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Designing Everyday Things

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Emotional Design: Why We Love (Or Hate) Everyday Things. Initial Impressions? Discuss. ... Can you come up with designs that illustrate good and bad examples of: ... – PowerPoint PPT presentation

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Title: Designing Everyday Things


1
Designing Everyday Things
  • Norman introduces design sensibilities

2
Agenda
  • Questions
  • Note about the book
  • Your reactions to Norman
  • Can you think of design examples?
  • Normans heuristics
  • Design advice
  • Project information
  • Brainstorm time?

3
Don Norman
  • Nielsen Norman Group
  • Formerly
  • HP
  • Apple
  • UCSD
  • Writes a lot!

4
Norman now Emotion in Design
  • Emotional Design Why We Love (Or Hate) Everyday
    Things

5
Initial Impressions?
  • Discuss.

6
Talk amongst yourselves
  • Can you come up with designs that illustrate good
    and bad examples of
  • Mappings
  • Visibility
  • Feedback
  • Affordances
  • Conceptual models

7
Reflections
  • Good examples
  • car
  • VCR
  • watches
  • doors
  • Relatively few computing examples

8
Important Concepts
  • natural mapping
  • visibility
  • perceived affordance
  • feedback
  • mental models/conceptual models

9
Natural mappings
  • Why not?

10
Visibility
  • Make capabilities perceivable and interpretable
  • Counteracting forces features, aesthetics,
    abstractions

11
Feedback
  • Let someone know what just occurred
  • Can be sound thats made
  • Can be change in physical state

12
Affordances
  • Perceived properties
  • Relationship between person and object and
    interaction
  • Combination of good visibility, natural mapping,
    constraints, feedback

13
How about this?
Visibility? Affordances? Mapping? Conceptual
model? Feedback?
14
Rules for design
  • Complex things may need explanation, but simple
    things should not
  • If a simple thing requires instructions and
    pictures, it is likely a failed design
  • Support mental models
  • Create affordances
  • Designers are not users

15
But how?
  • It is easy to criticize after the fact
  • summative expertise
  • Hard to prevent problems
  • formative expertise

16
Project grading
  • Project counts for 50 of grade
  • 3 parts
  • Part 0 - 2 (team formation)
  • Part 1 - 16 (problem exploration)
  • Part 2 - 16 (design alternatives)
  • Part 3 - 16 (prototype / evaluation)

17
Deliverables
  • Part 0 team/project selection
  • identify team, problem/users
  • Part 1 Understanding the problem
  • describe users, tasks, environment, social
    context
  • Plus create Web project notebook, get IRB
    approval

18
Deliverables (contd)
  • Part 2 Design alternatives
  • prototypes for at least 3 different solutions
  • Informal user feedback
  • Part 3 Prototype evaluation plan
  • detailed (possibly functional) prototype
  • variety of evaluation exercises aimed to validate
    usability criteria
  • results of evaluation against design criteria

19
Presentations
  • Informal poster session
  • whole class period
  • alongside part 2
  • students and expert gallery
  • Formal project presentation
  • final week of semester

20
What Makes a Good Project
  • Interesting human issues
  • Novel forms of interaction
  • Depth and detail in the domain
  • Support 3 design ideas
  • Lets you show off
  • Access to domain expertsusers
  • Do NOT start with the technology

21
Redo policy
  • Version 1 of deliverable graded in a timely
    manner
  • Modifications to Version 1 (concise summary)
    submitted with Version 2
  • Final grade biased to final result

22
Coming attractions
  • HCI design process overview
  • Read DFAB Ch. 6.1-6.4
  • Look over past projects
  • Part 0 due May 17th!
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