Title: Design of Everyday Things Chapter One
1Design of Everyday Things Chapter One
This material has been developed by Georgia Tech
HCI faculty, and continues to evolve.
Contributors include Gregory Abowd, Jim Foley,
Diane Gromala, Elizabeth Mynatt, Jeff Pierce,
Colin Potts, Chris Shaw, John Stasko, and Bruce
Walker. Comments directed to foley_at_cc.gatech.edu
are encouraged. Permission is granted to use with
acknowledgement for non-profit purposes. Last
revision May 2007.
2Don Norman
- Professor at Northwestern and Principal of
Nielsen Norman group - Previously Professor at UCSD, senior positions at
Apple HP - ACM/CHI Lifetime Achievement Award
- Prolific author
3Discussion
- What did you take away from DOET book?
- Write down three key take-away messages
4Here are some
- Affordances are important
- Minimize the gulf of interpretation and gulf of
execution - Use natural mappings
- Make state visible
- Use a conceptual model that makes sense
- Provide feedback
5Daily Challenges
- How many of you can use all the functionality in
your - VCR
- Digital watch
- Copy machine
- Stereo system
- Plumbing fixtures
6Hall of Shame Example
- Leitz slide projector
- To move forward, short press
- To move backward, long press
- What happens when you get frustrated?
7Fun Examples
Phones
How do you - transfer a call - change volume -
store a number - ...
8(No Transcript)
9Changing Ringer Volume
- Press Program
- Press 6
- Set volume
- Low - Press 1
- Medium - Press 2
- High - Press 3
- Press Program
10Chapter 1
- Affordances
- Conceptual model
- Make things visible
- Mapping
- Feedback
11Affordance
12Visual Affordances
- Perceived and actual properties of an object that
determine how it could be used - Chair is for sitting
- Button is for pushing
- Door handle is for .
- Scroll arrow is for
- Icon is for
13Door Opening Affordances
1
2
3
4
5
- Which doors are easy to open?
- Which doors are hard to open?
- Why?
6
7
14Lack of Affordance Example
What in the world is this glass for?
15Now with an Affordance!!
This sure makes it obvious!
16Mantra
- Complex things may need explanation, but simple
things should not - If a simple thing requires instructions, it is
likely a failed design
17Conceptual Model
- What does Norman mean by that?
18Conceptual Models
- People build their own systems of how things work
- Thermostat at home
- Example from computers?
- Designer can help user foster an appropriate
conceptual model - Appearance, instructions, behavior...
19Make Things Visible
- State of system
- Action alternatives
- When functionality is hidden, problems in use
occur - Occurs when number of functions is greater than
number of controls - When capabilities are visible, it does not
require memory of how to use - Visibility reminds person how to use something
20Simple Example
- Bathroom faucets
- Two functions
- Hot/cold
- Flow
- Think about these both for action visibility and
state visibility - (Affordances are just ONE way to provide action
visibility)
21Bathroom Faucets 1
Can you figure out how to use it? Are two
functions clear and independent?
22Bathroom Faucets 2
Can you figure out how to use it? Are two
functions clear and independent?
23Bathroom Faucets 3
Can you figure out how to use it? Are two
functions clear and independent?
24About that VCR
- That old joke - how many of you have a VCR that
is blinking 1200? -) - Still true today -(
25Which is Faster for Setting Time?
26Computer Examples of Poor Visibility?
- Contribute your favorite examples
27Mapping
28Mapping
- Relationship between control and action/result
- Good
- Car, various driving controls
- Mercedes Benz seat adjustment example
- Bad
- Car stereo - Knob for front/back speakers
29Mapping Example Euros
30Mapping Example Stove
31Feedback
- Let someone know what just occurred
- Sound thats made
- Visible change on screen
- EVERY user action should create some feedback
- Mouse moves -gt cursor moves
- Mouse over object -gt object changes
- Button down over object -gt object changes in
different way - Etc Etc Etc
- Your favorite examples of good and bad feedback?
32Combined Example Scissors
Scissors
Affordances - Insert something into
holes Mapping - How to insert fingers into holes
suggested by visible appearance Conceptual model
- Suggested by how parts fit together and
move Constraints - Bigger hole for several
fingers, small for thumb