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THE DESIGN OF EVERYDAY THINGS - Chap 1: THE PSYCHOPATHOLOGY OF EVERYDAY THINGS

THE DESIGN OF EVERYDAY THINGS

Chap 1: THE PSYCHOPATHOLOGY OF EVERYDAY THINGS

I don't think (products) should look like Hollywood’s idea of a spaceship control room

It reminds me of IoT 2017 - Stove, or dishwasher with the internet - they tend to be hacked beause they're online

What each designer empasize:

  • Industrial design: form and material
  • Intaraction design: understandability and usability
  • Experience design: the emotional impact

The Complexity of Modern Devices

Engineers are trained to think logically. - "What are they doing that?"

My 55yo mom started using iPhone. She has no idea how to use, even where to tap to show the keyboard. We need to teach her, it's frustrating.

Human-Centered Design

  • Human-centered design: the process that ensures that the designs match the needs and capabilities of the people

When something goes wrong but the machine highlights the problems, then the person understands the issue, takes the proper actions, and the problem is solved. When this happens smoothly, the collaboration of person and device feels wonderful.

Fundamental Principals of Interatcion

Cognition and emotion - designers must design with both in mind

Discoverability results from from application of five fundamental psycoogical concepts:

  • affordances
    • If the drawer has a knob, it's possible to be pulled. Everybody knows this without explanation, but experience. 'affordance' is the relationship between possibility of the action and a person
    • Information pick up: All the senses work together to pick up information
    • What action is possible
    • Affordances determine what actions are possible
    • Affordances are possible interactions between people and the environment. Some affordances are perceivable
    • Perceivable affordances often act as signifiers, but they can be ambiguous
  • signifiers
    • A circle where to touch on the screen
    • Where the touch should take place
    • Signifiers communicate where the action should take place
    • Sign, mark, sound (e.g., pull/push sign on doors)
    • Signifiers signal things, in particular what actions are possible and how they should be done. Signifiers must be perceivable, else they fail to function
  • constraints
    • Chapter 3 and 4
  • mappings
    • Relationship between the elements of two sets of things
    • scrolling - old Mac against today's Mac - it's opposite
    • Groupings and proximity are important principles
    • Controls should be close to the item being controlled
  • feedback
    • The light or sound when you click the button (Elevator)
    • Feedback must be immediate
    • Backseat drivers are often correct, but too much - Too much feedback is worse
    • Too many announcements cause people to ignore all of them
    • All actions need to be confirmed
  • conceptual model
    • Files, folders, and icons you see on computer screen
    • Mental models are the conceptual models in people's minds that represent their understanding of how things work

The System Image

The system image is what can be perceived from the physical structure that has been built (Including documentation, instructions, website)

Good conceptual models are the key to understandable, enjoyable products: good communication is the key to good conceptual models.

The Paradox of Technology

Technology make it available to add many functions - they will frustrate

The best solution is for there to be agreed upon standards

New Macbook pro - the touch bar is too much (and ugly)

The Design Challenge

Great design requires great designers and great management

The challenge is to use the principles of human-centered design to produce positive results, products that enhance lives and add to our pleasure and enjoyment. The goal is to produce a great product, one that is successful, and that customers love. It can be done.

Feedback: My house's dishwasher tells when it's done by beeping. We have to open the door, otherwise it keeps beeping continuously :(
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