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Design of Everyday Things
Don Norman
- focus on the interplay between people and technology
Usability Analysis
deals with 5 components
- Easy to learn
- Efficient to use
- Easy to remember
- Few errors
- Subjectively Pleasing
usability: Focus on tasks
- Focus on completing a task
- people have goals when interacting with systems
different users might have different goals
Example goals: purchase a flight ticket for two people, warm up food, send money to a friend
Gulf of Evaluation
- concerned with deciding whether actions were successful
- Feedback: "does the system provide a physical representation that can be directly perceived and that it is directly interpretable in terms of intentions and expectations of the person
Emotional Design
Emotional connections with products at three levels:
- Visceral: first reaction, perceived quality from look and feel
- Behavioral: experience-based, assessment of product's performance
- Reflective: reasoning, reflect on the product's impact on our lives
Validating Task
- find a target user
- revise task examples or discard them
Discovering requirements: why
a req is a functionality or a quality that the product must have
-
Human-centered design (HCD)
an approach that puts human needs, capabilities, and behavior first, then designs to accommodate those needs, capabilities, and ways of behaving
HCD is concerned with the design of the
System functionalities and interaction sequence
Human Centered Design Process
Takes place within the DDDD (Discover, Define, Develop, Deliver) model. The process starts with Observation, then Ideation (idea generating), then Prototyping, then Testing solutions to problems. This process is iterative.
Common Mistakes in System Design
• Ego-centric fallacy: Other people think and feel like me (the designer).
• People will read the manual. • More functionality is better.
• People are completely logical.
• People do not make mistakes.
• Only considering ideal use and context.
Signs of good design
- know who are the real users
- fit human capabilities and context
- easy to discover and understand basic operations without reading a manual
- let people recover from errors
Fitt's Law
- Model of human psychomotor behavior
- the time required to point a target is a function of the distance to the target and the width of the target
Easy to Learn
- focus on new users
- ideally learn by exploration
Easy to Remember
- Occasional use
- how to measure: past user who has been away, longitudinal study, memory experiments
Efficient to use
- Efficient: low resources(e.g., time, mental load)
- Existing user on expert performance
- defining expertise
- how to measure? time complete a task
Subjectively Pleasing
- how to measure: user rating, observation metric
- Danger: user bias
Usability: Focus on Users
- who is the user of your system
- what knowledge and abilities they have
- what are their interests
Two gulfs
- gulf of execution
- gulf of evaluation
Gulf of Execution
- Translating goals into actions
- Discoverability: How do i know what i can do?
- does the system provide actions that correspond to the intentions of the user
Good design is "discoverable"
- Affordances
- Signifiers
- Mapping
- Feedback
Affordances
an object's design suggests how to interact with that object
Signifiers
Signs that make an affordance known to the ursers
Mapping
Spatial correspondence between the layout of the controls and the devices being controlled
Feedback
Communicating the results of an action (ex. walk sign button saying 'wait' or error pop up)
Physio-pleasure
A sensual pleasure that comes from touching, smelling, hearing or tasting something. It can also be derived from a feeling of satisfaction that comes from the effectiveness of an object in enabling an action to be performed
Socio-pleasure
Pleasures that come from a feeling of belonging to a social group, social-enablers, and other ways that one can identify oneself with social groups.
Psycho-pleasure
Types of pleasure that comes from cognition, discovery, knowledge and other things that satisfy the intellect.
Ideo-pleasure
Pleasure derived from satisfying people's tastes, values and aspirations.
accessibility
removing the barriers that would otherwise exclude some people from using the system at all
accessibility barrier: Physical/physiological
- non-ergonomic design
- not considering different types of processing information
accessibility barriers: Conceptual
- Non-understandable systems
- not considering young and older users
accessibility barriers: Economical
Designing expensive products
accessibility barriers: Cultural
Making normative assumptions about cultural aspects
accessibility barriers: Social
Making normative assumptions on social contexts
how to make something more accessible
- Using Colors
- Double-code information
- Include images and media alternatives
- Don's assume people use mouse
human abilities
- Perception
- Cognition
- Motor Control
- Needs
- Experience
- Communication
- Collaboration
Perception
- processing of the interactive system through our five senses
- visual perception is dominant in desktop and mobile interfaces
- visual design guidelines based on experimental psychology
Gestalt Principles (GP)
Principles that describe the brain's organization of sensory information into meaningful units and patterns. The seven Laws are widely applied in many design domains.
(GP) Proximity
Objects near each other (relative to others) appear grouped, while those farther apart do not
(GP) Similarity
Similar-looking objects appear grouped, all other things being equals
(GP) Continuity
When visual elements are aligned with each other, we perceive them as continuous forms rather than disconnected segments
(GP) Closure
the tendency to complete figures that are incomplete
(GP) Symmetry
automatically organizes and interprets the data to simplify it and give is symmetry, making it easier to comprehends
(GP) Figure/Background
- Our mind separates the visual field into the figure (the foreground)
and ground (the background)
(GP) Common Fate
Objects that move together are perceived as grouped or related
Visual Hierarchy
- Users deduce the information structure of a system from its design
- Most important content should stand out the most
- Design hierarchical relationships among elements
- Visual hierarchy must reflect information hierarchy
Attention and Memory
- sensory (touch, small, hear, ...)
- short-term
- Long-term
Attention
- selectin things to concentrate on at a point in time from the mass stimuli around us
- information should be structured to guide users attention
Change Blindness
failing to notice changes in the environment
Memory: short term
- it decays rapidly
- has limited capacity: 7+-2 items, actually 4+-1
- chunking and meaning of information can lead to an increase in capacity
Memory: long term
- Deletion is caused by decay and interference
- Information retrieval: recognition and recall
Recall is harder than Recognition
- Recognition is about patter matching
- Recall is the process by which individuals search in their memory to find a piece of inromation
Descriptive vs. Predictive Models
Descriptive model: analogy, metaphor, categories, design spaces
Predictive Models: Analytic Statistics, equations
Fitt's Law of Movement Time (mt)
MT ~ D/W
D = distance to the object
W = Width of the object
a+b = Device dependent
Log2(D/W +1) = Index of Difficulty
MT = a+b * Log2(D/W + 1)
Impact of input Device
touchpad = 1.6
Trackball = 2.9
Joystick = 5
Mouse = 10.4
Hand = 10.6
eye tracker = 13.7
Steering Law
Governs the time it takes to steer a screen pointer along a constrained path to a target; the wider the path, the faster you can move the pointer to the target.
Derived from Fitts' law
Limitations of Fitts' and Steering Laws
- Time to find a target
- Visual saliency or content of the target
- muscle memory
Keystroke Level Model
Models performance given a sequence of steps for an expert user
power law of practice
- if you repeat a task, you'll get faster at it
- Applies to typing
Tn = T1 n^-a
PACT
- User-centric framework for thinking about design problems
P: who are the users?
A: how does the interaction occur?
C: where the interaction is taking place?
T: What technologies are used?
PACT: People
How do users differ?
Primary: frequent hands-on
Secondary: occasional or via someone else
Tertiary: affected by its introduction, or influence of its purchase
PACT: Activities
How does the interaction occur?
- what is the overall purpose of the activity
- temporal aspect: regular or infrequent
- Cooperation: one or more actors
- Complexity: well-defined or vague
- safety critical: can result in injury
- Impact of error: what kinds of errors
PACT: Context
Where does the interaction occur?
Physical context: noise, light, time
Social context: alone or with others
Organizational Context: related services or businesses
PACT: Technology
What are the technology requirements for the task?
Input
output
communication
content
Common Mistakes in PACT
- Considering only on a subset of users
- not specifying various parameters of the activities and context
- Proposing a technology instead of analyzing the variety of relevant technologies and tech req
Research Methods
- open ended interview
- contextual inquiry
- Observation ethnography
- Surveys Diaries
- Log file analysis
- analysis of archival data
Question to avoid when interviewing
- long questions
- Compound sentences
- Jargon and Language that the interviewee may not understand
- leading question that make assumptions
- unconscious biases, gender stereotypes
Contextual Inquiry: Four Main Principles
• Context: Going to the user, wherever they are, and seeing what they do as they do it
• Partnership: User and interviewer explore user's life together
• Interpretation: Observations interpreted by user and interviewer together
• Focus: Project focus to understand to what should be paid attention
Affinity Diagram
- record all notes or observations on individual card or sticky notes
- look for patterns and notes or observations that are related
- create a group for each pattern or theme
- Give each theme or group a name
Steps for developing task descriptions
- describes what the user wants to do but does not say how the user would do it
- very specific
- describes a complete job from when the user starts until they achieve their goal
- says who the users are (fred)
- as a set, the task descriptions identify a broad coverage of users and task types
Personas
bring users to life
- good personnel help the designer with design decisions and remind the team about
Why?
- easy way to communicate with others
- Helps with design
Persona should have
photo
age
demographic info
maybe a quote
primary goals
motivations
pain points
behaviors, daily routine
Scenarios
Informal narrative description reports about user tasks
Task Descriptions vs. Scenarios
Scenarios
- can involve description of tech
- used in wider range of situations
Conceptual model
A high-level description of how a system is organized and operates
Implementation model
describes what the system does
1. documentation
2. interface and behaviors
User's Model = Mental Model
Describes how user think about the system
Horizontal Prototype
- give a broad view of the system
-showing how the functionalities are brought together
Vertical prototype
- Elaborate on specific features or functions
- Demonstrate that the requirements are technically possible
Evaluation: Why?
- Conceptual design: do users understand the conceptual model?
- Prototyping: evaluate alternatives
- After Deployment: Collect users' requirements for future redesigns, privide usability assessments