, raccoons?

2 How do you play the CD?

3 Not the “mappings” I would make.

4 Why is this bad?? CD/Tape player
Designed for physical issues rather than usage issues. Failed to consider logical mappings.

5 The Design of Everyday Things
7 stages of performing an action Conceptual models – the device should explain itself Visibility and Affordances Constraints and Mappings Feedback

6 Seven Stages of Action Goals Evaluation of the interpretations
Intention to act Interpreting the perception Sequence of actions Execution of the action sequence Perceiving the state of the world The World

7 Two common places where the process breaks down
Goals Evaluation of the interpretations Intention to act GULF OF EXECUTION Interpreting the perception Sequence of actions GULF OF EVALUATION Execution of the action sequence Perceiving the state of the world The World

8 Gulf of Execution GULF OF EXECUTION Goals Evaluation of
the interpretations Intention to act GULF OF EXECUTION Interpreting the perception Sequence of actions Execution of the action sequence Perceiving the state of the world The World

9 The Gulf of Execution Does the system provide actions that correspond to the user’s intentions? The difference between intentions and allowable actions is the Gulf of Execution

10 Gulf of Evaluation GULF OF EVALUATION Goals Evaluation of
the interpretations Intention to act Interpreting the perception Sequence of actions GULF OF EVALUATION Execution of the action sequence Perceiving the state of the world The World

11 The Gulf of Evaluation Does the system provide a physical representation that can be readily perceived and interpreted in terms of the user’s intentions and expectations? The Gulf of Evaluation reflects the amount of effort that the person must exert to interpret the physical state of the system and determine how well the intentions have been met.

12 The Seven Stages as Design aids
How easily can the user: Determine the function of the system? Tell if the system is in the desired state? Tell what actions are possible? Determine a mapping from system state to interpretation Determine a mapping from intention to physical action? Perform the action? Tell what state the system is in?

13 Principles for good design
Conceptual models Visibility and affordances Mappings Constraints Feedback  Causality Knowledge in the world Standardization Designing for error

14 Conceptual Model People are explanatory creatures – we will come up with models of how things work Rule 1 of interface design – an interface is well designed when it behaves exactly as users think it will Put it another way: the designer’s job is to make it easy for users to create the right model of the system

15 Designer and user models
Goal: user model and design model should be identical Design Model User Model Communication from designer to user is via the system image So system image must lead user to acquire a user model equal to the design model Designer User System System Image

16 The notorious case of refrigerator temperature control
Two things to control: Temperature of fresh food compartment Temperature of freezer compartment

17 Instructions (already a bad sign!)
What if I just want to make the freezer warmer?

18 A sensible user model derived from the system image
“The Freezer Control controls the freezer temperature and the Fresh Food Control controls the fresh food temperature”

19 But the design model is completely different!

20 And there’s a big problem with feedback, too!

21 So how does a designer help users acquire the right model?
Visibility Affordances Constraints Mappings Feedback

22 Visibility Don’t hide controls! Make status available
telephones: hold, transfer, 3-way call etc. VCR programming (I know this is OLD but…) Make status available well-designed display (e.g., progress bars) use sound if needed (click/beep/etc.)

23 So how does a designer help users acquire the right model?
Visibility - Don’t hide things. Make the status visible Affordances Mappings Constraints Feedback

24 Affordances Actual and perceived properties of an object that determine how it could possibly be used A chair affords sitting A button affords pushing A knob affords turning A slot affords sticking things in

25 Affordances in GUIs? Does a button icon afford clicking?
Maybe… but what does the click mean? Meaning is arbitrary, and is assigned by designers Norman: “‘I put an affordance there… I wonder if the object affords clicking…’ affordances this, affordances that. And no data, just opinion. Yikes! What had I unleashed upon the world?” Bottom line – affordances aren’t as useful in GUIs as in physical design

26 So how does a designer help users acquire the right model?
Visibility - Don’t hide things. Make the status visible Affordances - the design aspect of an object which suggests how the object should be used Mappings Constraints Feedback

27 Mappings Mappings are used to determine relationships
Between actions and results Controller and controlled Take advantage of physical analogies and cultural standards

28 Which dial controls which burner?

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31 Which knob controls which burner?

32 Which knob controls which burner?

33 Why don’t all stoves use this design. Is it ugly. More expensive
Why don’t all stoves use this design? Is it ugly? More expensive? Less safe? …?

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35 Constraints Limit the range of possible actions Physical Constraints
Only some possibilities are physically possible (only one way to put a VCR tape in a player) Semantic Constraints Only some possibilities make sense Cultural Constraints Only some possibilities are acceptable Logical Constraints General principles: e.g., every part should be used

36 Feedback Remember that people will build models
And feedback leads to causal models: “if Y happened after X, then X caused Y” So provide the proper feedback immediately: respond to user actions – don’t hide the results! Did I press the button? (visual and/or audio feedback) All actions should have effects Promote exploration Provide meaningful error messages

37 Wii I recently bought a used original Wii.
While trying to setup the device to use my wireless I received: Wii Error Code 51330 What does that mean?

38 Wii It turns out that it means I had entered my password incorrectly.
BUT, I had to search the internet (see the catch 22 on this) to learn that. Say what you mean and mean what you say

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40 Dr. Diesburg’s TV Say what you mean and mean what you say.
Make sure that end users don’t see error messages that they can’t understand (and arguably shouldn’t see).

41 White House Form

42 Next Steps Readings Next Time Project
Keep reading DOET (chapters 3 and 4 due on Friday) Next Time Prepare two PowerPoint slides to me by 8 AM on Wednesday Project Teams must be selected by next Friday


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