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Introduction to User Experience Principles and Processes (Week 4) - Coggle…
Introduction to User Experience Principles and Processes (Week 4)
How do people act in the world?
Book - The Design of everyday things ~ Don Norman
Seven Stages of Action
Execution the action (Execution)
System/coffee machines/software system
Selection the action (Execution)
Perceiving the state of the world (Evaluation)
Interpretating the state of the world (Evaluation)
Forming intention (Execution)
Forming goal
Evaluating the outcome (Evaluation)
Gulf of execution and evaluation
User's goal --> the world/physical system (Gulf of execution)
The world/physical system --> User's goal (Gulf of evaluation)
Bridging the gulf (design system that bridge those gulfs)
Make sure likely action are:
visisble when needed
make sense
Make sure the results of actions - are visible - make sense
Understand user's goal and how they think about accomplishing them
Design Principles
Discoverability
This is how we brigde the gulfs of execution and evalutation
Execution: users can figure out what actions are possible Evaluation : users can discover whether actions were successful
Users need to be able to discover
What a system can do?
How to operate it?
Support Discoverability
Affordances
an "affordance" is a feature of the object/environment that indicates the possibility of action
Signifiers
an indication of what action will occur and, in many cases, where the action can occur/ a"sign" (what each functions would be/ eg. the best path through the field)
Feedback
Users need to now the system received their input
What the system did with their input
Constraints
Unavailable actions should be disabled
Limiting the total number of options will make selection easier
eg. the start/stop button eg. words -> insert table tab eg. google can only input the search term
Conceptual model
conceptual methods support simulation of future action
appropriate use of affordances, signifiers, feedback and constraints leads to formation of accurate conceptual models
Support formation of conceptual models
Signifiers
Feedback
Affordance
Constraints
Consistency
how to use consistency across the different aspect of a system so that user can applies what they already know elsewhere
Metaphor
take user's knowledge of other system and applies the learning to the system that we have design for them