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Design of Everyday Things Design of Everyday Things -- -- Don Norman Don Norman John Stasko John Stasko Spring 2007 Spring 2007 This material has been developed by Georgia Tech HCI faculty, and continues to evolve. Contributors include Gregory Abowd, Al Badre, Jim Foley, Elizabeth Mynatt, Jeff Pierce, Colin Potts, Chris Shaw, John Stasko, and Bruce Walker. Permission is granted to use with acknowledgement for non-profit purposes. Last revision: January 2007. 2 6750-Spr ‘07 Agenda Agenda Discuss Norman’s views on HCI & design Discuss Norman’s views on HCI & design

Design of Everyday Things --Don Norman

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Page 1: Design of Everyday Things --Don Norman

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Design of Everyday ThingsDesign of Everyday Things----Don NormanDon Norman

John StaskoJohn Stasko

Spring 2007Spring 2007

This material has been developed by Georgia Tech HCI faculty, and continues to evolve. Contributors include Gregory Abowd, Al Badre, Jim Foley, Elizabeth Mynatt, Jeff Pierce, Colin Potts, Chris Shaw, John Stasko, and Bruce Walker. Permission is granted to use with acknowledgement for non-profit purposes. Last revision: January 2007.

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AgendaAgenda

•• Discuss Norman’s views on HCI & designDiscuss Norman’s views on HCI & design

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SummarySummary

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Don NormanDon Norman

•• Currently with Nielsen Norman group & Currently with Nielsen Norman group & professor at Northwesternprofessor at Northwestern

•• Previously Professor at UCSD, at Apple, Previously Professor at UCSD, at Apple, HP, etc.HP, etc.

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DiscussionDiscussion

•• What did you take away from DOET What did you take away from DOET book?book?

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Daily ChallengesDaily Challenges

•• How many of you can use all the How many of you can use all the functionality in yourfunctionality in your–– VCRVCR

–– Digital watchDigital watch

–– Copy machineCopy machine

–– Stereo systemStereo system

–– Plumbing fixturesPlumbing fixtures

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Fun ExamplesFun Examples

•• LeitzLeitz slide projectorslide projector–– To move forward, short pressTo move forward, short press

–– To move backward, long pressTo move backward, long press

•• What happens when you get frustrated?What happens when you get frustrated?

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Fun ExamplesFun Examples

Doors

One in this room!

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Fun ExamplesFun Examples

Phones

How do you- transfer a call- change volume- store a number- ...

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Changing Ringer VolumeChanging Ringer Volume

•• Press “Program”Press “Program”

•• Press “6”Press “6”

•• Set volumeSet volume–– Low Low -- Press “1”Press “1”

–– Medium Medium -- Press “2”Press “2”

–– High High -- Press “3”Press “3”

•• Press “Program”Press “Program”

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Important ConceptsImportant Concepts

•• AffordancesAffordances

•• VisibilityVisibility

•• Conceptual modelsConceptual models

•• MappingMapping

•• FeedbackFeedback

•• ConstraintsConstraints

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AffordanceAffordance

•• What is it?What is it?

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Visual Visual AffordancesAffordances

•• Perceived and actual fundamental Perceived and actual fundamental properties of an object that determine properties of an object that determine how it could be usedhow it could be used–– Chair is for sittingChair is for sitting

–– Ball is for throwingBall is for throwing

–– Button is for pushingButton is for pushing

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Yikes!Yikes!

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MantraMantra

•• Complex things may need explanation, Complex things may need explanation, but simple things should notbut simple things should not–– If a simple thing requires instructions and If a simple thing requires instructions and

pictures, it is likely a failed designpictures, it is likely a failed design

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Designing for PeopleDesigning for People

•• Norman’s 2 main principlesNorman’s 2 main principles–– Provide a good conceptual modelProvide a good conceptual model

–– Make things visibleMake things visible

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Conceptual ModelConceptual Model

•• What does Norman mean by that?What does Norman mean by that?

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Conceptual ModelsConceptual Models

•• People build their own systems of how People build their own systems of how things workthings work–– Example Example -- carcar

•• Designer can help user foster an Designer can help user foster an appropriate conceptual modelappropriate conceptual model–– Appearance, instructions, behavior...Appearance, instructions, behavior...

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VisibilityVisibility

•• When functionality is hidden, problems in When functionality is hidden, problems in use occuruse occur–– Occurs when number of functions is greater Occurs when number of functions is greater

than number of controlsthan number of controls

•• When capabilities are visible, it does not When capabilities are visible, it does not require memory of how to userequire memory of how to use–– Remind person how to use somethingRemind person how to use something

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Simple ExampleSimple Example

What if both sides were “big” and you had toremember which side the “small” one went into?

Electric plugs

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Simple ExampleSimple Example

•• Bathroom faucetsBathroom faucets–– Two functionsTwo functions

•• Hot/coldHot/cold

•• PressurePressure

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Bathroom Faucets 1Bathroom Faucets 1

Can you figureout how to useit?

Are two functionsclear and independent?

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Bathroom Faucets 2Bathroom Faucets 2

Can you figureout how to useit?

Are two functionsclear and independent?

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Bathroom Faucets 3Bathroom Faucets 3

Can you figureout how to useit?

Are two functionsclear and independent?

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Two Important PrinciplesTwo Important Principles

•• MappingMapping

•• FeedbackFeedback

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MappingMapping

•• What does this mean?What does this mean?

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MappingMapping

•• Relationship between two objects, here, Relationship between two objects, here, between control and action/resultbetween control and action/result–– Good:Good:

•• Car, various driving controlsCar, various driving controls

•• Mercedes Benz seat adjustment exampleMercedes Benz seat adjustment example

–– BadBad•• Car stereo Car stereo -- Knob for front/back speakersKnob for front/back speakers

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StoveStove

Whichcontrolswhich?

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Yikes!Yikes!

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Why Not Design BetterWhy Not Design Better

•• StoveStove

•• SpeakersSpeakers

Physical, monetary,convenience, etc.,constraints dictateotherwise

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FeedbackFeedback

•• Let someone know what just occurredLet someone know what just occurred–– Can be sound that’s madeCan be sound that’s made

–– Can be change in physical stateCan be change in physical state

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ConstraintsConstraints

•• Limitations on what can be doneLimitations on what can be done–– Physical Physical -- keyskeys

–– Semantic Semantic -- menu grayingmenu graying

–– Cultural Cultural -- ColorsColors

–– Logical Logical -- When all above don’t applyWhen all above don’t apply

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Individual DifferencesIndividual Differences

•• Whom do you design for?Whom do you design for?–– Everyone? ImpossibleEveryone? Impossible

–– Average? Excluding half audienceAverage? Excluding half audience

–– 95%? Still may miss a lot95%? Still may miss a lot

•• Can’t accommodate everyoneCan’t accommodate everyone

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Individual DifferencesIndividual Differences

•• Designers are not representative of the Designers are not representative of the user population for whom they are user population for whom they are designing designing

•• Don’t expect users to think or act like youDon’t expect users to think or act like you

•• People vary in both physical attributes People vary in both physical attributes and mental/cognitive attributesand mental/cognitive attributes

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ExampleExample

ScissorsAffordances - Insert somethinginto holes

Constraints - Bigger hole forseveral fingers, small for thumb

Mapping - How to insert fingersinto holes suggested by visibleappearance

Conceptual model - Suggested byhow parts fit together and move

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Why Design is HardWhy Design is Hard

•• Number of things to control has Number of things to control has increased dramaticallyincreased dramatically

•• Displays are more virtual/artificialDisplays are more virtual/artificial

•• Marketplace pressureMarketplace pressure–– Adding operations cheaper (computers)Adding operations cheaper (computers)

–– Adding controls expensive (real estate, cost)Adding controls expensive (real estate, cost)

•• Errors are becoming increasingly seriousErrors are becoming increasingly serious

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Try and Try AgainTry and Try Again

•• Norman thinks that it often takes 5 or 6 Norman thinks that it often takes 5 or 6 tries to get something “right”tries to get something “right”

•• Simply may not have that luxury in a Simply may not have that luxury in a competitive business environmentcompetitive business environment

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UpcomingUpcoming

•• Design (general)Design (general)

•• PrototypingPrototyping