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The Design of Everyday Things (Chapter 1: The Psychopathology of everyday…
The Design of Everyday Things
Chapter 1: The Psychopathology of everyday things
Norman Door
The three ways that good design makes you happy
The Complexity of Modern Devices
Industrial Design
designers emphasizing form and material
Interaction Design
focus on how people interact with technology.
Experience Design
focus on the quality and enjoyment of the total experience
Design: is concerned with how things work, how they are controlled and the nature of the interaction between people and technology.
Deficiences in human-machine interactions
Some comes from limitations of today's technology
Some come from self-imposed restrictions by the designer often to hold down the cost
Most of the problems come from lack of understanding of the design principles necessary for effective human-machine interaction
Human Centered-Design
Good design starts with understanding of psychology and technology - understanding of people
Understanding comes from observations
Good design requires good communication
especially from machine to person
Good design is essential when things go wrong
Getting the specification of the things to be defined is the most defficault part of design
HCD is a philosophy
Fundamental Principles of Interaction
Experience
Cognition
Emotion
6 prinsipples
Affordances
Refers to relationship between a physical object and a person
Eks. a chair affords sitting
Affordance is not a property of an object, it is a relationship
Whether an affordance exists depends upon the properties of both the object and the agent
Affordance can be visible or invisible
determine what actions are possible
Some affordances are perceivable other not
Perceivable affordances often act as signifies, but they can be ambiguous
Signifies
communicate where the action should take place
the role of signifier
good communication of the purpose
good communication of the structure
good communication of the operation
are signals
must be perceivable, else they fail to function
Constraints
Mappings
Feedback
Conseptual Models