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Comm / INFO 2450

Communication and Technology

Professor

Drew Margolin

2450 in the News

Review

Everyone should be set up in:

1. BlackBoard –readings, syllabus

Review

Everyone should be set up in:

1. BlackBoard –readings, syllabus

2. Twitter

• create twitter account • follow @2450fall2015• Make sure TA knows your handle if not standard

Review

Everyone should be set up in:

1. BlackBoard –readings, syllabus

2. Twitter

• create twitter account • follow @2450fall2015• Make sure TA knows your handle if not standard• send a few more tweets to show you are not a spam bot• Our account will follow you, too

Review

Everyone should be set up in:

In next day or two 3. Blog – practice post, set up your page

You will get a blog assignment next week

1. BlackBoard –readings, syllabus

2. Twitter

TweetReport

TweetReport

Most key concepts well represented

Visibility a bit low

TweetReport

eli_2450: Interesting read. Actually ran into a lousy door today that had a handle, suggesting us to pull it, but could only be pushed

Cornell Doors!… Everydayness

imorse2450: Gates Hall has the worst case of Norman doors I've ever seen.

TweetReport

eli_2450: Interesting read. Actually ran into a lousy door today that had a handle, suggesting us to pull it, but could only be pushed

Cornell Doors!… Everydayness

imorse2450: Gates Hall has the worst case of Norman doors I've ever seen.

Could you make these visible to us ??

TweetReport

jhubbard2450: Does natural mapping change from generation to generation? For ex. the mapping of a landline is much different than an iPhone

The generation gap

JMcManus2450: Gaps in age greatly influence some conceptual models. My mom and I have very different ideas about how our Iphones operate.

TweetReport

EGonzalez2450: The problem in human centered design is differences in users. Is there a way to make design more intuitive for all users?

Provocative Questions

rpicard2450: Won't tailoring design toward 'understanding' inhibit users using products in creative ways? Intended use isn't always best...

Chapter 1 – The Psychopathology of Everyday Things

Chapter 1 – The Psychopathology of Everyday Things

• everyday objects filled with design issues

• we interact with them deeply, unconsciously, constantly

• typically people blame themselves

• good design is rare but achievable

Everyday-ness

mrothstein2450: the ultimate goal of an interactive device should be user-friendliness without making users feel like they are being babied

Chapter 1 – The Psychopathology of Everyday Things

AffordancesVisibilityMappingsFeedback Conceptual Models

High-Level Principles

Everyday-ness

Chapter 1 – The Psychopathology of Everyday Things

• actual and perceived properties of how a thing can possibly be used

High-Level Principles

Everyday-ness

Affordances

Chapter 1 – The Psychopathology of Everyday Things

Affordances

• actual and perceived properties of how a thing can possibly be used

• “clues” to use

High-Level Principles

Everyday-ness

Chapter 1 – The Psychopathology of Everyday Things

Chapter 1 – The Psychopathology of Everyday Things

Affordances

• perception informed by culture and habit are important•But physical can also be sufficient

High-Level Principles

Everyday-ness

cboutwell2450: It's interesting to think how being overly logical can make design less user friendly. I've always thought logical == simple.

Affordances are less logical, more “gut feel”

Chapter 1 – The Psychopathology of Everyday Things

Affordances

• origins at Cornell with J.J. Gibson – interactive possibilities

• perceived and actual properties of how a thing could possibly be used

• “clues” to use

High-Level Principles

Everyday-ness

Online examples?

Chapter 1 – The Psychopathology of Everyday Things

Visibility

• we are visual creatures – often fastest perception

“visual first, think later”

Visibility” often means salience – noticeability

High-Level Principles

Everyday-ness

ddaniels2450: Could a design have too many signifiers and as a results the person becomes more confused or frustrated with the design?

Chapter 1 – The Psychopathology of Everyday Things

Visibility

• we are visual creatures – often fastest perception

• making design functions visible aids ease of use

High-Level Principles

Everyday-ness

Chapter 1 – The Psychopathology of Everyday Things

Where should I speak? Where is the ON switch?

Chapter 1 – The Psychopathology of Everyday Things

Visibility

• we are visual creatures – often fastest perception

• making design functions visible creates ease of use

High-Level Principles

Everyday-ness

Smartphone / Touch Screens• What’s visible?• What’s invisible?

?

Breakout

• - identify an everyday virtual or physical object• - analyze in terms of affordances and visibility• - write out points, include your names, pass to TAs

5-7 Minutes

Chapter 1 – The Psychopathology of Everyday Things

Mapping

• relationship between two things (controls and their actions)

High-Level Principles

Everyday-ness

Chapter 1 – The Psychopathology of Everyday Things

Mapping

• relationship between two things (controls and their actions)

• natural mapping: – physical analogies – cultural standards

High-Level Principles

Everyday-ness

hhwang2450: it should be noted that visual, nonverbal signifiers may mean entirely different things to people of distinct cultures and age

An Example

My Brand New Chair!

performs?

My Brand New Chair!

Visible?Natural? Anything else?

Chapter 1 – The Psychopathology of Everyday Things

Mapping

• relationship between two things (controls and their actions)

• natural mapping: physical analogies, cultural standards

High-Level Principles

Everyday-ness

Any others ?

Chapter 1 – The Psychopathology of Everyday Things

Mapping

• relationship between two things (controls and their actions)

• natural mapping: physical analogies, cultural standards

High-Level Principles

Everyday-ness

• metaphorical mappings: e.g., “links”, “desktop”

mapping

Mapping & affordance

Chapter 1 – The Psychopathology of Everyday Things

Feedback

• information back to the user about effect of actions

High-Level Principles

Everyday-ness

Chapter 1 – The Psychopathology of Everyday Things

Feedback

• information back to the user about effect of actions

• visual, tactile, audible

High-Level Principles

Everyday-ness

ikaplan2450: An example of unintended, but helpful feedback is the sound of a car engine starting. The user then knows the car started.

Chapter 1 – The Psychopathology of Everyday Things

High-Level Principles

Everyday-ness

Conceptual Models

A set of mappings between controls and functions…

… that are guided by a simple set of principles or overarching logic

Conceptual Models

Conceptual Models

People will make sense out of any information you give them

This is bad, because they jump to all kinds of crazy conclusions

But this is also good, because it means they can be easily trained to understand new technology with the right affordances and signifiers as cues

Chapter 1 – The Psychopathology of Everyday Things

High-Level Principles

Everyday-ness

Conceptual Models

Design Model

User Model

System Image

Design Models and User Models

Do they work in exactly the same way?

Are there clues to how they are different?