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Donald Norman: A Cantankerous Visionary

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Title: Donald Norman: A Cantankerous Visionary


1
Donald Norman A Cantankerous Visionary
The well-rounded product will enhance the heart
as well as the mind. . .
EDAE A638 Patricia Jay Fall 2007
2
Biographical Sketch Who is Donald Norman?
  • Cognitive scientist
  • Applications engineer
  • BS MIT
  • MS University of Pennsylvania
  • Ph.D Psychology University of Pennsylvania
  • Vice President Apple Computer (1993)
  • Nielsen-Norman Group (f.1998)
  • Honorary degrees from The Netherlands and Italy
    in industrial design and engineering
  • Faculty member at Harvard UCSD
  • Present Northwestern University Professor of
    Computer Science, Psychology and Cognitive
    Science

3
Publications by Donald Norman
  • The Psychology of Everyday Things (1988)
  • The Design of Everyday Things
  • The Invisible Computer (1998)
  • Emotional Design Why We Love (Or Hate) Everyday
    Things (2004)
  • Attractive things really do work better!

4
Technology as Change
  • Converging interests and technologies
  • Communication
  • Computation
  • Entertainment
  • IMMEDIATE IMPACT
  • LONGTERM IMPACT
  • Whats the Rush?

Technological revolutions are fast only from a
historical point of view. . .
5
Where Edison Went Wrong
  • Emphasis on
  • Technology
  • NOT
  • Social impact and cultural change
  • Did not matter whether or not the technology was
    superior
  • The Victor Talking Machine Company
  • Know your customer

6
Early Adopters
  • Design and ease of use irrelevant

Early IBM Computer
7
First Functionality, Then Excitement
tetrabyte
gigahertz
megahertz
megabyte
kilobaud
gigabyte
8
Man and His Things. . .
  • One side effect of todays technologically
    advanced world is that it is not uncommon to hate
    the things we interact with. Consider the rage
    and frustration many people feel when they use
    computers. In an article on computer rage, a
    London newspaper put it this way It starts out
    with slight annoyance, then the hairs on your
    neck start to prickle and your hands begin to
    sweat. Soon you are banging your computer or
    yelling at the screen, and you might well end up
    belting the person sitting next to you.
  • From Emotional Design by Donald A. Norman

9
Interview with Don Norman
  • 2006 interview in Israel (excerpts)
  • World Usability Day
  • We learn lessons from all technology.
  • Emotions play a large role in how we deal with
    design.
  • The issue is the total experience we have.
  • Usability is not the whole picture we want to
    have an enjoyable experience and get the job
    done.
  • Emotion comes first, then drives the cognitive
    system.
  • If the situation is attractive, the little
    annoyances can be overlooked.

10
The Fate of Things to Come. . .
  • Five Rules for Communication between Machines and
    People from The Design of Future Things
  • 1. Keep it Simple
  • 2. Always give people a conceptual model
  • 3. Give reasons.
  • 4. Make people think they are in control.
  • 5. Continually reassure.

11
Norman on Education
Learning from the Success of Computer Games We
learn not by having our heads filled with the
great thoughts and ideas of others, but by
constructing them within our own conceptual
structures. But this construction works best
when the scenario is rigged so as to lead us to
the ideas, to force us to confront them and
understand them. This is what the successful game
designer does. This is what the successful
educator must do. . . .
12
Resources
  • Norman, Donald. (1998). The Invisible Computer
    Why Good Products Can Fail, the Personal Computer
    Is So Complex, and Information Appliances are the
    Answer. MIT Press. 1998.
  • Norman, Donald. (2004). Emotional Design Why We
    Love (or Hate) Everyday Things. Basic Books.
  • Norman, Donald. (2003). Things that Make Us
    Smart.
  • Norman, Donald. (2007) The Design of Future
    Things.
  • http//www.jnd.org
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