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Created September 9, 2017 21:40
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THE DESIGN OF EVERYDAY THINGS - Highlights, questions for myself

THE DESIGN OF EVERYDAY THINGS

Second round - how can I apply the book to my work? Questions for myself

1. THE PSYCHOPATHOLOGY OF EVERYDAY THINGS

  • Human-Centered Design
    • When something is wrong, the service highlight the issue
      • User friendly error message - what to do to recover the operation - Can user understand the error without fear?
      • Possibility of undo - Can user undo the operation?
  • Affordance
    • Does it really look like a button? (Controllable?)
    • Does it tell what it is by its appearance?
  • Signifiers
    • Supports affordance by symbols, signs, marks, text
    • Does it explain itself in the UI?
    • Do people have problem understanding what it is?
  • Mapping
    • Is the design common?
    • Is the design template common?
  • Feedback
    • Do we really tell it's loading?
    • Do we really tell the operation worked?
  • The design challenge
    • Products that enhance lives and add to our pleasure and enjoyment

2. THE PSYCHOLOGY OF EVERYDAY ACTIONS

Event-Driven bahaviour

e.g., The person is reading a recipe book for cooking dinner. The light is getting dimmer and dimmer.

Reading is not the high-level goal. Ask "Why is that the goal" for each goal.

The hierarchy of goals is: satisfy hunger; eat; cook; read cookbook; get more light.

What is user's high-level goal? Can the system help achieving the goal?

Does the design make the seven stages of action clear?

  • The seven stages of action
    1. Goal
    • What do I want to accomplish?
    1. Plan
    • What are the alternative action sequences?
    1. Specify
    • What action can I do now?
    1. Perform
    • How do I do it?
    1. Perceive
    • What happened?
    1. Interpret
    • What does it mean?
    1. Compare
    • Is this okay? Have I accomplished my goal?

3. KNOWLEDGE IN THE HEAD AND IN THE WORLD

  • Do you have a meaningful mapping?
    • Best mapping: Controls area mounted directly on the item to be controlled
    • Second-best mapping: Controls are as close as possible to the object to be controlled
    • Third-best mapping: Controls are arranged in the same spatial configuration as the objects to be controlled

4. KNOWING WHAT TO DO: CONSTRAINTS, DISCOVERABILITY, AND FEEDBACK

  • Do you design by thinking of affordances, signifiers, and constraints?
    • Applying Affordances, Signifiers, and Constraints to Everyday Objects
      • Constraints That Force the Desired Behaviour
        • Interlocks : Oven's door does not open unless it's turned off. (dead man's switch) You have to keep pressing the button
        • Lock-ins : The dialog asking if you want to save when you try to exist the app. Adobe products... Once they become standard, nobody leaves
        • Lockouts : The gate at the ground floor to prevent people going down when they are panicked

5. HUMAN ERROR? NO, BAD DESIGN

  • Do I do root cause analysis?
    • Five Whys
    • Potential causes
      • Mistakes
        • Rule-based mistakes
        • Knowledge-based mistakes
        • Memory-lapse mistakes
      • Social and Institutional Pressures
  • Do I prevent the errors?
    • Jidoka, andon, poka-yoke
    • Designing for Error
      • Put the knowledge required to operate the technology in the world
      • Use the power of natural and artificial constraints: physical, logical, semantic, and cultural
      • Bridge the two gulfs, the Gulf of Execution and the Gulf of Evaluation

6. DESIGN THINKING

The problem I am asked to solve is not the real, fundamental, root problem

  • How do you know you solved the correct problem?
  • Where do you think the problems come from?
  • Do I solve the correct problem?
    • Double-Diamond Model of Design
    • The Human-Centered Design
  • Do we look for human needs?

7. DESIGN IN THE WORLD OF BUSINESS

  • Do I take 'customer obsessed' approach?
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