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Norman Chapter 2 Psychology of Everyday Actions
Jeff Offutt, modified by Paul Amman SWE 205 Software Usability and Design
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Making Mistakes When people make mistakes with UIs, they either:
Blame themselves for not paying attention or Blame themselves for being incapable They seldom blame the UI ! This is deadly in math, because every subject builds on the previous Once we fall behind, we think we’re too dumb for math EVERYbody falls behind sometime 18-Apr-19 © Jeff Offutt
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Growth Mindset All students fail sometimes Fixed mindset
Some come back stronger and more determined Some give up Carol Dweck Fixed mindset I believe my intelligence and ability to learn is fixed and cannot change Growth mindset I believe that hard work can make me more intelligent and better at learning Growth habits : Being organized, asking questions, practice, eating well, sleep 18-Apr-19 © Jeff Offutt
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Emotion Procssing Levels
Visceral: The “Lizard” brain: Fast and subconscious Examples: Fight or flight; tension Behavioral: Learned behavior Examples: how to type, language, what a mouse does For designers, every action has an expectation Reflective: conscious cognition Examples: (Dis)Satisfaction with a product Design needs to accommodate all three levels! 18-Apr-19 © Jeff Offutt
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Seven Stages of Action What do I want to accomplish?
What are the alternative action sequences? What action can I do now? How do I do it? What happened? What does it mean? Is it ok? Have I accomplished my goal? 18-Apr-19 © Jeff Offutt
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Seven Principles of Design
Discoverability Feedback Conceptual Model Affordances Signifiers Mappings Constraints 18-Apr-19 © Jeff Offutt
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Models Vs. Reality A B C A little physics says that the ball keeps its horizontal motion even after being dropped Naive guesses are A or B 18-Apr-19 © Jeff Offutt
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Do NOT assume users are perfect
“Stuff” Happens If an error is possible, someone will make it Good UI designers must assume all possible mistakes will happen Design to minimize the chances of mistakes Design to minimize the consequences of mistakes Design to maximize recovery from mistakes Do NOT assume users are perfect 18-Apr-19 © Jeff Offutt
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Helping Users Choose Action
Visibility : The user can see the state of the device and how to use it Good conceptual model : The device works the way the users expect Good mappings : Users can see relationships between actions and results, controls and effects, and state and appearance Feedback : The device tells the user what happened at every step 18-Apr-19 © Jeff Offutt
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When something seems easy to use it was probably hard to design
Summary When something seems easy to use it was probably hard to design 18-Apr-19 © Jeff Offutt
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