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The Design of Everyday Things Donald A. Norman. The psychopathology of everyday things Doors Doors Light switches Light switches Taps Taps Telephones.

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Presentation on theme: "The Design of Everyday Things Donald A. Norman. The psychopathology of everyday things Doors Doors Light switches Light switches Taps Taps Telephones."— Presentation transcript:

1 The Design of Everyday Things Donald A. Norman

2 The psychopathology of everyday things Doors Doors Light switches Light switches Taps Taps Telephones Telephones Microwaves Microwaves VCR’s VCR’s

3 Affordances “the perceived and actual properties of the thing, primarily those fundamental properties that determine just how the thing could possibly be used” “the perceived and actual properties of the thing, primarily those fundamental properties that determine just how the thing could possibly be used”

4 Affordances Plates are for pushing Plates are for pushing Knobs are for turning Knobs are for turning Buttons are for pressing Buttons are for pressing No picture, label or instruction is required

5 Doors are for opening

6 Norman’s Action Cycle

7 Norman’s Seven Stages of Action The World Goals Intention to act Sequence of actions Execution of the action sequence Evaluation of interpretations Interpreting the perception Perceiving the state of the world ExecutionEvaluation

8 The Gulf of Execution The difference between the intentions and the allowable actions The difference between the intentions and the allowable actions

9 The Gulf of Evaluation Reflects the amount of effort that the person must exert to interpret the physical state of the system and to determine how well the the expectations and intentions have been met. Reflects the amount of effort that the person must exert to interpret the physical state of the system and to determine how well the the expectations and intentions have been met.

10 Principles of good design

11 Provide a good conceptual model A conceptual model allows the user to simulate the operation of the device. A conceptual model allows the user to simulate the operation of the device. A good conceptual model allows the user to predict the effects of their actions. A good conceptual model allows the user to predict the effects of their actions.

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13 Make things visible By looking, the user can tell the state of the device and the alternatives for action. By looking, the user can tell the state of the device and the alternatives for action. The telephone The telephone The motor car The motor car

14 The Principle of Mapping The relationship between two things The relationship between two things Natural mapping Natural mapping  Physical analogies  Cultural standards

15 Car speaker control

16 Good mappings It is possible to determine the relationships between: It is possible to determine the relationships between:  Actions and results  Controls and their effects  The system state and what is visible

17 Natural mapping

18 The Principle of Feedback Sending back information to the user on what has been done. Sending back information to the user on what has been done. The user should receive full and continuous feedback about results of actions. The user should receive full and continuous feedback about results of actions. Example: Stationery ordering system Example: Stationery ordering system

19 Conclusion Things don’t have to be so hard to use. Things don’t have to be so hard to use. Even the best-trained and best-motivated designers can go wrong when they listen to their instincts instead of testing their ideas on users. Even the best-trained and best-motivated designers can go wrong when they listen to their instincts instead of testing their ideas on users.


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