Computer Science Assignment - Architecture and Design
Design Principles from Don Norman’s “Design of Everyday Things” and
Preece, Rogers and Sharp’s “Beyond Interaction Design”
Design of Everyday Things • Donald Norman - cognitive scientist and engineer who
has pioneered many ideas surrounding user centred- design
• worked for Apple, Hewlett Packard, Northwestern University, UCSD
• critiques and examines many everyday items as examples of problematic designs
• design principles a framework for discussing and thinking about everyday interactions
• Norman, Donald A. (1988). The Design of Everyday Things. New York: Basic Books.
Design Principles
• Visibility- can is see it?
• Feedback - what is it doing now?
• Affordance - how do I use it?
• Mapping - where am 1 and where can I go?
• Constraint - why can’t I do that?
• Consistency - I think I have seen this before?
Visibility • Can see the state of a device and possible actions
• Car controls are positioned in a way that they can be easily found and used
Visibility • Problems arise when we cannot “see” how to do use
a device
• Sensor technology like auto faucets - not sure how to use - guess where to put hands
• Visible knobs, dials and buttons have been replaced by invisible and ambiguous “active zones”
Visibility • Hiding certain functions can be
advantageous in interface design
• Certain functions are kept invisible until needed; also contained within a group of similar types
• Google search makes it clear where to enter text
Visibility • Other examples of poor or good visibility in design?
Feedback • what is it doing now? what action has been
performed?
• needs to be immediate and synchronized with user action
Feedback
• Sound works as feedback - examples?
Feedback
• Other examples of feedback in everyday design?
Affordance • Perceived and actual properties of an object that give
clues to its operation
Affordance • Perceived and actual properties of an object that give
clues to its operation
Affordance • Perceived and actual properties of an object that give
clues to its operation
Affordance • Other examples of affordances in everyday interactions?
Mapping • Relationship to controls and their effect
Mapping • Relationship to controls and their effect
Mapping • Relationship to controls and their effect
Constraints • Restricting the kind of interactions that can take place
Constraints • Restricting the kind of
interactions that can take place
• Reduce the chance of error
• Can also work to focus user’s attention to needed task
Constraints
• Other examples of good and bad constraints?
Consistency • designing interfaces to have similar operations and use similar
elements for achieving similar task
• systems are usable and learnable when similar concepts are expresses in similar ways
• enables people to quickly transfer prior knowledge to new contexts and focus on relevant tasks
• Four types of consistency:
• aesthetic
• functional
• internal
• external
Consistency
Aesthetic
• style and appearance is repeated to enhance recognition, communicates membership and sets emotional tone
• Mercedes Benz vehicles are instantly recognizable because the company consistently feature its logo on all its vehicles
• associated with quality and prestige; respected and admired; fine craftsmanship and reliable
Consistency
Functional
• meaning and action are consistent to improve learnability and understanding
• consistent use of symbols to represent similar concepts, leverages prior knowledge and makes new things easier to use
• traffic always turns yellow before red
• cassette recorder control symbols used on a
Consistency
Internal
• consistency with other elements in the system
• cultivates a sense of orientation and trust
• indicates system is well thought out and planned
• eg. park and trail signage
Consistency External
• consistent with other elements in the environment
• extends the benefit of internal consistencies across multiple, independent systems
• more difficult to achieve because different systems rarely observe the same design standards